Turrets? Whats Up With Them?

TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
<div class="IPBDescription">Anyone else here truly unhappy?</div> In 1.04 you could hit a blindside on a tf if the comm placed it badly.
Or at least circle strafe and pop a few to make an opening. All I know is, turret farms werent that big a threat.
Now all I do is see them spammed and until you get a fade with metobolize or some onos, they sit there.
not to mention electrified stuff too. This is just madness.
Ive leapt past doorways with turrets and have been shot.
And I thought blink was supposed to make you invis while you did it. I saw that in some description somewhere. Yet I blink past a doorway and eat a few rounds as well.
Too many turrets, electrified tf's, and super l337 tracking ability.
Something isnt kosher.
Let turrets hurt themselves and/or the tf.
And perhaps have them require ammo like sentries in team fortress.
I dunno. I see too many end games 3 hive aliens needing over 10 mins because marines still have this huge azz turret farm.

Comments

  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    get you and your gorge buddy over there with 2 movment chambers and some backup (a skulk or 2) then bilebomb the hell out of them. The same thing can be said about OC chambers, you just have to know how to deal.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    I love the new turrets, I originally thought they were way overpowered but they really are perfect. You see, they are engineered to destroy skulks, as they should, but they do such little damage that even massive turret farms don't do much to onos, it only seems that way because most people are still convinced that redemption is something it isn't, and they are blind to see the 5 marines shooting at them. A turret farm will get eaten incredibly fast if left alone with an onos or fade nearby, however when supported by the marines it will be very deadly, which is how it should be.
  • p4Prosperop4Prospero Join Date: 2002-12-04 Member: 10454Members, Constellation
    I agree with Mr Pink. I have found that turret farms are just about right. As a skulk it is extremely difficult to take one down single-handedly; however with support or as a higher lifeform they go down fairly quickly. Now if the turrets have a couple marines supporting them they are truly vicious, but again that seems fair. I'd say both turrets and offense chambers are very well balanced right now.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Turrets are good now. They're still kind of easy to take down with effort, but they actually do something as well.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    problem with turrets?? If you complained that, "as a marine, I can't circle strafe and kill the alien's OT anymore" then I'd agree. Both turrets have been souped up to be rambo counters. They are. That and it was stupid to watch ONE skulk go into a heavily TF'ed area, and knock out a turret, or take the TF down 40% health per run. it was economically unsound, and really was the reason why TFs were only used when sieging.
  • PinheddPinhedd Join Date: 2003-03-14 Member: 14505Members
    I think they are fine (except when the marines camp in the red-room, that should be removed <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ) as the power up was to help enforce teamwork and coordination to take them out.
  • qweazdakqweazdak Join Date: 2002-11-01 Member: 2761Members
    its ok because its balanced with offensive chambers. its hard for a lmg marine to take down an 'o' chamber. my only beef is that its easier to place turrets than the chambers. commanders get a whole pool of resources where as gorges get a measly 100 max resources and they rarely have more than 25! i liked the v1.0x resource system for that reason because gorges get resources faster than in this version. i dont like the idea of switching gorges around in v2.0.
  • EighteenTwelveEighteenTwelve Join Date: 2003-08-10 Member: 19366Members
    I have to disagree. Turrets HAVE to be near a turret factory - OT's can be placed anywhere.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I'm still for a limit on turrets in one area, 10-12 for instance. If marines can afford more than that, they could just as well wipe the map with Heavy Armor.
  • HalikHalik Join Date: 2003-06-09 Member: 17159Members
    edited August 2003
    I was playing when rines were going straight down to the hell and just wantewd me to spam some turrets as base for fun when being sieged by alins so long and i done it. 2 lines of turrets form wall to wall on rines base on ns_eclipse. "Aliens plz dont bile bomb it and anything like that - try tu rush with pack of onos's..." Onos with redemp died, another and another... One by one... Turret spam is way to powerfull. And when you have lev 3 guns... only 10-30 turrets needed to be unstoppable on 1/2 hive aliens <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Gorge with bile bomb can be killed with shotty rine...
    BTW. Shotty is much better at the same cost then turret <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And other thing is limits for alien buildings... You can place only 8 (?) chambers of one type in one location. And you can place houndreds of turrets near TF :/ I want to see a wall of 50 OCs one on another healed by another 50 DCs. No siege is able to take this out coz healing is too fast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GtShadrachGtShadrach Join Date: 2003-08-06 Member: 19081Members
    <!--QuoteBegin--enf0rcer+Aug 13 2003, 05:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (enf0rcer @ Aug 13 2003, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> get you and your gorge buddy over there with 2 movment chambers and some backup (a skulk or 2) then bilebomb the hell out of them. The same thing can be said about OC chambers, you just have to know how to deal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Definately the right tactic. I just have a problem with the way you have to target bile bombs. they aren't the easiest things in the world to position just right, especially if you have to dodge marines. Unfortunately, there isn't a better way to attack from below than having it arch the way it does. It's just never going to reach the ease of seiging the **** out of structures, but then, maybe thats why this game is so interesting
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--Halik+Aug 14 2003, 02:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Halik @ Aug 14 2003, 02:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[...]And other thing is limits for alien buildings... You can place only 8 (?) chambers of one type in one location. And you can place houndreds of turrets near TF :/ I want to see a wall of 50 OCs one on another healed by another 50 DCs. No siege is able to take this out coz healing is too fast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The limit is eight chambers, yes. The problem in earlier 1.x versions was indeed that you could build walls that healed faster than you could siege them, thus almost impossible to take out without massive amounts of siege cannons. The chamber limit was introduced to combat this. Also, DC healing only stacks for three DCs. No structure or player can be healed by more than three DCs at a time. So even in 2.0, sieges could very well take down a massive wall like that.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin--Halik+Aug 13 2003, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Halik @ Aug 13 2003, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BTW. Shotty is much better at the same cost then turret <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Except said shotgun is being held by something prone to human error. Whereas turrets are entirely automated.
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    I guess all the marines decided to answer <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Well I havent played as a marine lately so im not sure about the o chamber bit. But I do see them netting kills a lil more easily.
    But the bilebomb bit usually fails because a mass of marines heat seek after him.
    I keep joining nice 6v6 or 8v8 player games, and everytime we have hive 3 and hitting the marines, i check and find out its 15 on 15.
    Its happened to me 3 times since ive been playing, and those are the only 3 games that went past around 20 mins.
    Faster paced, ha. I played my longest game ever because 2.0.
    I just feel as a pure alien player, i dont likeyz the turrets berry much <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
    And it took skill usually to pick apart a turret field, and time. A marine could come and put a stop to it easily.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    edited August 2003
    Its so easy to say "BILEBOMB NUB", etc. The thing is. He is probably talking about P-U-B-L-I-C play, everyone remembers that right? Where alot of people don't listen, easily won games reverse, turret farming>all strats. Its sad. Im twisted between finding a clan, or quitting NS. It seems 2.0 was too refined for clan play. Even thats imbalanced. Everyones posted on it. Hell, flayra said its imbalanced. All we can do is wait and try to get on without fixes. I am having a terrible time adapting to 2.0. I got aliens down pat, and I dont fear turret farms anymore. Now commanding in 2.0, omg challege. Its also such a joy to play with playtesters/wannabe playtesters that pretend to know everything, and are of no help except for the random insult..
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    First thing I thought about turrets was "aaaaaaaawwww, so cute and tiny"... now that sig that goes "what if i could pick up a turrent, lork at me i'm hitting an onos" isn't so far from the truth...
  • wlibaerswlibaers Join Date: 2002-11-15 Member: 8685Members
    Well, it's very uncommon, but it is possible for a single skulk to kill a turret factory with all sides covered by turrets. What is needed:

