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How to efficiently use turrets

Started by Gaiden199, February 11, 2007, 04:08:18 AM

Gaiden199

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.

Undeference

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.
Need help? Ask intelligently. Please share solutions you find.

Quote from: tuple on February 15, 2008, 11:54:10 PMThats what we need, helpful players, not more powerful admins.

Gaiden199

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.

_Equilibrium_

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.

kevlarman

Quote from: Gaiden199I 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.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
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kozak6

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.

next_ghost

Humans who put all turrets to entrances are fools. Aliens who stop to kill those turrets on their way in are idiots.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Bajsefar

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.

Raytray

http://mercenariesguild.net/index.php?option=com_openwiki&Itemid=46&id=turret_placement

Umm yeah.
QuoteTurrets 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.
}MG{Raytray

Gaiden199

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.

AKAnotu

Quote from: kozak6I 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

kevlarman

Quote from: Gaiden199Sigh.  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.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

next_ghost

Quote from: Gaiden199Sigh.  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.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Neo

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.

David

In a good base the turrets can do both.
Sadly not many maps have such nice areas.
Any maps not in the MG repo?  Email me or come to irc.freenode.net/#mg.
--
My words are mine and mine alone.  I can't speak for anyone else, and there is no one who can speak for me.  If I ever make a post that gives the opinions or positions of other users or groups, then they will be clearly labeled as such.
I'm disappointed that people's past actions have forced me to state what should be obvious.
I am not a dev.  Nothing I say counts for anything.

Neo

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.

janev

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).
Author of "The quick beginner's guide to playing tremulous"
Founding member of the "undefeated in clanwars since 2006" club and narcissist extraordinaire.


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treminator

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.

A_Total_noob

Quote from: treminatorLet'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 !
lawl, people still play Tremulous ?

Henners

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.
Official Ace Forum Attorney. If your post is stupid I will object...

treminator

Quote from: A_Total_noobHmm..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.