Author Topic: Turret Placements  (Read 5240 times)

Hydra

  • Posts: 170
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Turret Placements
« on: July 17, 2006, 07:15:57 pm »
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Neo

  • Posts: 760
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Turret Placements
« Reply #1 on: July 17, 2006, 07:42:29 pm »
imho type c rarely works as most aliens can just run straight through if they are fast enough.

A layout that works for me is:

Code: [Select]

__|     |__
   o
     o
       o


As you get the advantage of the 3 firing as 1 from typa a, the freedom of movement of type b and also if a jumper tries to get over your defences he has a much longer distance to travel in order to get past them.

rasz_pl

  • Guest
Turret Placements
« Reply #2 on: July 17, 2006, 08:31:06 pm »
I'v only read first paragraph and can tell you you are NOT a good builder, you are not even a medicore one :)
-Turrets CAN and DO shoot below.
-Turrets are VERY effective build on an edge.
-Turret wall far from base structures is a CLEAR sign of STUPID mindless human builder who never played marauder.
-One lone turret in a corridor leading to the base can be a very good tactical element. It stops smaller aliens, and warns you about bigger ones.

This whole thing should be called "How to become votekick target number one and encourage rasz_pl to call you a MORON builder on servers".

Turrets are for DEFENDING THE BASE, NOT FOR KILLING aliens ....
let me help you understand that :
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens
DEFENDING THE BASE, NOT FOR KILLING aliens

turret kill = NO stage point for your team. Turrets are NOT fancy chairs for your team to sit on. Turrets are SLOW and EASY for a marauder to jump over. One lone marauder can RAPE a bese with only one turret inside.


Go play some aliens before another try.

Lava Croft

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Turret Placements
« Reply #3 on: July 17, 2006, 08:32:53 pm »
The 3 turret setup is only useable against Dretches (if the ceiling isn''t too high, Basilisk(again, if the ceiling isnt too high) and Tyrants, since they can't directly jump over them. Any other alien can easily avoid turret fire by jumping over them. It is much more productive to keep your 3 turrets, but to make sure there is a second line of defenses after that. The attacking Alien will jump over the turrets, lose some health and land right on another set of turrets. For the rest, nice work Hydra. If you make more of these things SATGNU will be glad to host a small website, right maci? <3

[PS] Just to clarify, do not listen to Rasz, he is a worthless builder. Hydra,     please make more of these sheets, I think there are a lot of players who will find them useful.

rasz_pl

  • Guest
Turret Placements
« Reply #4 on: July 17, 2006, 08:38:24 pm »
yes, im a crap builder, thats why Lava changes map and leaves or asks other to nade human base ....

Stof

  • Posts: 1343
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Turret Placements
« Reply #5 on: July 17, 2006, 09:18:58 pm »
The three turret build is effective against all aliens, provided they stop to destroy them. That's more or less the point : to make it so that you don't have to spend your time rebuilding them. As long as they can also cover parts of the base at the same time as they cover the entrance, then all is well.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Norfenstein

  • Posts: 628
  • Turrets: +81/-78
Turret Placements
« Reply #6 on: July 17, 2006, 09:41:34 pm »
Calling formation C a "trap" is appropriate, since once an alien knows about it can be disarmed or ignored. I use B almost always. Neo's idea is interesting, but I worry that the turret in the front can be killed too easily (improperly set up, it can be killed without the other two hitting the alien). By making an arc all your turrets can focus their fire at once with none being attractive targets.

Quote from: "Stof"
The three turret build is effective against all aliens, provided they stop to destroy them.

Narrow doorways work too, since lining up a jump (or worse, a pounce) through them can be tricky.

Quote from: "rasz_pl"
-Turrets CAN and DO shoot below.
-Turrets are VERY effective build on an edge.

Er, wrong, for the most part. A turret hanging even a tiny bit over an edge can be pounced from below without being able to shoot the goon doing it. Even if it's NOT over the edge but very close to it the goon can pounce straight up and still hit it without taking much damage. Also rasz: Breath. Spelling errors aside, Hydra's post was very informative. Yours looks like it was in response to something completely different.

vcxzet

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Turret Placements
« Reply #7 on: July 17, 2006, 10:48:49 pm »
keep up the good work

Neo

  • Posts: 760
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Turret Placements
« Reply #8 on: July 17, 2006, 11:00:07 pm »
I think rasz is referring to having turrets near the edge, not placed over them. Note the 'I think' as as norfenstein says any alien can hit the bottom and not get shot.

