Minimum Number Of Turrets

BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
what do guys think its the minimum number of turrets needed for a tf to be worth the money?

Comments

  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    depends on situation:
    0 if you want to electrify and guard base with ips and co
    0 if you just want to siege, have decent rines and probably pg

    4-5 intelligently placed turrets for stand-alone defense of important places
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    VS skulks 4 is more than enough 3 is placed correctly will mostly fend off the skulks. VS fades you'll want 4+, vs Onos some like 40+.......
  • WeltschmerzWeltschmerz Join Date: 2003-09-03 Member: 20538Members
    Yeah, it depends on what you're doing... I use turrets, and I'm getting sick of back-seat Comms screaming "You're turreting Base? NOOB!!!" Shut the **** up and/or YOU comm, if you don't like it. If I'm on a Clan server I'll go with whatever the experts advise, but on a Pub? Forget it. Pub 'Rines aren't consistently organized/aggressive enough to keep the Kharaa off-balance enough, to forego turrets. Every time I've not turreted, we've lost. Visualize a game where the Kharaa didn't use any OCs... feel better now? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Turrets exist for for fixed-point defense. If you station (and can rely on) one or two rines at base as guards (if you can spare them), you shouldn't need turrets there at all. If you don't post guards, be very careful where you place your turrets/all other bldgs, to prevent blind spots-- and rines constantly getting stuck trying to reload, get away from the IPs, out of base, etc.

    If you're just fending skulks and lerks off, 3-5 should work. If you're trying to discourage fades, 5-8 minimum. Onos eat turrets for breakfast, but enough (say, 8-12) might slow it down long enough for someone to shove a GL up its.... Have a welder handy if it gets more than one or two seconds' work against any given turret. As a rule of thumb, if you're not doing anything else immediately with 10 res (as IF), I'd take another turret over another pack of mines, but a shotty is worth potentially more than either.

    If you're turreting against gorges (at base), you've pretty much lost the game already IMHO... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    if its the base TF i may go with 2 turrets at start of game and forgo elecing the TF for a bit.

    2 turrets = 20 res
    elec the TF = 30 res

    a 10 res saving early game isnt bad and i will elec the tf if i need to later (which i probably will), it gives base some defence making a skulk think twice before attacking.

    if its a offensive TF not next to an RT then i will electify it and then ill build some turrets as well.

    if its build within the sphere of elec of an RT ill forgo the elec until i need it and just build turrets
  • Ded_GuyDed_Guy Join Date: 2003-10-19 Member: 21774Members
    To be entirely honest, no amount of turrets can stop an onos, if it can get to the turret factory. So on good servers, past the 6-7minute mark (up to 10-15 on the rest) turrets become pointless..

    Early on though........it depends how competant your team is, and how good the aliens are. I tend to whack down a TF, build everything round it, and simply NOT putting turrets, or electrifying it. Either I then guard base myself (wow - im one of those few commanders who actually get off their fatasses occaisionally) or put someone else there who I can trust to sit still. Failing that, a single pack of mines round the ips and armory will discourage most skulks. IF aliens do clue in on this, its a quick case of 30 res and 30 seconds till the TF elecs anyways, and most skulk rushes are stopped first time anyways.

    Risky, but 30/20 more res at the start is most definately worth the risk
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    the min number of turrets needed is 0

    a TF by itself allows electrifying it'self and your resnodes

    if you elect the TF and then build your base around it, no skulks touch it
  • Fat_WangFat_Wang Join Date: 2003-08-31 Member: 20420Members
    Skulk D: 4-5 norm 3 if ur good with placement
    Lerk D: 4-5 (to kill the thing is just about impossible; to intimidate it into not attacking is very possible
    Gorge D: if they attack ur base in gangs no amount of turrets will help; if they dont 5-6 will usually do
    Fade D: around 10 with lmg/shotty support
    Onos D: unpack ur tractor and prepare to plant a plantation of turrets <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Fro5tyFro5ty Join Date: 2003-09-26 Member: 21238Members, Constellation
    If it's rine start, none. Just elec the tf. If it's double res then at least 6 regardless, so that way you can save the res towers there and the phase gate you should have there, even if it's just a hop and skip from base. For a hive, only 4 to tell you that the outpost is under attack and make sure you have someone to guard it and warn the team. Anywhere else where you'd put a TF (monitoring pods) then 0. As a general rule, don't waste res on turrets unless they'd give you a 100% return on their investment.
  • Alias20Alias20 Join Date: 2003-04-05 Member: 15212Members
    edited November 2003
    Turrets won't kill an onos but they can slow him down. A small wall of turrets blocking a hallway will typically slow it down long enough for your marines to kill or redeem him without having to worry about getting devoured. Three turrets may be worth it in the late game if they keep your expensive equipment from being digested. =)

