Good Defense? Or Only Offense ...

Fat_Man_Little_CoatFat_Man_Little_Coat Join Date: 2003-12-02 Member: 23857Members
edited December 2003 in Frontiersmen Strategy
Now, I believe strongly that the best defense is a good offense, but to maintain chokepoints you need a solid point that can hold up against a fade or onslaught of skulks.
I've visited these forums in the past with 1.04 and such, and remember turret placements and such, but seeing how turret factories are so easy to take down now (electrified or not), I was wondering if I should really even bother that much to set it up in the first place. Seeing how most people use electrified res nodes as the defense, should I even bother with the turret factories?

Comments

  • severijnseverijn Join Date: 2002-12-18 Member: 11049Members
    edited December 2003
    Although they might not stop every alien, the sentries do offer the feeling of safety and protection, wich is just as important. And aliens do lose their morale when they got to attack some marines AND some sentries. It's just something for the mind.

    If I was commander, I would only defend the needed points, but will remain on the offensive too. I hate it to see the team build as much rt's as possible and not taking the ones of the others out.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--Fat Man/ Little Coat+Dec 2 2003, 10:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fat Man/ Little Coat @ Dec 2 2003, 10:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now, I believe strongly that the best defense is a good offense, but to maintain chokepoints you need a solid point that can hold up against a fade or onslaught of skulks.
    I've visited these forums in the past with 1.04 and such, and remember turret placements and such, but seeing how turret factories are so easy to take down now (electrified or not), I was wondering if I should really even bother that much to set it up in the first place. Seeing how most people use electrified res nodes as the defense, should I even bother with the turret factories? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If its any consellation most competative clans I play are ushally VERY aggresive as marines and spend little time with tf's/turrets and put a higher priority on arms upgrades or proto/phase techs. The main objective being to cap as many nodes as possible while keeping sufficent pressure on their nodes/hives so they cannot leave their side of the map in an atempt to take your hold on the map out.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    I think the main use of sentries is anti-skulk, just like electrification. 3 marines guarding a hive by their lonesome can be taken out by a single skulk, especially with cloaking or silence. The sentries give them a warning and cut the amount of shots they need to kill the skulk in half. This is just with 3-4 sentries, I rarely use more because they're mostly for advance warning so the rines can phase in.
  • efektzefektz Join Date: 2003-11-28 Member: 23665Members, Constellation
    This is mainly the things that is getting to my head. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->

    I play CS as well and learning what is the best D (defense) or O (offense) in the game.

    The principles of "A" Game i should say would be that it doesnt matter what kind of O or D you have set up .. it is how u incorporate them into the strategy. I have been in many different cs clans. Some w/ really good strategy and some with really good skill. The teams we played had really strong strategies but weak players.

    Thats the main thing, you can setup your men if they have good aim u can play defensivley and camp out the whole round or whatever.. or if you have some good aimers but also have good O strategy, you can have them play aggressively but SUCCESSFUL.

    Mainly if your team has good aim play Defensively and let them come to you. While if your team has somewhat moderate aim. Try playing aggressively and test out all your strategy/tactics and see what the end result is.

    You will find yourself very successful by "trying" different strategies.
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    I don't drop tfs at all unless I'm sieging something. Even then I don't drop regular turrets.
    Turrets are really only useful against skulks. At the 5 minute mark, when fades appear, the effectiveness of turrets falls quickly. Unfortunately, turrets are really too expensive to indulge in that 1st 5 minutes. If the alien team is good, you'll want to spend your res getting upgrades instead of wasting it on flimsy defence.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    edited December 2003
    If you are playing on a pub, turrets can be quite effective. Aliens are generally not very organized, and most attacks will be by an individual alien, or by 3 or 4 aliens at the most (in bigger games). Turrets can hold off those lone skulks, even later on in the game. Also, turrets will let you know sooner when aliens are attacking an area, and give you more time to gather your incompetent marines to save the area, if it is that important. If you just want to get nodes and not worry about securing them so you can kill alien nodes, then don't bother with turrets.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    long hallways work wonders. like tram tunnel on bast... and long vents too. its basically because the aliens have to run down that long stretch, and the whole time you're pounding them with gunfire. and then when they want to retreat, they have to run all the way BACK down that long stretch. that means that they're probably screwed, or if they survive, they still wont do much damage. a good lone marine with an hmg can hold a hallway for so long, its unbelievable. it takes good teamwork to get him out.

