Turret Factory Placement

NoClassNoClass Join Date: 2002-11-11 Member: 8207Members
<div class="IPBDescription">Just a reminder how important it is...</div> Am I the only one who still realizes how critical it is to place your TFs properly (not trying to sound arrogant)? I've noticed that most of the comms, not all, have gotten sloppy at this.

Back in 1.xx people used to put them in a corner or against the wall to limit the sides from which a skulk can attack it and maximise the protection that a turret can offer to the factory. Now people just plop them almost anywhere and stick turrets all on one side leaving a blind spot that can be taken advantage of. I've already taken down multiple farms either by using a blind spot and have the TF protect me from turrets or by munching on 1 turret so that it'll open up a blind spot.

I know there have already been posts with diagrams and such as to how to properly place them, so feel free to search for that particular thread.

What I do sometimes when I get a critical outpost which I cannot afford to lose is, when res permits, to place the TF close to the RT electrify them both and drop turrets to cover the TF. Possibly put a phase in close proximity of the 2 so that any melees that try to take down the phase first will be zapped by both structures not to mention the turrets shooting them. As always, this won't fully protect the outpost from a smart/sneaky gorge equipped with bilebomb...

Anyways, just a reminder that if you can put your TF in a corner then do so or at least put it against a wall. 2-3 vulnerable sides is better than 4... Good luck and happy comming!!

Comments

  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Some comms are unintentionally sloppy.

    As well as walls, check for vents. Do not put it near a vent or door, as celerity carapace skulks can and will run behind the tf.

    Also, do not put it beside railings, as skulks can hide there too using wall crawling.

    The best way to be sure of TF safety is to keep all sides of the TF in sight of a turret, or put it against a corner that is far from a vent/door.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Depending on the room, sometimes it's actually better to put it in the middle and electrify. In that case, only skulks can use it as a shield (oni and fades get shot over the top of the tfac), and they get zapped to death. However, yes, many comms are not placing tfacs intelligently.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    As a marine I always check to see if I can get behind the TF near a wall. If I can I tell the comm. If I can't neither can a skulk.
  • a_M-Takera_M-Taker Join Date: 2003-03-27 Member: 14942Members
    Yes i have noticed ALOT of comms that do this now... Maybe its because NS 2.0 Brought alot of new people to the game and most n00bs like to comm or gorge. I still see comms that kick everyones ****. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Take this a step futher. Turret placement in the NEW maps can be critical to winning a game now. You can cut off parts of the map to Aliens with a few turrets. With some of the new maps having only one hallway leading to hives or sections of the maps. An early and well placed TF and Turrets can be a real problem for the Alien team.
  • qweazdakqweazdak Join Date: 2002-11-01 Member: 2761Members
    Dont forget those gorges destroying those TF's too. I took out a TF recently cuz of cover from a wall.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    As a skulk I have now destroyed three turret farms using celerity and carapace.

    As a gorge I managed to unlock 2 hives, best of which was because the marine put his TF on the top ledge of Furnace, allowing me to bile bomb in safety from the lower level. In that instance he lost a PG, Armory, TF, 5 turrets, and his strategic hold on our hive.

    And then the game <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> Puny marines, I pween you all!
  • Crunchy1Crunchy1 Join Date: 2003-08-11 Member: 19454Members
    edited August 2003
    i find that it works well to put the turrets in an "enveloping formation"

    see diagram

    WALL
    ----------------------------------
    W| (F) x x x x x x x x x x x
    A | x x xooooooooooooo
    L | xoooooooooooooooo
    L | xoooooooooooooooo
    o | xooooooooxxooooooo
    o | xoooooooooxxoooooo
    o | xoooooooooooooooo o
    o | xooooooooooooooooo

    _________
    LEGEND
    --------------
    turrets - x
    factory - (F)
    open ground - o





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