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Turrets feel very lacking as bugs either overheat them in 2 seconds, or gun them down without retaliation. You need 3-4 turrets + engineer just to hold one spot. That's basically one base slot worth of turrets!
Taking terrritories in the open is just pointless - you simply have no means to hold them.
A good mix of turrets is your friend. Also never get the armor piercing upgrade on the basic turrets. Better armor is the only viable choice, since they can tank almost everything except for enraged ravagers. The others are going to depend on what you're facing: MG towers early on and against spitters, mortars (with AA upgrade) if you're facing hoppers, and cannons to deal with the heavy late game bugs. Again, basic turrets with armor are key here: You need something to tank the shots from the heavy stuff while your glass cannons bring the DPS.
I enjoy the initial phase of pushing and holding areas, but then there's a point where the micromanagement feels overwhelming and I found myself not having fun and just turning it off, even on the low settings.
But there are few problems involved.
Time&Price - setting up two turret spot costs 400-600? resources + a lot of time as building and upgrading are slow and require infantry babysitting through that stage.
Overheat - a regular, not late game wave easily overheats two-turret combo. By the time spitters start appearing two-turret combo will always take damage from each wave. MG will start firing first at regular bugs (due to range) and overheat by the time spitters arrive. Eventually they will wipe out the wave, but take noticeable damage in the process. Means you need to check them up regularly, as it takes just a couple of minutes left unattended for enemies to break them. That already turns game in a micro hell. If you want to actually repair them "occasionally", you need 3 turrets at least. If we take first map as example, and you spend half slots on turrets you have a pool of ~120 ,that's just two 3 turret spots (that you really don't need to look for that often) + one 2-turret spot that depending on it's location you have to monitor closely. You need at least 2 spots to cover your base which leave you with just one spot worth of defense for anything else. Naturally, it goes to the first bug hole you clear - you need to defend it or bugs will take it back. Only then you have room to push to third base.
You might ask, so what's the problem?
Problem one - 4 territory control spots outside base basically uncapturable. You have no free troops or turrets to defend them. So, what's their purpose? It's game design problem.
Problem two - that's just defending against regular bugs + spitters/hoppers, may be flyers.
The moment Tiger bugs (or plasma bugs) start showing up the two-turret combo can't keep up and require maintenance after each enemy wave and probably an infantry squad to clear out plasma threat. Three turret combo doesn't fare all that better, you now also need to check them up regularly. But you have no resources to actually automate defense on all avenues of attack and micro hell begins.
So what I usually do is build a turret and MG tower on one side of my base and push on the other with my soldiers. I don't build new turrets until I need to temporarily cover a flank or get to a new chokepoint that protects multiple territory points at once. Disband turrets you don't need. I don't usually have a big army for starters: Just two rifle units and a technician, adding the rifle upgrade, a combat engineer, and a radio troop as I progress. Snipers if I'm facing spitters or bombadiers. Rush to get a grinder if hoppers are on the horizon. Remember to use prioritization.
It's also important to get a war support point by the time the medium tier bugs roll out. Hoppers and other air units require a grinder to effectively fight and the cannons are needed for the heavy stuff. Activating a bug retaliation early is also more mangageable than later: Two rifle squads can handle the waves from two to three territory points.
Overall, you need to plan ahead. Pick a path that can be defended with minimal amounts of turrets and that gives you war support and a new base with new slots for supplies and materiel. Then push along that with soldiers and have turrets defend the flanks.
Basically it's Spitters. I detailed how that happens.
I do all that, and I can progress - but there is too much micro involved. Basically I must oversee every chokepoint, every unit once in 1-2 minutes or some trouble will happen. That defeats the purpose of setting up turrets. Too much time taken from making a push on enemy. All of that because turrets are lacking and require too much attention.
I understand all that and doing basically exactly what you said. The problem as I said many times over is that it is not fun to play that way, too much micro involved. Game becomes stressful, not fun.
Not to mention that there are design problems. First map - there is no meaning in 4 capture points outside base. You have no means to hold them, you will be pushing at a very different route, by the edge of map to close the holes located there. By the time you have options to hold them - you don't neeed them.
If we are given so little resources, then it would be better to set those points along the lanes player will attack. Otherwise they are just unneeded.
That heavily restricts gameplay and deducts from replayability that should be Territory mode's core feature. Better find a different solution rather than a half-baked one that suits your taste, but not taste of others.
I agree with Cavemanner and Aedwynn. I really dislike the constantly ticking threat meter they added. It makes the entire game more stressful and not fun for me personally. It also makes it so there is only one way to play, aggressive rush style. Part of the initial appeal of the mode seemed to be strategy, but this goes away when you have an artificial timer placed on every game.
Also, it is not true that this is necessary to make taking territory impactful. First off, I would argue it doesn't make it anymore impactful. Since you are against the clock to take hives before big bugs come out, you don't really have any additional incentive to take additional capture points. You basically just want to rush the hives with early troopers and taking additional territory seems to just give you less defensible locations you will later have to defend against tankers etc. And I have already given the devs feedback on an alternative way to make territory capture points impactful without using a timer. If you simply make a resource cap and link that cap to how many territories you control then that would incentivize you to take more territories if you want to get more advanced units and upgrades