Marine Turret Limit

Pi_GiPi_Gi Join Date: 2002-03-16 Member: 324Members
Thereotically they're limited by the amount of space they have....

However...I was playing tanith, and as an alien.....

We'd taken out all of their expansions and they were pinned in their base. Little do we know how many turrets are in there. (Granted this was a small game, 3 aliens v 5 marines) It took us a good 80 minutes just to be able to take out enough of their turrets so we wouldn't die on sight. So yea.....

I guess what I'm opening up for discussion is....since aliens are limited a number of turrets shouldn't the marines be realistically limited too?

(Thereotically they are limited....realistically this can still be spammed to no end....unless I'm short of some knowledge here...if so..please correct me)

Comments

  • EspressoEspresso Join Date: 2003-12-03 Member: 23916Members
    Oh come on, marines can only put up about 200 turrets before it says there's too many =\.
  • SmikiesSmikies Join Date: 2003-07-27 Member: 18470Members
    i highly dought that, well mayb for skulks, since turrets block each other...
    and this should prob be in the S&I forum since theres a rule against it there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    Building minimum distances in 3.0 make turret farms a lot easier to handle, and they take up a hellacious amount more space. In the end, they're not feasible. Small siege areas will have to be VERY VERY carefully planned by the commander. No more walking on the tops of your siege farm. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Boy_who_lost_his_wingsBoy_who_lost_his_wings Join Date: 2003-12-03 Member: 23924Banned
    <!--QuoteBegin--Delphi+Dec 14 2003, 11:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delphi @ Dec 14 2003, 11:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Building minimum distances in 3.0 make turret farms a lot easier to handle, and they take up a hellacious amount more space. In the end, they're not feasible. Small siege areas will have to be VERY VERY carefully planned by the commander. No more walking on the tops of your siege farm. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wa? Do the turrets have spikes on the tops of them now or somthing?
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    And, turrets don't do squat against an onos. Put a gorge behind him, and you can work your way through it.

    Besides, turret farms are a bad commanding choice. It pretty much dooms you to die slowly, unless you have so much res that you don't know what to do with it all (in that case, you're a jerk for wasting everyone's time).
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