How To Defend Base W/ 3 Turrets
GSHound
Join Date: 2003-08-05 Member: 18940Members
<div class="IPBDescription">It's a.. triangle!</div> Ok, here is a quick layout to defending base w/ 3 turrets.
////////// T ////////////
////////////////////////
//// IP //////// IP /////
////////////////////////
///////// TF ///////////
////////////////////////
T/////////////////////T
or
////T////
/IP///IP/
///TF///
T//////T
T = turret, IP = infantry portal, TF = turret factory
It is literally 1 triangle of buildings surrounded by a triangle of turrets, covering every possible angle of attack. Every turret covers an angle of every building, and the turrets cover eachother. You can also put an armory between the 2 ips, like so:
////T////
/IP/A/IP/
///TF///
T//////T
A = armory
try it out and see if it works for you.
the sleepy hound
[GS]HouND
////////// T ////////////
////////////////////////
//// IP //////// IP /////
////////////////////////
///////// TF ///////////
////////////////////////
T/////////////////////T
or
////T////
/IP///IP/
///TF///
T//////T
T = turret, IP = infantry portal, TF = turret factory
It is literally 1 triangle of buildings surrounded by a triangle of turrets, covering every possible angle of attack. Every turret covers an angle of every building, and the turrets cover eachother. You can also put an armory between the 2 ips, like so:
////T////
/IP/A/IP/
///TF///
T//////T
A = armory
try it out and see if it works for you.
the sleepy hound
[GS]HouND
Comments
3 turrets arent very effective for early game defence electricity can deal with skulks better. (not the mention the fact that the loss of one turret leaves your base open).
I've found another one just for good measure can be used tho
If there are marines around... why do you need 3 turrets? Drop a shotty for your base-monkey, and maybe a minepack to deal with the pesky spots (like behind the rt, behind the CC, or vents).
If you are going to drop a small number of turrets, I'd recommend dropping 4. It's pretty easy to make a skulk-sized blindspot with 3 turrets, but a bit harder with 4. Plus, it's easy to accidentally block the LOS of a turret and make your own blindspot with a building with only 3.
----------------------------------------------
|
|
Turret |
====Turret |
========= |
IP========= |
TFIP==Turret |
---------------------------------------------
Yeah...like that!
Well, silly, those aren't in the forums anymore, and not everyone has been playing since 1.04, so it's still useful to post.
BTW, building against a wall is risky. Yes, when it works, it is more cost effective. However, it's also pretty easy to end up with a blindspot because of how inaccurate building placement can be (rotation mostly), and a blindspot can kill you no matter how many turrets are on the other side.
Turret
IP
TF (electrified) Turret
IP
Turret
Is a lot better,
/IP/A/IP/
///TF///
T//////T
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Seen it, ate it.
If the southern turrets are far enough down to get a clear shot at the south side of the TF they don't cover the north, and the armory shields a skulk from that turret. If they're pulled farther north they don't cover the south side and it'll die in two +/- 1 lives. (Circle strafing the north turret is probably possible under the armory cover as well)
My usual preference (or annoyance) is the TF wedged in a corner with three turrets in an arc all covering it as mentioned elsewhere. Mind you, at this point fades are arriving anyway... if you wanna spend money on a turret grove (well, it's not a farm...), stick a marine in the middle of it.
I've discovered I suck versus anything human, so have spent entirely too much time finding holes in static defences. Oh well...
Now go electrify your TFs and place everything near them! Jeese!
Anyway, as stated before, you dont really need turrets in the beginning if a game. I usually place em when I get phasetech, since that thing is too big for my cramped all-around-the-TF-strats...