Turreting The Rts

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">BAD BAD BAD</div> I don't understand this and I'll never will. The old ns 1.00 has returned where comm would turret every RT early game. I say, do NOT do it. Use that res in expanding or tech instead. If you really need early defense use electricity, and don't forget that you also have marines who *gasp* can kill those who are attacking the RTs.

Comments

  • ATIATI Join Date: 2003-03-14 Member: 14492Members
    You might be right about the RT turreting. it does slow the game down dramatically, and prevent research upgrades. I think it might be more helpful when playing on servers where you know the alien strategies more. If you know your aliens are going to go faster, maybe holding only a couple of close rt's or getting the double res node point and holding strong is smart to consolidate resources. Or maybe investing with some shotguns and use those to help out in a squad of three men guarding a resource tower. One close range shotgun blast kills any skulk and probably lerk (haven't tried on lerk) and costs less than a TF, and 3-4 turrets. there was a lot of talk aobut this back in 1.04 just look there i guess.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    It isn't just about not turreting every res node. It is about turreting the crucial res nodes, like the ones between hives, or in an important area of the map.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I've also highlighted this myself in other strategy threads.

    Marines can't afford to TF every RT *effectively*. You WILL waste more res than you can ever earn.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Time to relearn mines!
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    If you're going to phasegate it, turret it. If not, either use mines, electricity, patrolling 'rines, or nothing at all (which works well, actually!)
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    I often prefer to set Turret farms with phase Between res nodes in a place where I can quickly deploy marines to a couple of nodes and cut the map in half OR cut a hive from the rest of the map.
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    edited August 2003
    I agree with this statement fully, turreting RT's is generally a bad idea. However I agree about turreting when you have a PG, which is usually done somewhere strategically valuable (hive, dbl res, siege area). Ultimately, the time your marines spend building the turrets could be better spent killing alien res in the beginning of the game ... if you need defense get electricity for your RT's (makes them survive 3+ times longer).
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    your right.... i made that mistake a few time and its a waste of res... <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> every rt is bad just mine it and your WILL be fine!! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Yes, please don't turret those RTs. Don't make my job taking them down any harder.
  • rich14701rich14701 Join Date: 2003-08-15 Member: 19763Members
    edited August 2003
    Well ya it can slow down the game if its done wrong. but if done right and not at every rt it can be nice.

    instead of just putting turrets at each rt put them at crossroads so maybe you can defend say 4 rts with only 2 turret stations.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I've found that an electrified RT lasts about the same time as an RT with turrets. All RTs eventually go down, you have to accept that, it's a matter of stalling them going down for as long as possible.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    edited August 2003
    errrrr no turreting RTs middle game = good.

    Especially if theyre at choke points.

    Basically what Sarisiel says.


    If you need to control a part of a map, why not make it the part which also includes the rt?
  • RuneGreyRuneGrey Join Date: 2002-11-02 Member: 4844Members
    My absolute favorite part about ns_nothing - as a marine, you can effectively control the upper level of the map with only three turret areas and a few roaming marines. This gives you control of one hive and a large number of resource nodes (less now on the new nothing but natch) and gives you time to deploy weaponry to help mash down either power silo or great viaduct at times of your choosing. Turreting key points like there is no tomorrow indeed.

    At least in theory. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin--XCan+Aug 16 2003, 05:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Aug 16 2003, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't understand this and I'll never will. The old ns 1.00 has returned where comm would turret every RT early game. I say, do NOT do it. Use that res in expanding or tech instead. If you really need early defense use electricity, and don't forget that you also have marines who *gasp* can kill those who are attacking the RTs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't do it either because I see the flaws in it, although I do turret up the double nodes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Point being, in 2.0 Electricity is to costly, takes to long, and pretty much hampers marine expansion. 2.01B is great that it actually puts electricity to use. Its cheaper, upgrade time is cut in half, and it fends off the pesky 5 minute game time skulks. I lose alot at 2.0 but I'm not a bad commander, I win alot in 2.01b though <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    If im comm i only turret up the double res nodes. I turret it up, wate awhile and do other stuff, then i go back and elcetrify the res nodes making for a very good defense.
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