ScoRPio_O
Nov 3 2002, 11:25 PM
How destroy turet plz in alien ?
Thx ^^
Sunder
Nov 3 2002, 11:39 PM
YOu ahve several options, all depending on the layout.
1) Good for most areas, and requires 2 hives. Use Umbra and slash/dice/spit at the turrets.
2) Standing in a vent, and the opening is right above the turrets, use ranged attacks on the turrets.
3) Get out a melee weapon and charge right in.
Licky
Nov 4 2002, 12:22 AM
a fade with carapace and adrenaline using hos slash attack, with a lerk giving him some Umbra lovin' is one easy method.
or you could grab an onos and use the gore attack.
philmcneal
Nov 4 2002, 12:25 AM
pile bomb is awesome
acid bomb is good too
even though weak damage but u will evenually #### the marines off
then u get them too
The_Corinthian
Nov 4 2002, 01:09 AM
i find taking a cloaked fade or lerk and shooting them from a distance eventually works
takes a long time but it eventually does kill it. if marines show up just hide with your lvl 3 cloak till they leave
TickTock
Nov 4 2002, 04:07 AM
"grab an onos"? You make it sound like they're a dime a dozen. In the time it takes to kill a ST with acid rocket, a loan marine with an HMG can take out 3 or 4 OC's. That just ain't right.
UIOP
Nov 4 2002, 04:33 AM
My main question:
How you take out the turrets if you only have one hive?

| Quote |
Silver Fox: "look, you dont have to have 3 hives to win.
Ok?
hell, you dont need any" |
And can Silver Fox or anyone else plz tell me how to win when you got 0 hives... (I took the quote from another topic)
TychoCelchuuu
Nov 4 2002, 05:08 AM
To take out turrets with one hive: Skulk is fast enough to avoid being hit. Run up to turret, bite once, and run like heck. Repeat, and hope a marine doesn't come and help.
To win with 0 hives, kill all the marines.
Unknown
Nov 5 2002, 12:26 AM
0 hives = mostly dead aliens....
but anyways.... a good circle strafing skulk with good ping/no fps lag can take out a turrent easy. If you want some pratice, try it in a LAN game with sv_cheats 1 on. Or play TFC as a scout and try circle strafing a SG with your crowbar
The_Howler
Nov 5 2002, 12:37 AM
You can also kill them off as a gorge. Build a defensive chamber or two out of range of the turret. Place an offensive chamber just inside the range of the turret. Hide behind it, and build it up. The defensive chambers + your healing ability should keep the offensive chamber alive while it destroys the turret for you. If you're having an easy time keeping it alive, build another offensive chamber. The nice thing about doing this is once the turrets have been eliminated, you've already built your own offensive chambers to guard the room/chamber/corridor.
Carlos
Nov 5 2002, 12:48 AM
| QUOTE (The Howler @ Nov 5 2002, 12:37 AM) |
| You can also kill them off as a gorge. Build a defensive chamber or two out of range of the turret. Place an offensive chamber just inside the range of the turret. Hide behind it, and build it up. The defensive chambers + your healing ability should keep the offensive chamber alive while it destroys the turret for you. If you're having an easy time keeping it alive, build another offensive chamber. The nice thing about doing this is once the turrets have been eliminated, you've already built your own offensive chambers to guard the room/chamber/corridor. |
And what is if the offensive chambers doesnt shoot at the turrets. I once build 2 defence chambers out of sight of the turrets and than a offensive chambers where the turrets could see it. The turrets shoot on the offensive chambers and the offensive chambers didnt shoot back
Unknown
Nov 5 2002, 01:02 AM
| QUOTE (Carlos @ Nov 5 2002, 12:48 AM) |
| QUOTE (The Howler @ Nov 5 2002, 12:37 AM) | | You can also kill them off as a gorge. Build a defensive chamber or two out of range of the turret. Place an offensive chamber just inside the range of the turret. Hide behind it, and build it up. The defensive chambers + your healing ability should keep the offensive chamber alive while it destroys the turret for you. If you're having an easy time keeping it alive, build another offensive chamber. The nice thing about doing this is once the turrets have been eliminated, you've already built your own offensive chambers to guard the room/chamber/corridor. |
And what is if the offensive chambers doesnt shoot at the turrets. I once build 2 defence chambers out of sight of the turrets and than a offensive chambers where the turrets could see it. The turrets shoot on the offensive chambers and the offensive chambers didnt shoot back  |
Then you built the O chamber out of range..... Its an RTS game as well as a FPS game. Stuff have range you know and not every building has the same range.
The_Howler
Nov 5 2002, 01:02 AM
I have heard other people claim that, my offensive chambers do shoot at the turrets. Perhaps they have a shorter range and have to be closer? All I know, is I got the idea watching someone else, and I tried it, and it worked, so that's how I deal with 'em. Maybe I'm blind and I've got help from other aliens and never noticed it, laugh.
UIOP
Nov 5 2002, 09:10 AM
OK, thanks.
But are there no ways to destroy like 3 turrets next to each other when you only have one hive? It isn't often the commander just builds one turret.
And if there are marines close by, almost everyone says that you should get cloaked and wait them out, until they move away... Is this really the only option with 1 hive?