Rippy

  • Posts: 385
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Turret Placements
« Reply #9 on: July 18, 2006, 12:34:35 am »
A turret on a ledge is only useful when there's another ledge opposite it. Otherwise all the alien has to do is walk down the bottom of the ledge, since turrets can't fire past about a 45 degree angle (just approximating) downwards.

Code: [Select]
A          
|          |
|1        2|

A = turret, 1 & 2 = aliens, | = ledge (side view)


Here, we can see that turret A can fire on alien 2, but NOT on alien 1, as its vertical pivot can't go down that far. Turrets on one ledge are virtually useless, unless they're intended to be protecting from something from the other direction (i.e. the ledge is a safe area).

Code: [Select]
A          B
|          |
|1        2|

A & B = turrets, 1 & 2 = aliens, | = ledge (side view)


This is where turrets on a ledge are useful. Turret A can fire on alien 2, and turret B can fire on alien 1, so the entire area is covered. As long as they're not placed close enough to be goon killed, this defense works pretty well, a good example being A.T.C.S. (especially if you block off the staircases with armories) The only drawback is that wall-crawling aliens can still get up to the turrets, which is why you need a good 3 turrets per side to kill off those Basilisks and possibly Marauders.

As for the guide, I found it was more-or-less obvious information. A better way to structure it would be to take a map, and do a walkthrough about how one would defend it. For example, you could go over each place to defend in ATCS, and which layouts are effective and which aren't. Heck, you could even mention whether or not certain areas are easily defendable places to move the reactor to. Something like that would be less obvious and far more useful. Also, watch those spelling mistakes.

Not that I mean to say this is BAD, it's still useful, especially to newbies, but there is room for improvement.
remulous username: [GEC]MassiveDamage

KorJax

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Turret Placements
« Reply #10 on: July 18, 2006, 02:01:38 am »
Formation C works much better once you have Teslas playing as the traps.  Because Teslas instantly shoot, and dont have to worry about turning, an alein will get hit every time.  You could also have the Tesla be the bait, so that Mara's cant jump over it, and because they have more health.

Also, Teslas can shoot directly below them, but lack the "bullet range" turrets have i belive.

And remeber, the best turret defense is a mix between turrets and teslas.  Teslas have more health and are larger (making them hard to avoid), and instantly hit any target in range in all 360 degrees.  However, they have shorter range, are bigger targets against a goon snipe, and dont do as much damage per second as a turret does.

vcxzet

  • Guest
Turret Placements
« Reply #11 on: July 18, 2006, 02:16:13 am »
mixed type has one more advantage
when the defcom is down....

chompers

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Turret Placements
« Reply #12 on: July 18, 2006, 03:42:03 am »
Quote from: "Rippy"

A better way to structure it would be to take a map, and do a walkthrough about how one would defend it. For example, you could go over each place to defend in ATCS,


You know what would be really cool, is recorded demos of good bases, you could even put commentary in chat.

It would also be good to see bad builds with commentary on why they're bad, then swap to alien and demonstrating the weak points by destroying it with the lowest possible alien.

stahlsau

  • Posts: 160
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Turret Placements
« Reply #13 on: July 18, 2006, 08:13:23 am »
great job with the manual, i hope it will help. There are way too often some noob-builders who think turrets are an attack-weapon and should be placed somewhere on the map - but not in the human base. On the other hand, i like to prove them wrong when i play alien with marauder...taking out spawns and reactor in one rush is one of the coolest things one can do in this game ;)

Hydra

  • Posts: 170
  • Turrets: +1/-1
Turret Placements
« Reply #14 on: July 18, 2006, 09:03:26 am »
ty guys,
i kno my spelling isnt the best but meh. i did it mostly cose of the newbe builders out there, ive been a builder for a while and ive tested many different placements, some have worked and some have just been a waste of power.
oh and by the way, if u r new to building, dont build, watch other players and see how they build and copy them if it works, cose we all know that tele/egg on the front line in the open isnt the best idea.
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