About Res Towers

PaqPaq Join Date: 2002-12-15 Member: 10876Members
<div class="IPBDescription">Defend needed?</div> So is it a good idea just put res node and then move to another and hope that skulks doesn't find it in few minutes. OR build res node and put some defence there (3-4 sentrys)? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

I mean if there is just one skulk running around the map and checking res tower places and you have undefended res towers those won't last long.

Few games i have won, when we just builded res towers like mad around the map, then we went to a hive and teched up fast. But some games i have also won when we took 3-4 res nodes and put some defence there and secured one hive. Little saving and HA/HMG is available.

So which strategy is better?

Comments

  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    This is one of those issues with NS that I believe you have to adapt to ingame. For example, I usually just drop a node, and move on. Maybe I will have one marine patrolling 2-3 nodes that are relatively close together. If you've contained the aliens to one hive, and have the extra res, sure, go ahead and defend those nodes. Why not right? But if skulks aren't chewing them up 30 seconds after they're completed, I usually dont. Save the extra res for the more important stuff first. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Motion tracking makes it real easy to protect your res nozzles, cuz you can hang out in a base and see them coming far far away. That, and a marine at least remotely close, should be plenty.
  • GiotGiot Join Date: 2003-01-26 Member: 12795Members
    For rines, it is alot more res to defend a nozzle then the aliens, for the simple fact that they have to build a TF and turrents... Definently gaurd the double res spots, such as the holo room on hera and the reactor room on caged, I would recommend perhaps gaurding the ones closer to the base in the later game, giveing the base an outer parimeter of defence that can slow or stop an attack by the aliens befor they come to the accual base
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Perhaps you can skip Ds on your first tower while you fort a hive, but for heaven sakes, go back and fort the tower when you get the chance.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    Interesting, I hardly ever see comms defend every RT with turrets but I think it is a good idea. Although it does take a lot of money those res towers will stay alot longer and maybe pay for themselves 2 or 3 times over.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    well if you skip an armoury or base defence you can cover 2 rts... :/
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    edited February 2003
    I'd only consider turrets for resnodes if 1 TF can cover 2 nodes.

    Mines are a great idea though, problem with nodes is that generally a skulk can hide behind the node and so you have to approach the node to kill the skulk.

    Propper mine placment prevents this and so for the skulk to eat the node he has to present his arse to the approaching marines.

    Biggest problem with mines on pubbies is that everyone insists on using them to make a light show.

    The major argument for never defending res nodes is that the aim of the game is NOT to get res. Res is a means to an end.

    If you always attack with sufficient intelligence and dexterity the enemy will never be able to get their own offencive together.

    BlueGhost
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    <!--QuoteBegin--LambdaProject+Feb 1 2003, 11:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Feb 1 2003, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Interesting, I hardly ever see comms defend every RT with turrets but I think it is a good idea. Although it does take a lot of money those res towers will stay alot longer and maybe pay for themselves 2 or 3 times over. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    22 Rp's for a node.

    25 Rp's for a turret factory. (so far cost has doubled.

    And you need at least 3 turrets for defending the
    turret factory and the node from all sides. that's 48 Rp's.

    So either 22 Rp's.
    or 95 Rp's, but there's a lesser chance at loosing the res towers.
  • GiotGiot Join Date: 2003-01-26 Member: 12795Members
    there is a better thead for this, the Random RT thread in the general discussion forums
  • RenmauzoRenmauzo Join Date: 2002-12-27 Member: 11571Members
    This is subjective matter.. but sometimes res node points are also good choke points you want to defend. .In that case you build tf.. For example I would definetly secure the 2 nodes res in cargo hive and docking wing.. But I probably won't give a **** about miasma walkway..

    Also you pretty much always defend the ones with 2 res nodes.. But generally speaking whether place tf or not near the res node totally depends on where the alien's hive is and how often will they pass by that node (and how often will your marine pass that node)

    But I am leaning kinda leaning close to place the nodes and defend it or don't place it at all and save for upgrades type of philosophy
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Renmauzo+Feb 1 2003, 06:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Renmauzo @ Feb 1 2003, 06:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also you pretty much always defend the ones with 2 res nodes.. But generally speaking whether place tf or not near the res node totally depends on where the alien's hive is and how often will they pass by that node (and how often will your marine pass that node) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree with this.

    In one game (don't remember map name, hives: sewer, ventilation and generator) there is that elevator and under it is a res node. I gave welder to a one marine, ordered him to weld that door open and then i put a res tower there. Game lasted about 1 hour, we lost, but aliens never founded that res tower <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    And sure those res towers which are near base doesn't need defence. OR If you are attacking to a one hive then all aliens propably are there protecting it and you can send one marine to another direction and build res towers there and leave them undefended. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Actullay, theres alot of strategy involved in this, so it fits well here

    To the point:

    It purely depends on your strategy; Im just about to try my new Get-all-that-Res strat

    If you think you will need res in the long run, secure it an move on, but if youre lacking res, just build it and move on,...


    The only thing I can think of is having mines around it to stop it from being eaten instantly.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    in big games usually you wont need to defend them since
    - it wont take long for them to get back 22 res
    - vs 1 skulk u can recycle in time
    - it wastes a skulks time to chew ur res tower (instead of chewing ur advancing marines)
    - it takes longer to chew a res than to rebuild one

    in smaller games, you're better off getting a hive and defending that instead <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    hmmm some ppl say its best to jus get 3-4 nodes including the ones in base and jus defend those.... and that wil win u the game

    cuz 3-4 nodes is all u need <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecromanZerNecromanZer Join Date: 2002-11-01 Member: 3407Members
    its an RTS, not FPS.

    if you can control more res points than the other team and at least 1 hive, 9/10 u will win (apart from against a large marine team)

    see if u cap 3-4 res nodes u can go and try and siege the second hive, and get beaten back and have a close battle, but if u have more, then you cna have a team of JP'ing, shotty'ing dudes doing it instead, or have WOL's everywhere to help you.........

    Res is the key, people need to see it more
  • Tobias_RieperTobias_Rieper Join Date: 2002-10-26 Member: 1625Awaiting Authorization
    This is where mines come in handy...plop a few <b>on the ground</b> around the structure as well as some on the path, and one <b>on top</b> of the structure.

    Even if they make it through...if a marine shows up they'll most likely panic and not watch where they're stepping. Not enough commanders recognize just how effective mines are. Instant defense that does not need an expensive supporting structure. Does lots of damage too.

    Then later in the game you can get the TFs up etc. when they have fades. Mines and turrets in combination make great defense.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Yeah, I just use mines, then move along to the next one. No need to turret farm every single one, that's a huge waste of resources and time. In a tech rush, you can leave a (good) shooter behind to hold off any random attacks, but if the aliens are starting to get organized, those mines are really gonna help.
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    In one game we tf-locked every res in ns_eclipse except two hive res, and only had maint hive locked.
    We won the game because we got more res than we could spend.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--statusq+Feb 2 2003, 08:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (statusq @ Feb 2 2003, 08:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In one game we tf-locked every res in ns_eclipse except two hive res, and only had maint hive locked.
    We won the game because we got more res than we could spend. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Then aliens must suck badly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Almost every res towers in eclipse? LOL <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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