cartel turrets + refinery

Posts: 25
Joined: Tue 28 Jul 2015 15:30

cartel turrets + refinery

Postby Dragonspeed » Thu 27 Aug 2015 12:01

When 1 turrets get destroyed and another is 1 square away adjecent to a refinery. 2nd one will be destroyed as well. If you have 4 with 1 square in between. The refinery is gone. Early game they are easy to destroy. late game you cloak your refinery. Players buy detection units and there advantage is gone. The only use of turrets is against CPU. After No turrets means units as active defense. They lost there strength aswell. so cartel can do pretty much nothing when you dont have de numbers.

Posts: 21
Joined: Sun 23 Aug 2015 17:04

Re: cartel turrets + refinery

Postby TheGenera1 » Fri 28 Aug 2015 02:25

In any RTS you ever look at, having op defence turrets is boring and nooby. Competetive play favours attacking not defending. If it were up to me I'd have no turrets at all. You can't micro a turret so it lowers the skill range.

User avatar
Chief Warrant Officer
Posts: 601
Joined: Sun 17 May 2015 18:49
Location: Mars Republic

Re: cartel turrets + refinery

Postby AndreB » Fri 28 Aug 2015 02:28

Have you ever placed an offensive ref with turrets even a barracks, you can wreck and take an entire area, or kill enemy refs with that range.

Also selling is your friend when preventing turrets from killing your stuff.

Return to “Tech Support”

Who is online

Users browsing this forum: No registered users and 2 guests