Tremulous Forum
General => General Discussion => Topic started by: Gaiden199 on February 11, 2007, 04:08:18 am
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I am posting this because I am sick of people losing the game by moving turrets. A common thing to do is put all the turrets right next to the center of the base. This does not work for a few reasons. The players on that team will have little breathing room and will be surrounded by aliens. This is why turrets need to be where they usually start: at the entrances. This expands the area for relatively safe base building and the turrets are used more effectively because they have the enemy concentrated in a small place. This strategy should not be abandoned when you are close to losing until right at the end because it can buy some of time. I should add, you can easily add size to the "secure" area of your side of the map by "pushing" the turrets forward. That is, moving them to doorways further along. This can be risky and should be done only if the turrets can not be bypassed by side passages.
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The further forward turrets are, the less effective. Often times, the default turrets will not even prevent a single dretch from getting in the human base.
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I get what you are saying, but if you concentrate turrets A LOT at the entrances, aliens will almost never get through. However, it is good to have a few near the middle of the base.
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if you are playing with normal BP amounts, you cant afford to put too many turrets forward. a quick goon hop over and you lose.
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I am posting this because I am sick of people losing the game by moving turrets. A common thing to do is put all the turrets right next to the center of the base. This does not work for a few reasons. The players on that team will have little breathing room and will be surrounded by aliens. This is why turrets need to be where they usually start: at the entrances. This expands the area for relatively safe base building and the turrets are used more effectively because they have the enemy concentrated in a small place. This strategy should not be abandoned when you are close to losing until right at the end because it can buy some of time. I should add, you can easily add size to the "secure" area of your side of the map by "pushing" the turrets forward. That is, moving them to doorways further along. This can be risky and should be done only if the turrets can not be bypassed by side passages.
and i'm sick of losing the game because a noob builder puts all the turrets at the entrances and leaving nothing to defend the reactor/nodes/armory, then one goon or mara jumps over the turrets (taking 50 damage at most) and takes out the entire base. The defenses go next to the vital structures, pretty much no matter what.
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I love winning because a builder put all the turrets at the entrances, leaving the base undefended. As a Marauder, it's easy to jump past the defenses, and make the human base an all you can eat buffet.
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Humans who put all turrets to entrances are fools. Aliens who stop to kill those turrets on their way in are idiots.
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Unless you are playing on sst of coursel, where you can spam so many turrets at the entrances that no aliens can get through without killing the turrets first.
One good strategy, though, is to concentrate a lot of turrets in the base, and place 2 or 3 out on the usual sniping spots to give snipes a pause.
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http://mercenariesguild.net/index.php?option=com_openwiki&Itemid=46&id=turret_placement
Umm yeah.
Turrets are for defending base. A simple statement it seems, but many people build them to defend entryways, or areas frequented by aliens.
Let's use the first sentence.
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Sigh. What I am talking about only works with players constantly going through that area. Whoever manages to get past the turrets will be quickly killed by the other team. What I was saying about pushing turrets forward is not what some of you think it is. For example, in A.T.C.S. the turrets can be moved up a little to the front entrance, but that is it. It will just give your team more room to walk around safely and a shorter retreat.
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I love winning because a builder put all the turrets at the entrances, leaving the base undefended. As a Marauder, it's easy to jump past the defenses, and make the human base an all you can eat buffet.
it's even funnier as a basi, as they cant believe that one took out their base
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Sigh. What I am talking about only works with players constantly going through that area. Whoever manages to get past the turrets will be quickly killed by the other team. What I was saying about pushing turrets forward is not what some of you think it is. For example, in A.T.C.S. the turrets can be moved up a little to the front entrance, but that is it. It will just give your team more room to walk around safely and a shorter retreat.
and it will give aliens plenty of room to take out your nodes and reactor undisturbed.
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Sigh. What I am talking about only works with players constantly going through that area. Whoever manages to get past the turrets will be quickly killed by the other team. What I was saying about pushing turrets forward is not what some of you think it is. For example, in A.T.C.S. the turrets can be moved up a little to the front entrance, but that is it. It will just give your team more room to walk around safely and a shorter retreat.
That just makes another excuse to not attack the alien base... :roll: If your turret placement can't protect the base on its own for at least 2 minutes straight, it doesn't work.
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It depends on the map and where your base is, some work well with turrets placed at entrances, others with a well planned turret wall that is at the right distance from a reactor that it can shoot at maras who try to sit up top.
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In a good base the turrets can do both.
Sadly not many maps have such nice areas.
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yeah, or they're far away from def which means you'll suffer from the suicidal basemovers who believe they can make it if they decon right at the start.
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Gaiden199 I understand what you are saying. It may seem like a good idea to place the turrets covering strategic points but that is just not the case in tremulous. Heed the advice of more seasoned players, the people who posted replies here are more seasoned :).
Aliens can jump so the only place worth while placing turrets is near your vital structures. If a human base requires defenders they are a few away from your attack force meaning that the odds for the players actually fighting are stacked in favour of the aliens (because alien base requires little maintenance).
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Let's put this myth of turrets and tubes to rest shall we? No base will last. But every base should be built to secure time; enough time for ALL players to evacuate the premises and destroy the others' base en masse, respawning and rebuilding in quick fashion to leave quickly again. Just one player in your base at any time means you're just not playing to win, but to survive.
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Let's put this myth of turrets and tubes to rest shall we? No base will last. But every base should be built to secure time; enough time for ALL players to evacuate the premises and destroy the others' base en masse, respawning and rebuilding in quick fashion to leave quickly again. Just one player in your base at any time means you're just not playing to win, but to survive.
Hmm..Ive never looked at the game that way...
No longer do I feel useless when a rifleman !
Lets listen to this: http://www.mgstus.org/downloads/music/mgs2_documix/04%20-%20sons%20of%20liberty%20-%20lethal%20encounter.mp3, and then secure the perimeter !
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Please please please build your turrets only at the edges of your base. It will make me oh so happy when I come bouncing over them and shred your telenodes and armory unmolested.
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Hmm..Ive never looked at the game that way...
No longer do I feel useless when a rifleman !
The point I was making as others tried to stress here is: leave turrets and tubes near the base only. They are only meant to protect vital structures, not the players.