If the commander guards his turret clusters, will these "fortresses" not become invincible then?
WarpZone
Nov 5 2002, 09:48 AM
Here's a trick I like, and it works about half of the time. It's not really the
turrets you want to take out... It's
the stuff that the turrets are guarding! So you go in as a Skulk, dash past the turrets to get behind that resource nozzle in the corner or whatever, and
the structure you *really* want to destroy will block the gunfire for you! The marines' guns are all firing for, like, 5 minutes while you're chomping on that 5000hp Resource Tower, so any marines who hear the gunfire will assume it's a stampeed of Onos or something... the downside is that if you use this technique, you WILL get gibbed by all those turrets when the structure shielding you from them finally collapses.
The enemy could easily prevent this technique by simply placing a turret behind the juicy resource tower, but very few commanders do this, currently. The philosophy seems to be "make a wall of turrets to keep the enemy from even getting close." Once you dash past them, the structure is undefended. It's a shame, too, considering how that's exactly the kind of unorthodox tactical situation those Frontiersmen we've all been reading about are supposed to be able to adapt to.

One time I even skulked into the marines' base and ate their command tower, when even Onos were having trouble penetrating the room. Unfortunately, they had spares, and they ran up to me and picked me off the next time I tried it. Still, it was an impressive for such a little guy, IMHO.

I might add that the same technique works sometimes when playing as marines, especially on certian hives. Run past the OT's and jump behind the hive. Don't hesitate or try to dodge or they will get a good lock on you. You're not as fast as an alien, but their turrets are also less acurate. If you can put the hive between you and the OT's, you're home free. Knife any defensive towers nearby, then knife the hive. As with the skulk, you will most likely die once you sucessfully take down the target.
I always type "IT WAS WORTH IT!" publicly after I take down a hive in this manner.
coil
Nov 5 2002, 10:25 AM
The short version: learn to play as an alien.
The long version:
1) Skulk. evolve regeneration, then strafe attack the turrets. You can move faster than they can track you. If your health drops, fall back and regenerate (cloaking is good to keep you safe while you heal, and celerity to get you in and out quickly). I can take out as many as 3 turrets this way.
2) Lerk. Born turret-mangler. Spikes are the easy way, and take some time. Otherwise, close in and umbra, then bite for a faster solution. Again, regeneration is helpful.
3) Fade. Any of the Fade's 3 weapons are capable of taking out multiple turrets. Know when to retreat and heal.
4) Onos. Actually not a great turret killer, since he's such a big target. However, Primal Scream and Gore will make *very* short work of any turret - I can usually kill 2 or 3 in a heavily fortified base before retreating to heal.
5) Gorge. Not so much; he's not a combat class. Support one of the other 4 with Defensive Chambers and your healing spray, or try the methods already listed.
As for the comparative effectiveness of marine vs. alien turrets:
1) How long does it take to kill a sentry turret (ST) vs. killing an offensive chamber (OC)? Answer: much longer.
2) How long does it take a marine to respond to an attack on his base (without jetpack or phase gate) than an alien (with access to vents, high base speed, flight, leap, etc)? Answer: much longer.
The verdict: marines are less mobile; therefore, their turrets are better capable of taking care of themselves. However, aliens are still perfectly capable of taking out large numbers of turrets. Keep practicing; the aliens are tricky, but a lot of fun!
zoda
Nov 26 2002, 02:51 PM
take out the turret factory, if there is a bunch of turrets use a fade or an Onos with regeneration.,.. hit, regenb, hit, regen, get in and destroy their factory where safe...
Often marines leave spots where you can easily hide safelt behind a turret factory and destroy it.. once thats done, turrets wont fire and will go down without a problem.
Ive taken out many small places with maybe 4 turrets as a fade with regen, just slash turrets, regen before it's too late, slash and destroy on eor two in way of factory, destroy factory, destroy everything.
FireStorm
Nov 26 2002, 05:32 PM
never attack the turrets!!
attack the turret factory and all turrets will shut up...
try hiding behind the factory, eat it the destroy the thing those turrets were guarding then destroy the turrets
SexKitten
Nov 26 2002, 06:21 PM
This thread is full of really effective advice. It sounds to me like Carlos either built his offensive chamber out of range or that he didn't finish building it at all.
Jacturus
Nov 26 2002, 08:49 PM
Another good strategy is to get about two or three skulks togther. Have one of them charge in and distract the turrets and marines while the others go straight for the turret factory (of course, finding a nice place where it is hard to hit them). I've found that the turrets will often follow the first thing they see until the object is no longer in its area of sight (or killed). This give the skulk time to chew away at the TF. I've been lucky enough to destroyed several TF this way regardless of turrets and marines present to guard.
TheGlow
Nov 26 2002, 11:40 PM
Yea, I was on a map, forgot the name, where the marines had set up camp in our hive, and they welded the grates. When I went there, the turrets all fired at me, but because I was behind the grate, took no damage, so my team was able to dispatch the respawns, marines and then factories.
Turned out another skulk was in the other grate drawing fire as well. So it was funny laughing and biting. Even drew some marine fire.
Ganja
Nov 27 2002, 01:03 AM
if theres only one go skulk and simply run in and rotate around in a circle biting it, the turret takes time to target so if you stay on the move your safe
Bolter
Nov 27 2002, 04:30 AM
you shouldn't be going for the turrets. You should be going for the turret factory that POWERS the turrets. If you take it out, then you can munch on inactive STs all you want. While commanders are wising-up to better turret factory placement, you can still find a blind spot a lot of the time. Just rush through the turret farm, strafing and jumping as you go, get behind the turret factory, and munch till dead. If it's a realy well built farm, you can still crack it with a couple "teaser" skulks drawing fire while one munches on the TF. Remember, Skulks are free, so if you die half way through, you can always go back and finish it off.
The issue here, is that you shouldn't be trying to munch on turrets with one-hive aliens unless you let the Marines grab, and turtle, both other hive sites. If you are in that situation, the best thing you can try is to rush TOGETHER untill the TF is down. It's a toss-up, but you don't have much choice. If on the other hand, you don't have to break through turret farms to get the second hive, do that, wait for fades, and proceed to own TFs from afar.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.