Idea to fix peoples problem with power nodes

Arkahm719Arkahm719 Join Date: 2012-05-13 Member: 151988Members
I have an Idea that removing power nodes in tech rooms making them powered by the cc, Keeping power nodes in hallways and other rooms making it necessary for forward bases

Comments

  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    How would one power a tech room without dropping a CC
  • Arkahm719Arkahm719 Join Date: 2012-05-13 Member: 151988Members
    it would be the only way, with random starting locations in the game, your CC would power it. if you wanna power the tech points you need the CC there. I feel it would help against those 3 pesky skulks from killing the entire marine base in 10 seconds while others are out attacking. NS1 was great without out those things where the biggest problem was keeping the armory safe, the power node is the new AA in my opinion.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    So in order to build on a res node in tech location, marines would need to spend an additional 15 res just to power the extractor? That is prohibitively expensive, and considering that more than 50% of res nodes are in tech rooms, this would kill the marine team.
Sign In or Register to comment.