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Turrets and stuff are better then we are..... :(

  • 16-02-1999 3:03pm
    #1
    Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭


    Ok, I notice that once a team puts up a decent defence (ie any defence at all) and
    throws a few turrets in their base (ok a LOT of turrets) then there is bugger all way passed this.

    Now dont come on and tell me that you stroll past them cos I have yet to see anyone get in and take a flag from a base full of turrets.

    As for taking out power sources (does this work for turrets or are they powered by generators) I dunno if the power would be down long enough for a concerted attack. It certainly would take more organisation then I have seen to date.

    I like to go heavy and blow **** up (me my team anything at all) but I cant seem to get past base defences or at least they are hellishly effective so the game usually ends up with both teams just wasting each other in the middle and the bases are safe for the main part.

    Opinions? (yes , its started, I'm analysing Tribes <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)"> )

    DeV.




Comments

  • Closed Accounts Posts: 745 ✭✭✭SeP


    i agree with the most part
    example - last night (bout 3/4am <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)"> myself and Dar against Critic and FreakBro, we just turreted the base (when we copped on <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)"> and left it. FB couldnt get past (and we were out brutalizing critic with our riflez <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)"> we won with 2/3 caps! it was a good game, we just manage to set up a beter defence!

    i dunno bout takin out the power source, but it could give u enough time if u did it right! playing on US serv last night, i was listening to the team talk as they went around taking out the gens are trying to get to the flag! the teamplay was quite good, even for pick up games! i was busy sniping the *******s on the roof <IMG SRC="http://lacerta.ucg.ie/boards/tongue.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":P">

    my 2p of nonsense for the day!


  • Closed Accounts Posts: 344 ✭✭shank


    Yep it is a problem alright you are not the only one effected by turrets syndrome, it is damn near impossible to haul a flag off in one piece. It's probably because at the moment there is no real teamwork happening on the servers right now. To steal a flag from any half decently defended base you would need at least 3 lads on offense with a possible back up of a couple of well placed snipers, and each lad has to have a clear objective and stick to it.


  • Registered Users, Registered Users 2 Posts: 2,010 ✭✭✭Dr_Teeth


    Righto Devvy..

    1. Deployed turrets only have pulse sensors, so if you equip a Jammer Pack and turn it on as you approach a turret, it won't fire at you - unless the enemy deploy Motion Sensors - little round things with red lights on top.

    2. Pop-up turrets only have motion sensors, so if you run around a corner, see one, and just stop moving, it won't fire at you - unless an enemy player can see you, or an enemy camera can see you.

    3. You can the grenade launcher to destroy turrets without putting yourself in danger.

    4. You can use the ELF gun to drain the energy out of a turret as you run by it, making it unable to fire at you.

    5. You can destroy pop-up turrets bye:

    - using an ELF gun to drain it's energy for about 4 seconds, then switch to a chaingun or plasma gun to finish it off.

    - or you can ELF and throw grenades at it at the same time.

    - or you can stand still, and fire a plasma gun at it repeated while throwing grenades

    6. You can also just run past turrets while using a shield pack, just make sure you wait and recharge your energy to full before you make your move.

    7. In situations where you have good organisation, nothing beats getting a couple of heavies inside the enemy base. Give them shield packs, and bring along a repair pack aswell. Once they're inside and have killed off the initial defenders they have the advantage. The respawned defenders in light armour are no match for heavies who can drop a mortar round at their feet in close-quarters without worrying about it. <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    Teeth.


  • Registered Users, Registered Users 2 Posts: 184 ✭✭YuM


    Be a bit of a waste to just plop down a turret without its friends, Mr motion & Mr camera, a mine or two around the next corner b4 the next group of turrets should allow the poor harrassed defenders time to pick off the shell shocked heavies......

    Ah sure we'll see tonight <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    Fuk this game.... its bothering me now !


