How dumb is the sentry?

DarknessDarkness Join Date: 2002-05-05 Member: 583Members
<div class="IPBDescription">Is it easy to outsmart?</div>In past mods and such, the A.I controlled sentry guns tend to be quite dumb some times, they have a max scanrange, people standing just ourside the edge firing at the leg of the SG killing it or finding other blindspots..

i have always hated this, being the dedicated engineer that i usually am, when i build these babies i dont want to see such stuff happen in NS too, so will oyu kill the SG here with a battle or if you got the opertunity, just Chees it to death by finding some easy way to kill it.

Comments

  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    Another thing was if you stood behind it, shot it and hid it would turn back around!
    Does it spin round in circles or just aim at one place in NS?
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Sentries aren't meant to be super base protectors forever, but rather serve to delay the enemy, or to force them to take a different route.

    Its like in TFC, they do have a max range (though its pretty big range for marine turrets, its rare that an alien is outside their range), and there are various methods enemy players can take them out, just as there are ways to do it in TFC.

    The game wouldn't be very fun if turrets could never be beaten would they? (Months and months ago they were this strong, and it was NOT fun for the aliens heh)

    [edit]
    to answer SBV's question:

    the marine turret rotates till it acquires a target, then it turns to lock on to the target and fires. Upon loss of a target (due to target's death or evasion), the marine turret resumes spinning.

    The alien turret does not spin at all, rather it can shoot in all 360 degrees.
    [/edit]



    <!--EDIT|DOOManiac|Oct. 23 2002,14:45-->
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    They have a max range, but it's generally pretty big, so there won't be many turret takedowns from really long range.  And they do have a short 'tracking' time, and a small bit of tracking lag, so a skulk could manage to swivel his way around, biting at the base of a turret and take it out.  But if there's 2 or more turrets, he'd have to be really lucky, or with a group of other aliens, to not die.
  • DarknessDarkness Join Date: 2002-05-05 Member: 583Members
    are there sweetspots to snipe the SG from then?

    im not saying sgs should be all good, but the aliens sohuld have to fight it to kill it not just kill it like a cow ready for butching
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    can a alien shoot a babbler and it take the shots while the gorge quickly runs by?
  • DarknessDarkness Join Date: 2002-05-05 Member: 583Members
    the babbler has REally low HP they say, so then a burst would kill a babbler i guess

    but still, the sg needs to aquire one of the other targets after killing the first babbler, maby there are 6 bablers after that one and that process should take time
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Necro-+Oct. 23 2002,19:58--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Necro- @ Oct. 23 2002,19:58)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->can a alien shoot a babbler and it take the shots while the gorge quickly runs by?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    gorge's don't run, it's more like waddling...  Sentries kill gorges easily.  Come to think of it most things kill gorges easily...
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    <!--QuoteBegin--ChromeAngel+Oct. 23 2002,15:17--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (ChromeAngel @ Oct. 23 2002,15:17)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin--><!--QuoteBegin--Necro-+Oct. 23 2002,19:58--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Necro- @ Oct. 23 2002,19:58)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->can a alien shoot a babbler and it take the shots while the gorge quickly runs by?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    gorge's don't run, it's more like waddling...  Sentries kill gorges easily.  Come to think of it most things kill gorges easily...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    *waddle* *waddle*  <!--emo&::gorge::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt='::gorge::'><!--endemo-->    <!--emo&::sentry::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/turret.gif" border="0" valign="absmiddle" alt='::sentry::'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Always set sentries in pairs at least... 3 is a better number for an expansion, and 4+ for a base.  Any alien other than the Gorge can take out a single turret with some skill (circle strafing a turret as a level1, for instance), but it takes time for the Skulk and Lerk.

    Babblers get shredded by turrets; a gorge near the marine base had better have some attackers nearby to keep the bullets aiming elsewhere.

    Note: turrets search for a target every .2 seconds or so, whether firing or idling.  They will always acquire the closest target.  So if a lerk is trading fire with a turret and a skulk runs in and starts chomping, the turret will spin around and attack the skulk.



    <!--EDIT|coil|Oct. 23 2002,18:15-->
  • QUADQUAD Join Date: 2002-07-17 Member: 963Members
    Yet another Turret-centric question-

    Do turrets track as fast as the enemie moves? or is there a "lag time" that the turret takes to catch up to the enemy? An example would be a skulk trying to aboid sentry fire- would the sentry keep perfect aim on the skulk or can the skulk scoot by without getting shot?
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    depends. if the skulk is charging the thing dead on, no. if he is like trying to pass from a hallway to another hallway or something, where he is briefly exposed, then no problem...
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    Then, the answer is no.....
    You cant go like a madman makin zig zags until u get to the turret =)
  • reevesreeves Join Date: 2002-08-15 Member: 1170Members
    if you become a  <!--emo&::gorge::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt='::gorge::'><!--endemo-->  and build alot of base defence, can you evolve to another level and still have your defencive structures? or is it like  tfc, Where you can only have an sg as an enginere, and when you switch then it dies.
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    <!--QuoteBegin--Battousai^^x+Oct. 23 2002,23:39--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Battousai^^x @ Oct. 23 2002,23:39)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->You cant go like a madman makin zig zags until u get to the turret =)<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Onos?  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--QuoteBegin--reeves+Oct. 23 2002,16:51--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (reeves @ Oct. 23 2002,16:51)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->if you become a  <!--emo&::gorge::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/pudgy.gif" border="0" valign="absmiddle" alt='::gorge::'><!--endemo-->  and build alot of base defence, can you evolve to another level and still have your defencive structures? or is it like  tfc, Where you can only have an sg as an enginere, and when you switch then it dies.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Aliens are free to evolve and devolve as they wish. They all start out as a  <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->  though.
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    You dont lose your buildings when you change to another class.

    Do turrets explode when destroyed?
    If the turret has a choice between shooting a babbler and a gorge which will it shoot? Is it random or does one take priority?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    As a skulk, I have taken out single turrets by
    1) evolving celerity, making me a faster-moving target
    2) evolving carapace, making me more resistant to damage
    3) circle-strafing like mad around the base of the turret.

    You generally want to keep going in the same direction so the turret doesn't tag you as you pass its firing cone.  Using this method, I can take out a single turret in 30-60 seconds (or so; wasn't exactly keeping track at the time, being worried about getting my butt shot off and all), losing about a third of my health.  With practice, one could probably improve both the time and the damage taken.  However, a single marine or a second sentry will completely nullify this tactic.

    Re: preferential targets:  turrets target the closest alien "item", always.  This includes babblers and structures (one way to take care of turrets is to build a structure for them to attack, then take them out from behind it).



    <!--EDIT|coil|Oct. 23 2002,21:18-->
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