    Oh, and don't bail from the comm chair to defend stuff. Especially against multiple skulks. All it takes is for you to get killed and the skulks to munch people as they leave the IPs to turn a close game into an alien win. Call people back to base or use the beacon.
  • PerfectOnePerfectOne Join Date: 2002-11-03 Member: 5497Members
    I dunno. In one game, just for kicks, I had something like 25 turrets in one room. The oni would rush in and REDEEM before they even got close to my turret farms (I had a shitload of shottie rines too). We lost, but it was because I recylced base.
  • DJ_LIQUIDDJ_LIQUID Join Date: 2003-11-12 Member: 22671Members
    hahahaha turret farms rock!! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->



    to answer the question...i would say 3 properly place....4 if not placed correctly
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    3 can cover all sides, but attacking one will leave the tf open to attack.

    NO amount of turrets will protect a tf. NONE. If the enemy want it taken down, then it WILL get taken down, despite your efforts to the contrary.

    IMHO, its insane to leave tfarms on their own, or to employ them as a permanent defence instead of marines. You should always be able to react to alien attacks, turrets should only be there to supplement your marines or to stall an alien attack long enough for the rines to get to the area.
  • Loyed2kLoyed2k Join Date: 2003-10-26 Member: 22018Members, Constellation
    hmmm

    I usually dont turret farm in the base... I turret farm in hallways. I mean, if you do that in a map like Eclipse near the base, then it will creat a roadblock for skulks, forcing them to go the other way round. this lets you concentrate your force In 1 area... It pisses off the marines, but it works...

    Turret farms are completly nessesary. I mean, youve seen what a few OC's do to hinder you when in a hallway...

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> = owned
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Skulks can leap roadblocks with ease, needing only some regen to build the health back up.

    They leap your defences, then evolve to lerk (if need be) and proceed to spam you silly. If they're gorge they can celerity over them, and fades can blink any defence with insane ease.


    OCs are good because rines can have a hard time dodging them, but JPs can buzz over them easily. Its the same for turrets. They're good for adding some numbers, but hopeless on their own.
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    edited November 2003
    <!--QuoteBegin--Fat_Wang+Nov 5 2003, 04:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fat_Wang @ Nov 5 2003, 04:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulk D: 4-5 norm 3 if ur good with placement
    Lerk D: 4-5 (to kill the thing is just about impossible; to intimidate it into not attacking is very possible
    Gorge D: if they attack ur base in gangs no amount of turrets will help; if they dont 5-6 will usually do
    Fade D: around 10 with lmg/shotty support
    Onos D: unpack ur tractor and prepare to plant a plantation of turrets <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, as one of the lerk-snipers from back in 1.0x, in which sniping TFs and PGs with lerks for one minute seemed to be popular (And the fad died INSTANTLY once 2.0 spores were introduced), I can say that it's actually quite possible for a lerk to snipe turrets in the same way marines can snipe OCs. It takes precision, patience, and practice, however, to get in a spot where you're in the turret's range of fire, yet it cannot shoot you, and you can shoot it.
  • Loyed2kLoyed2k Join Date: 2003-10-26 Member: 22018Members, Constellation
    Maybe I need to emphasize hallway a bit more.... it needs to be long so that creatures cant simply go over them. If a skulk cant get very far over it in 1 jump, then it will more than likely kill it.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    0 should be enough
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited November 2003
    <!--QuoteBegin--Necrosis+Nov 12 2003, 01:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Nov 12 2003, 01:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3 can cover all sides, but attacking one will leave the tf open to attack.

    NO amount of turrets will protect a tf. NONE. If the enemy want it taken down, then it WILL get taken down, despite your efforts to the contrary.

    IMHO, its insane to leave tfarms on their own, or to employ them as a permanent defence instead of marines. You should always be able to react to alien attacks, turrets should only be there to supplement your marines or to stall an alien attack long enough for the rines to get to the area. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I fully agree with you!

    One skulk can eat up a turret if only that turret is attacking him, and it's usually easy to place yourself so only 1 turret will be hitting you:
    . . . <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
    . . . [ TURRET ]
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> [FACTORY] <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->

    A <u>regeneration</u> fades can take out much larger turret farms, up to the size of 10, since he can position himself near the (unenergized) TF so that only 3-4 turrets will hit him. A fade will destroy the TF and then all the turrets... If there were just 1 marine with LMG, the base could be saved since it would be difficult for the fade to get to the marine, and if he ignores him, one clip of lmg + turret fire should kill the stationary fade.

    Phasegates should always be put near important positions to be able to send in marines quickly or have at least one marine protect the area. Energizing could make a turret factory more independent , but it's always better and cheaper to have a phasegate. <span style='color:gray'><b>Tell marines to weld the TF AND turrets </b></span>if they are low on health. A turret costs 10 rez, a welder just 5, so giving out a welder to weld a damaged turret will save you rez.