  • Registered Users, Registered Users 2 Posts: 2,010 ✭✭✭Dr_Teeth


    One mortar around that corner and you can kiss Mr. Turret and all his little friends goodbye, and the defenders too. Hence the importance of getting heavies in, and the difficulty - as they're a prime target as they lumber across open ground to the enemy base.

    Teeth.


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  • Business & Finance Moderators, Entertainment Moderators Posts: 32,387 Mod ✭✭✭✭DeVore


    is there any point in shooting the base defences with a spinfusor? I mean the things you find on top of the base ( I havent yet picked up the lingo, solar panels, cyber-shamrocks-on-poles you the kinda thing)

    Yum, I wasnt actually thinking about that particular incident BUT NOW THAT YOU MENTION IT!!!!! <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    DeV-The-Newbie.

    btw Hobbes thanks for the patience last night when I was bombarding them with you. It was fun, eventually!




  • Registered Users, Registered Users 2 Posts: 21,264 ✭✭✭✭Hobbes


    Dr Teeth has the right idea <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    Actually, whoever plays as a team will always win.

    Good example was last night were I was holding a tower. I had a heavy and shield pack and I could withstand 2 missles and any amount of sniper fire from the Deadly Sep <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    So the other team getting annoyed started attacking me one by one... No chance as I had the base tied up pretty neat... it was only when they started co-ordinating the attacks that I was kicked about the place. Two came in from both way and another held the roof so I couldn't switch the base back to our team. Within two minutes of them as a team the base fell after about 20 mins of them fighting DM style <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">




  • Registered Users, Registered Users 2 Posts: 2,010 ✭✭✭Dr_Teeth


    You will not be able to damage shielded base defenses with Spinfusers, because during the time it takes for you to reload, the turret/sensor's shields have recharged. Using a weapon with a greater rate of fire (such as the chaingun or plasma gun) or greater strength (such as the mortar) will get around this - or you can go down the ELF route.

    Generaters and Stations are un-shielded, so these can be taken out easily:

    Inventory stations, Resupply Stations, Command Stations, Vehicle pads and Vehicle stations have no shields - two disks will take them out.

    Large generaters, Small generaters and Solar panels have no shields, it takes 4 disks to kill a large gen, 3 for a small gen, and 2 for a solar panel.

    Missile turrets, Mortar turrets, Plasma turrets, Large and Small sensors and Pop-up turrets are all shielded. With their shields down, all but the Pop-up turrets can be taken out with 2 disks. I believe the Pop-up turrets require 3 disks when unshielded.

    Teeth.


  • Closed Accounts Posts: 142 ✭✭Dupre


    Once a defense has been put up by people who know what they are doing, uncoordinated lights attacking the base will be massacred 9 times out of 10.

    I agree with 100% with Shank and Teeth - getting heavies into the enemy base is the key. But most (if not all) of the time, this means transporting the heavies there and supporting them. Which in turn requires teamwork. Which isn't happening as much as it should <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    And don't forget, two heavies with mortars, and a light to transport them and drop beacons, can do A LOT of damage, if they go about it the right way.


  • Registered Users, Registered Users 2 Posts: 26,458 ✭✭✭✭gandalf


    Well as usual I disagree. I find that light armour is better for offense, especially in CTF. Heavies can be taken out very quickly with a chain gun at point blank oh and remember to mine the **** outta that enemy base.......

    Gandalf.


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  • Registered Users, Registered Users 2 Posts: 2,010 ✭✭✭Dr_Teeth


    Hehe, fair enough. You wear light armour and bring a chaingun, I'll wear heavy armour and bring a mortar. We'll meet a in nice cramped corridor and see what happens.

    I'm betting on having to redecorate over you after the mortar round goes off at your feet. <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">

    Teeth.


  • Closed Accounts Posts: 142 ✭✭Dupre


    okay - depends on the game type and the level. I agree that lights might be better on some CTF levels. But where D&D or whatever else is concerned, I stick to my original opinions <IMG SRC="http://lacerta.ucg.ie/boards/smile.gif&quot; WIDTH=15 HEIGHT=15 BORDER=0 ALT=":)">


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