I almost never out turrets on my base. I only do if I have a leftover 3000 supplies or something, and that’s pretty rare. If I have that many I normally expand or improve my forces. Since I never use turret, I don’t know how well they do online. If I engage an enemy base which has some turrets, I concentrate my fire on each one at a time and easily destroying them.
turrets can’t move and get Pwnt by mostly every unit. ok they can defend against some rushes (most good rushes will get past your turrets in no time).
My point is whilst turrets can keep your base safe (for a little while) during the early game, it means your sacrificing resources you could be spending on units and putting yourself on the defence when it’s probably better off expanding or attacking your opponent. It depends on the situation but generally no turrets usually aren’t worth it.
In 1s, sneaking up a turret or 2 if you’re getting brute/grunt rushed as unsc is a good idea. A Turret by your depos in combination with gauss/wolves can hinder banshee harassment.
Arbiter in 1s/2s should turret across his back 3 pads when defending a temple first brute rush. In arby mirrors, you can turret to protect pads if you’re on offense as well. Turreting to protect a summit from an arbiter is a good idea, and turreting vs banshee and gauss harassment is also a good idea if you’re covy.
As unsc, almost never worth turreting in 2s/3s, unless you’re getting hit on beasly’s or protecting a depo.
I hate hem because I am a rusher.
But I will get you later because you spent your money on them and I on warthogs.
If you build them will you prepare your tank build then You have tanks and turrets.
I have tanks, grandanier hogs AND expand. I keep rolling dual hogs and single tanks.
With good micro you lose. So I will say make early units and no turrets.
> In 1s, sneaking up a turret or 2 if you’re getting brute/grunt rushed as unsc is a good idea. A Turret by your depos in combination with gauss/wolves can hinder banshee harassment.
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> Arbiter in 1s/2s should turret across his back 3 pads when defending a temple first brute rush. In arby mirrors, you can turret to protect pads if you’re on offense as well. Turreting to protect a summit from an arbiter is a good idea, and turreting vs banshee and gauss harassment is also a good idea if you’re covy.
>
>
> As unsc, almost never worth turreting in 2s/3s, unless you’re getting hit on beasly’s or protecting a depo.
^that basically, turrets are 250 each, +100 to specialise them against Inf/tank/air, +500 to upgrade them to level 2 (250 i anders) then whatever the upgrade cost to level 3 is. This money is typically better spent on Hogs and expanding in 3’s
These people are mad because they have no turret micro. I wouldn’t take their advice if I were you.
Turrets > Units for the first 20 minutes. If you haven’t won the game by then, I guess you could put up a barracks and churn out some spartans to finish your opponent off.
> These people are mad because they have no turret micro. I wouldn’t take their advice if I were you.
>
> Turrets > Units for the first 20 minutes. If you haven’t won the game by then, I guess you could put up a barracks and churn out some spartans to finish your opponent off.
> These people are mad because they have no turret micro. I wouldn’t take their advice if I were you.
>
> Turrets > Units for the first 20 minutes. If you haven’t won the game by then, I guess you could put up a barracks and churn out some spartans to finish your opponent off.
That doesn’t alter the fact that turrets can’t move, in 1’s this will keep your enemy off your base (away from your depo ect) allowing you to get units out, but in 2’s & 3’s wouldn’t it be better to build Hogs instead, you can use them to defend if needed and also use them to take and defend expos or harras your enemy.
Make turrets (2 max)in 1s if you are covy vs UNSC and can’t keep hogs off your base or if you are UNSC and try to skip hogs and go straight tanks. In 2s if you are Arby defending a brute rush (sometimes) and in 3s at the base that is going to get harassed (also only sometimes). There is no yes or no answer to this questions it’s all situational and with more experience you will learn what situations call for turrets what don’t.
If your turret micro is as good as king’s you can do whatever the -Yoink- you want.
When I am covy rushed I get my warthogs to the covy base and we have a base race. I make more damage and I can ram the new made units from this base so the covy have no fresh units. I have set my rallypoint here to and I get more and more warthogs here. At the end I am beter of.
Turrets: the early turrets are easyly killed with a covy leader. After that You have no units and no money.
It all depends on the situation. I play 3v3s a lot so it depends on the leader combos. Early game, say you are matched up against three covie leaders, you’d be a fool not to build at least one turret.
never not put anything on your turrets only build if your getting rushed or your in a comfortable position turrets without rail gun or whatever are close to pointless i usually go 2 rail 2 anti air, rail for ghosts or hogs and anti air for slowing prophet harasses or thinning out banshee spams.