    IMO, turret farms of more than 15 turrets are either an attempt of the marines to survive a defeat a little longer, or if the marines are winning very easily. A comm should put a HA with an hmg instead of extra 5 turrets to defend against onos. Just turrets won't stop an onos, but they will block him from getting to the person behind the turrets.

    Putting 2 TFs can often help if you have a lot of turrets so that they won't be lost to a bilebombing gorge... 2 TFs also give a lot of time to the marines to react, since it more than doubles the time it will take for the aliens to destroy the base.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited November 2003
    [just realized, i did not answer the topic question]

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
    - energized TF or...
    - 5 turrets (3 is not enough)

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + bilebomb
    - a marine (in proximity)
    - don't forget to weld after attack

    <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
    - weld from time to time

    <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
    - 10 turrets + energized TF or...
    - 5 turrets + marine/phasegate (much cheaper)

    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
    - 10 turrets (to block onos) and...
    - 2 LMGs or 1 shotty/hmg behind turrets

    It helps a lot to put the TFs in a corner since that reduces the area to protect reducing the amount of turrets needed.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    It helps a lot to put the TFs in a corner since that reduces the area to protect reducing the amount of turrets needed.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    If its jammed right into the corner, its not bad as all the turrets should be able to see both sides of the tf that aren't covered by wall. However, if you screw up and leave a gap anywhere between wall and tf, then you're screwed and the whole tfarm becomes a large expensive waste.
  • EQXEQX Join Date: 2003-09-21 Member: 21080Members
    You know, the best marine teams use turrents sparingly, usually as part of siege stations or establishing forts at double mid-game. If you find your team having more then a 2:1 ratio for turrents to resource towers, thats a good sign that you are losing unless you have at least 4 rts.

    A single skulk can actually kill A turrent with a little regen. I've managed to wipe out a small outpost of 3 well-placed turrents and an electrified rt on my lonesome in 3 minutes.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> = owned
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    ns_nothing (i think) reloc to alpha hive, they pushing onto cargo, i was the only onos on our team, being completely BLOCKED by about 20 turrets in the small corridors that lead to cargo from las paranoias (with the white walls). they had enough marines defending there as well. i simply couldnt get to the phase gate or tf at the back, and had to mash my way through the turrets, slowly but surely. after 6 mins of this, i finally cleared it. 2 minutes later, they come back with lvl3 weaps/armor HA HMG, gg <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    im just saying, loads of turrets in a strategic position can win a game
  • hyperionjjliuhyperionjjliu Join Date: 2003-04-14 Member: 15505Members
    yes JPer's can easily fly over ur oc farm ... unless you go Wall of Lame style and just block of teh damn hallway ... argh!

    also, turrets are useless crap. They can easily stop skulks, they can stop lerks occasionally ... heck they might even be able to kill a fade if u totally farm.

    However, i say this NOW ... NO AMOUNT OF TURRETS ALONG CAN STOP A GORGE BILEBOMBING ... a few marines can easily kill a gorge though.

    also, i can guarantee you this ... ABSOLUTELY NO amount of turrets can EVER kill a regen onos unless the turrets get marine support. I can promise you this. if all you have is turrets against an onos, turrets will lose.
  • hyperionjjliuhyperionjjliu Join Date: 2003-04-14 Member: 15505Members
    no amount of turrets along can stop a gorge with bilebomb ... 0 turrets and 2 marines can easily OWN the gorge tho <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    NO AMOUNT OF TURRETS (doesn't matter if you have 10 turrets or 100 turrets) can EVER stop a regen onos without marine support.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    I use TFs in hives and to siege.

    When sieging, no turrets, sell base after siege is complete.

    In hives, as many as you possibly can. 3 turrets are not enough by far. One skulk with regen will kill one or two of them and then take out the tf. Enough is somewhere in the line of 12. That way a skulk gets killed before he gets to the first one, and even an onos will be halted if the TF is electrified.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    With my clan I only need around 4 turrets at 3-4 min where the alien res **** can get fade, only usefull because if the "Sentry Fireing" Feature that I just press space, and I see the attack and can tell people to go there.

    If you need to turret farm, you've lost the game almost, so just build so many turrets and then wait for the massive onos rush to begin, damn lvl 3 weaps are good against onos
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin--aonomus+Nov 24 2003, 04:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (aonomus @ Nov 24 2003, 04:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With my clan I only need around 4 turrets at 3-4 min where the alien res **** can get fade, only usefull because if the "Sentry Fireing" Feature that I just press space, and I see the attack and can tell people to go there.

    If you need to turret farm, you've lost the game almost, so just build so many turrets and then wait for the massive onos rush to begin, damn lvl 3 weaps are good against onos <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    well, in clangames turrets are _never_ used....ever
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