I’ve only just recently started playing again so I’m not sure if I’m just bad. Siege turrets are my nightmare right now and it seems like any attempt at pushing with a ground army ends with me getting completely stomped on. Any advice? Or are siege turrets a problem that everyone has right now.
If you’re banished, try mixing some shrouds in your army as they block off incoming projectiles.
UNSC sadly doesn’t have much to counter siege turrets. You could try cloaking them with nightingales to give your ground units some time.
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> I’ve only just recently started playing again so I’m not sure if I’m just bad. Siege turrets are my nightmare right now and it seems like any attempt at pushing with a ground army ends with me getting completely stomped on. Any advice? Or are siege turrets a problem that everyone has right now.
Try going with some air units, send them in to destroy the siege turrets then roll in with the rest of your army.
Shrouds are your Best Friend against Siege Turrets!
As for UNSC, pretty much out of luck, I just make sure I have 2-4 Nightingales to repair the damage
Get some air units and use nightengale smoke bombs on them as you send the rest of your army in. Hold down RT and press the Y button to scroll threw your units . Get your air units and focus fire the turret .
Definitely not alone on this one.
For something that costs zero population, requires zero micro, and shoots half way across most maps, they’re too effective.
On maps like Bedrock or Rift, where bases can be closer together, Siege Turrets can make pushing a base a nightmare. Now that air doesn’t die instantly, it’s a little easier to try and snipe Siege Turrets with a handful of air units, but requires you to catch your opponent way out of position.
Moral of the story; Siege Turrets = dumb.
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> Definitely not alone on this one.
>
> For something that costs zero population, requires zero micro, and shoots half way across most maps, they’re too effective.
>
> On maps like Bedrock or Rift, where bases can be closer together, Siege Turrets can make pushing a base a nightmare. Now that air doesn’t die instantly, it’s a little easier to try and snipe Siege Turrets with a handful of air units, but requires you to catch your opponent way out of position.
>
> Moral of the story; Siege Turrets = dumb.
I think they should really scale in price like shield generators. It would prevent someone from loading their bases with a ton of them.
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>
> I think they should really scale in price like shield generators. It would prevent someone from loading their bases with a ton of them.
If they do this then they need to really drop the price of the first two. Siege turrets are hella expensive already. Also, this would really suck for Terminus Firefight… 
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> > >
> >
> > I think they should really scale in price like shield generators. It would prevent someone from loading their bases with a ton of them.
>
> If they do this then they need to really drop the price of the first two. Siege turrets are hella expensive already. Also, this would really suck for Terminus Firefight… 
You already drown in ressources anyway.
But I do have to agree that some nerfs to Leaders really make them useless in TFF.
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> > > >
> > >
> > > I think they should really scale in price like shield generators. It would prevent someone from loading their bases with a ton of them.
> >
> > If they do this then they need to really drop the price of the first two. Siege turrets are hella expensive already. Also, this would really suck for Terminus Firefight… 
>
> You already drown in ressources anyway.
> But I do have to agree that some nerfs to Leaders really make them useless in TFF.
You’re not seeing the big picture, if siege turrets scale lets say 100 supplies for each addistional turret, when they start at 800, that means your 112th turret will cost 2000. And when the AI in TFF kills your turrets, you gotta rebuild them, and when you’re dropping 2000+ per turret, good luck maintaining that eco.
Nightingales and shrouds. That’s all you need. Don’t be intimidated by them. The big mistake I see people making is they stack all four turret slots (maybe three if they build sensor tower) but once you get close they are just bad. Nightingales heal and smoke neuters them. Also I’m an Izy main so hologram is quite useful. Infantry doesn’t do well against them so mix it up with air and vehicles. Except Marines… UNSC seems to be recruiting Kryptonians now a days to fill their Marines quads.
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> Nightingales and shrouds. That’s all you need. Don’t be intimidated by them. The big mistake I see people making is they stack all four turret slots (maybe three if they build sensor tower) but once you get close they are just bad. Nightingales heal and smoke neuters them. Also I’m an Izy main so hologram is quite useful. Infantry doesn’t do well against them so mix it up with air and vehicles. Except Marines… UNSC seems to be recruiting Kryptonians now a days to fill their Marines quads.
Izy Hologram is very satisfying for dealing with turrets!
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> > Definitely not alone on this one.
> >
> > For something that costs zero population, requires zero micro, and shoots half way across most maps, they’re too effective.
> >
> > On maps like Bedrock or Rift, where bases can be closer together, Siege Turrets can make pushing a base a nightmare. Now that air doesn’t die instantly, it’s a little easier to try and snipe Siege Turrets with a handful of air units, but requires you to catch your opponent way out of position.
> >
> > Moral of the story; Siege Turrets = dumb.
>
> I think they should really scale in price like shield generators. It would prevent someone from loading their bases with a ton of them.
Everyone’s been saying that for months Lol welcome to the club Conezie
On topic: If they don’t have a watchtower on their base you could always send your nightingales first and use their Y ability on the siege turrets to stop them from shooting, then get close and help them board the pain train
I disagree with Sad Joker. They’re not that bad. If you are UNSC, you will likely be going for an early infantry rush before they reach tech 2 or hornets and nightingales by late game so they often won’t even attack you. They only really come into play during drawn out games. Others have already stated that Banished has shrouds for ground forces while also having banshees. There is also air which can snipe bases and turrets like nothing. I see it nearly every game. I can have siege turrets and I observe them getting destroyed by a hornet or banshee drive-by within 20 seconds before their ground forces move in (and that is assuming the air doesn’t just destroy the whole base like they can currently).
Conversely, if I want to push a base on, let’s say highway, that has 3 bases full of siege turrets, all I ever need is a couple air units and my own Kodiaks and I just micro them all quickly. My teammates will usually mop up the rest while my own Kodiaks shift focus to their own infantry or the rest of the bases.
Siege turrets already take a significant amount of time and resources to build, and even then you are risking a surprise air attack that could wipe you out (when I see siege turrets I immediately consider just sniping their base as it usually shifts the game to my sides favor). There should be a reward for taking such a risk, and that is through being able to protect you from ground forces effectively when given line of sight.
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> > > Definitely not alone on this one.
> > >
> > > For something that costs zero population, requires zero micro, and shoots half way across most maps, they’re too effective.
> > >
> > > On maps like Bedrock or Rift, where bases can be closer together, Siege Turrets can make pushing a base a nightmare. Now that air doesn’t die instantly, it’s a little easier to try and snipe Siege Turrets with a handful of air units, but requires you to catch your opponent way out of position.
> > >
> > > Moral of the story; Siege Turrets = dumb.
> >
> > I think they should really scale in price like shield generators. It would prevent someone from loading their bases with a ton of them.
>
> Everyone’s been saying that for months Lol welcome to the club Conezie
>
> On topic: If they don’t have a watchtower on their base you could always send your nightingales first and use their Y ability on the siege turrets to stop them from shooting, then get close and help them board the pain train
Detect doesn’t let units/buildings fire when they have a smoke cloud on them.