    tip for aliens - if the marines have feedwater locked down, and a guy or two guarding tram tunnel, to take them out, get silence and swim up from refinery. then leap/blink ( <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> and <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> seem to be best for this) past the turrets (you shouldnt take that much damage). you'll be behind them and itll take a little while for them to realize their under attack. works wonders, until they start to catch on. or you can also hide in the vent in that thing at the bottom... but somehow they tend to guard that more.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Well as a comm for my clan I don't drop tf's and turrets until 10 min in when onos's start coming, I just tell someone stay in base and I'll drop a shottie to fend off the skulks
  • hyperionjjliuhyperionjjliu Join Date: 2003-04-14 Member: 15505Members
    Turrets are only good against skulks ... in fact turrets in 2.0 can easily PWN skulks <!--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-->

    Turrets are ok at getting lerks ... i mean dont' expect to kill any lerks with just turrets (unless you have like a 30 turret farm) ... but turrets are useful for scaring that annoying lerk away. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->

    Once fades get going, forget about the turrets ... (unless again, you have a 30 turret farm ... which then I would proceed to laugh at you for wasting 300 res)

    and NO amount of turrets can stop a hive 2 gorge (bile bomb) or even a hive 1 or 2 onos with redemption and adrenaline.

    So my advice, your strat is good ... stick with 4-5 turrets to scare the skulks and the occasional lerk away and focus on res towers, upgrades, and supporting teams of aggressive marines. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited December 2003
    i dont bother untill late in the game to set up long range base deffense. i build tf (zap it) by the cc and build all buildings around the tf. if you do it right no skulk can eat your base. upgrade armory right off. obs get pg. arms lab armor 1 wepons 2. proto ha.
    when ha is ready i give 4 or 5 out 2 or 3 hmg and 2 sg (dont forget the welders). i drop 7 turrets around the front and 2 in the back.
    then its off to siege the first hive. tf pg 3 siege (wepons 3 and then the rest of the armor ups). HA defend the tf untill the hive is down. by the time the first hive is down you should have most if not all your team in HA. defend mini base with turrets move on to next hive build armory pg. walk in kill hive. gg.
    small note. after your 4 to 5 ha move out youll want to have 1 guy stay at base. give him ha and hmg. this will make the onos think twice about ruining your base while your team is out killing.

    big base = lots of time and rez wasted. as pubers we waste to much time as is.

    edit..

    youll want 3 rts for this to work and if you manage to get a hive on most maps you will end up with 4 rts. but by almeans cap as may rts as you can.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    You want enough of a base defense that you won't lose your base while you are destroying their hive. No more, no less. All your other resources should be spent on aggression.

    A sufficient base defense could be 4 turrets or some well-placed electricity and a few mines to fill in defensive holes in early game at most. Another option is to just have a good marine handle it. In mid-game, no turret farm will stop an onos, so you want your basic defense (maybe a little heavier, depending), but most importantly a phase gate in base! Your base is as good as dead if your marines can't get back in time.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Aggression wins with marines. TBH rarely will you end up needing to electrify mass turret factories unless you are miles ahread in res and extremely bored.

