Author Topic: How would you go about taking out 1100+ turrets on a planet?  (Read 2470 times)

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #15 on: June 23, 2010, 01:23:23 am »
My first thought would be the dreadnaught option.

It would take a while even with all 3 Mk's unlocked, but they outrange every turret (except snipers) so move them to just outside the turrets range (using the Z+X combo) and let them do their thing without getting fired upon themselves.

That's my play style though, I like to play the range game, not sure how you prefer to play.

D.

Offline Rustayne

  • Full Member Mark II
  • ***
  • Posts: 180
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #16 on: June 23, 2010, 01:34:04 am »
I utilized both dreads and fortresses to take them out.  Surprisingly it went pretty quick, and i just had to move them like 3 times total, so the micromanaging on it was pretty easy.  I was dealing with a 2600 CPA as I was clearing it, so it working over time without me paying full attention was great.  Sadly this tactic won't be used that much as supply will be an issue for most places in my game, though dreads will still work.  Thanks everyone for your wonderful help.

Offline Trezamere

  • Jr. Member
  • **
  • Posts: 60
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #17 on: June 24, 2010, 01:19:13 am »
I think making Dreads effective against turrets (they aren't) would go a long way to making Dreads more useful.

And another strategy I haven't seen mentioned - Raid Starships.

They are super effective against turrets with their high damage, quick reloads, high health and high speed (to get in and out in a pinch).  Early game they are the best answer if you have the patience to use them and you don't want the early game losses (although if you had the patience to use dreads then you'll LOVE raiders).

Also Infiltrators if you have them.  They would probably clean house in a minute or two, no joke, they are stupid good against turrets (annoyingly/overpowered so actually in the hands of the AI, though if you can get your hands on them, nuts to the AI!).

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #18 on: June 24, 2010, 09:45:56 am »
I think dreads are super useful already, just only in certain circumstances -- against starships and distant force fields, mainly.  So they're a long-range gun you bring out when you need that sort of long-range gun, not something that's just defacto part of every fleet.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Rustayne

  • Full Member Mark II
  • ***
  • Posts: 180
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #19 on: June 24, 2010, 01:12:12 pm »
Wouldn't raid starships get torn apart by the turrets?  They only have a range of 5.5k which means every turret would be able to hit it.  I see that 33.6k x3 ships would be very quick, but I'd imagine I would have to replace them a bit wouldn't I?  I may unlock them and give them a try just to see how this theory would work, seeing as eventually I'll have plenty of knowledge, but I'm am curious about the logistics of it.  Dreads alone though aren't very good for doing this.  I set them up on another planet to wittle down the turrets and an hour later they were still working in one area.  Granted they had over 350 targets in their area, but still.

Offline Frozen Critical

  • Full Member Mark II
  • ***
  • Posts: 193
  • No
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #20 on: June 28, 2010, 09:15:09 am »
Pretty late and Stupid Answer :

Nuclear Rocket
AMERIKEAN AM TELEFONMAST

rubikscube

  • Guest
Re: How would you go about taking out 1100+ turrets on a planet?
« Reply #21 on: June 28, 2010, 06:58:32 pm »
well, if your that late game, using a nuke is very viable cause aip doesn't matter, though should lower the cost