Personal Opinion About Electrify
philmcneal
Join Date: 2002-10-24 Member: 1585Members
<div class="IPBDescription">Is it really worth it?</div> What would you rather get to defend an RT node
one turret factory and 2 turrets ( 35 res )
or
electrify the res node ( 30 res )
personallity i see the cost for electrify a bit expensive... and the damage ( 20 ) isn't enough as well the range is pretty small.
Any opinions on the electrify?
one turret factory and 2 turrets ( 35 res )
or
electrify the res node ( 30 res )
personallity i see the cost for electrify a bit expensive... and the damage ( 20 ) isn't enough as well the range is pretty small.
Any opinions on the electrify?
Comments
It's not very good on resource-towers, because (20res) you can just put down another one.
I'd like to see electrify brought down to its old 15res cost.
Think about it, what use is it?
vs a group? Nope TF base is better
vs 1 skulk? well yeah....but if you built a TF base, you could also prevent more from taking it.
in the end, the only good use electrifying is to prevent skulks from finding a "blindspot" from turrets if you also put a TF down as well. Of coarse, you could juse eletrficy the TF in that case.
SO.....2 uses.
Prevent blind spots
or
just upgrading a RT "just cuz", that's too far to get marines to or that's just too "out of the way" to have a high risk of getting attacked.
I find it odd that for the price of electrifying ONE little building.... aliens can pretty much buy another hive and have more abilities.
This seems reminiscent of the change to fades right before 1.00 came out, and we all know how that turned out, right?
Is there anything else about the release build you don't like?