A Public Q&A Statement
Q: My friends think electrifying resource nodes isn't worth it. Are they right?
A: They are wrong. In the early game it is very difficult for the Kharaa to destroy an electrified node without concentrating their entire team on the structure. It takes a MINIMUM of 2 skulks and one gorge about two minutes to destroy a node if they are unharassed. This time can buy you vital resources and give your squads that extra time to position themselves to rescue the node.
Q: Why waste 30 resources electrifying a turret factory when I can build three more turrets there with those resources?
A: Good question, simple answer. The turrets on one side may all be knocked out, or there could be that obnoxiously small yet conveniently sized space where a skulk where fit and no turrets can hit him. In both these situations an electrified turret factory can buy your team vital seconds to reinforce the base and eliminate the attackers.
Q: How useful is electryfication? I mean, other than just protecting one node?
A: Try building your turret factory close to a resource nozzle. Electrify both of these and you have two, I repeat, TWO overlapping electrified zones where you can build small structures like an observatory or even a phase gate. Then, all that is needed is perhaps one or two turrets and you have created a quick fortress. This "no-skulk's zone" between the nodes that is covering your structures can easily save you much hassle and secure your forward base's reinforcement supply lines against all but the most determined (or advanced) Kharaa attacks.
Q: Why cannot I electrify my resource node at the beginning?
A: A turret factory is required as part of the tech tree to allow electrification.
Q: Can I electrify anything else in the game besides turret factories and resource nodes?
Q: If I apply for the F.E.C. do I get to wear the sexy utility belts you guys have?
A: Only if you have seen a dangerous scorpian that hovars.
Q: How effective is having one marine guard an electrified node, or is this useless?
A: Have the marine crouch under the legs of the node. Any skulks that come nearby to attack must brave the electrical field to reach the marine who SHOULD be shooting at them anyways.
This has been a public server announcment by the Frontiersman Electrical Corporation. Thank you for your time.
Practice good habits.
Trust God. Christ did.