    I'd think you'd need at most two per game, and thats assuming you're locking down two chokepoints and turreting them. Really you should be relying on your marines to get the job done, since if you have incompetent marines, you *will* lose, no matter how many turrets you place.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    In the next release, it won't be possible to build an entire base protected by an electrified turret factory, since there is a minimum distance between structures. The electricity range is increased a little bit, too.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    <!--QuoteBegin--i'm lost+Dec 3 2003, 08:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Dec 3 2003, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the next release, it won't be possible to build an entire base protected by an electrified turret factory, since there is a minimum distance between structures. The electricity range is increased a little bit, too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is true - You comms out there may want to work on new strats, and being aggressive certainly can't hurt.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    I thought it still IS possible because of the increased electricity range.. ?
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    edited December 2003
    Well imo, the thing about turrets is, they can only hold off smaller lifeforms for a short while by themselves. If you are to maintain an effective chokepoint, or just a random turret farm for that matter, you need to have one or two marines there to not only guard the turret factory, but to help kill aliens. Turrets can only really hold off the smaller lifeforms on their own, one fade can come kill an electrified turret factory by itself in a few attacks. With a marine or two there, and turrets assisting them, the fade will never get a chance to kill the turret factory.

    I know people say two hive lockdowns are impossible in the days of 2.0, but I've seen them work, and only because there were 3+ marines at each hive with turrets assisting them at ALL times.

    Also, a good defense can be merely marines with a good phasegate network. You keep phasegates at your main chokes, and keep marines moving between them at all times, and you've got yourself a damn good defense. The only problem with phasegates is, you can have TOO many. It does not take marines that long to move from point A to point B, so try to keep the amount of phasegates you have as low as possible. Try to keep them at points where marines can run from the phasegate to important areas, without actually have a phasegate at that important area. Having too many phasegates means if a crucial area is under attack, the marines have to phase through 4 extra areas before they get to the critically damaged outpost, which in turn could mean you lose that area purely because of too many phases.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--i'm lost+Dec 3 2003, 08:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Dec 3 2003, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the next release, it won't be possible to build an entire base protected by an electrified turret factory, since there is a minimum distance between structures. The electricity range is increased a little bit, too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yay, hopefully that means I won't have to type /stuck every time I spawn in an IP, just because the stupid comm built it under the TF <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    OH man do I ever agree with that dan... I'm tired of yelling at comms to recycle and rebuild the infantry portal so we don't have to type /stuck every time we spawn. But, I highly doubt this will end the electric TF for defenses. More like just make the commander come up with a more innovative way, and another electric TF or two, to get the base back to completely defended by electricity. But, only playing v3.0 will tell. Lets hope not <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> .
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Doobie Dan+Dec 3 2003, 11:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Doobie Dan @ Dec 3 2003, 11:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--i'm lost+Dec 3 2003, 08:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Dec 3 2003, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the next release, it won't be possible to build an entire base protected by an electrified turret factory, since there is a minimum distance between structures.  The electricity range is increased a little bit, too. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yay, hopefully that means I won't have to type /stuck every time I spawn in an IP, just because the stupid comm built it under the TF <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And it won't be a race to get away from the ip before the next person spawns so you don't get telefragged, due to the entire base being crowded together.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--Norml E. High+Dec 4 2003, 02:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Dec 4 2003, 02:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> More like just make the commander come up with a more innovative way, and another electric TF or two, to get the base back to completely defended by electricity. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why spend 45 res (40 in 3.0 I think?) to get another electrified TF when you can place 4 turrets? The only thing you really need to defend with electricity is the IPs.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    <!--QuoteBegin--Doobie Dan+Dec 4 2003, 01:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Doobie Dan @ Dec 4 2003, 01:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Norml E. High+Dec 4 2003, 02:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Norml E. High @ Dec 4 2003, 02:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> More like just make the commander come up with a more innovative way, and another electric TF or two, to get the base back to completely defended by electricity. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Why spend 45 res (40 in 3.0 I think?) to get another electrified TF when you can place 4 turrets? The only thing you really need to defend with electricity is the IPs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Eh, I honestly would not be surprised to see a commander do this... Armor 3 before any weapons upgrades anyone? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I agree it would be stupid, but probably something that wouldn't hurt that bad if you were already winning the res war. I seriously hope commanders don't start doing this.
  • ShesekShesek Join Date: 2003-06-22 Member: 17617Members
    turrets are very useful
    the problem is that most people reckon that turrets alone will defend a medium alien assault
    well, no
    but if you have two defenders (out of team of 9, and 6 offenders)in base/expansions that patrol with PGs, a few turrets will certain suffice
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