There's a problem with power nodes
Techercizer
7th Player Join Date: 2011-06-11 Member: 103832Members
<div class="IPBDescription">Specifically this one issue, all others aside.</div>It is a viable (and arguably, the only viable) tactic to bite non-critical power nodes down to 1% and then leave them as Kharaa, instead of finishing them off. The reason for this is simple: it takes a marine about 3 seconds to repair a broken node, and over 10 to repair an injured one.
Doesn't that seem a little odd? Maybe a bit broken, counter-intuitive, or indicative of mismatched game elements?
Doesn't that seem a little odd? Maybe a bit broken, counter-intuitive, or indicative of mismatched game elements?
Comments
Anyhow, once Welder is in, repairs should start slowly then speed up over time.
Doesn't that seem a little odd? Maybe a bit broken, counter-intuitive, or indicative of mismatched game elements?<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point. It actually takes 5 seconds for one marine to repair a destroyed node, and almost 30 seconds to repair a badly damaged one.
I suppose the broken one can be replaced, and the badly damaged one has to be repaired at all cost. :P
It's definitely one of seemingly silly situations in the game. But it does mean that Marines can restore power quickly when it does go down. (Good to know the facts. I'll never attack a power node again unless it's mission critical. Now can Cysts get some love?)