    - one turret that is separate from the rest (for example, a turret factory with a wall of turrets on one side and a single turret on the other side for covering the back).
    - the other turrets can't shoot the area around the single turret.
    - you can get to that turret without taking too much damage.

    If those conditions are satisfied, and you have good control over your movement, it is possible to circle-strafe the turret and kill it as a skulk. You'll be hit a few times, but it shouldn't get you killed too often unless you already were damaged before the attack. The turrets still don't turn fast enough to track a skulk at minimum range.
    this isn't very useful against good commanders, as they set up their turrets so that they cover both the factory and other turrets. A turret that's more distant will have no problems killing you.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    That is a very sad alien team if they cant even pull off a simple bile bomb + skulk escort attack.

    Its a even sadder team if the aliens,after 10 mins or so of sitting outside the marine base with a turret farm inside,cant figure out that they should just umbra + primal screen + bile bomb the farm.

    Ocs do not require a 15 res TF,need to be taken down individually and can auto-heal.I dont see much gorgs bothering to put much of them down in my local servers.Strange.But i do see massive turret farming sometimes.Mostly i do it when 75% or more of the vets decide to join aliens and pwn the mostly newbies in marines.And its incredibly easy to kill turret farms.Ive seen it done.Aliens should have 8/9 rts by now and most of the players have 100 res so if you need to evolve,its easy to do so.Usually the moment the aliens realise the umbra + primal scream + bile bomb combo should be done,turret farm goes down in 2 mins max because enough turrets are killed for the onos/fades to rush in and kill everyone.
  • TheGlowTheGlow Join Date: 2002-11-22 Member: 9650Members
    Yes pub play is hellish. And thats solely what im talking about.
    We had this one alien trying to cooridnate. Saying have a few go onos, and some gorges for healspray.
    I said id lerk and spam some "useful" umbra around.
    Well, that didnt work cuz onos would run away, with redeem on at that.
    Or gorges insisted on plopping chambers in siege range.

    Or one side of the marines was opened and they were escaping out and no one seemed to hear my pleas for backup.

    Id join a clan but I only play approx 2-3 hours at most a week. So Id be that one clannie you dont like cuz ill never play. Ill chat all day about it from work, but thats about it.
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