Personal Opinion About Electrify

philmcnealphilmcneal 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?

Comments

  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    edited August 2003
    Electrify is only good on turret factory's from what I can remember.
    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.
  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    edited August 2003
    yeah, electricity is a bit expensive for what little it does.

    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.
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    In my limited experience, Electrify really only works on res nodes that are out of the way, such as West access corridor on Tanith. The aliens' main forces aren't likely to go there since places like Reactor room demand more attention. There's always those wandering skulks about though, and electrify is superior to rebuilding in that you don't have a period where you don't lose intake, and you don't have to pull manpower away to go to the remote area that west access is at.
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    The build before the final, electricity used to be very good. RTs were 15 and electricity was 15 or 20. Games were a lot better than they are now.
  • MonKeyTurDMonKeyTurD Join Date: 2003-01-10 Member: 12129Members
    a TF + 2 turrets is no way better than electrify, a couple of good skulks can either find a blind spot on the tf, or simply take down one of the turrets
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    It is completely worth it. If the node is electrified the aliens are intimidated by it so they just ignore it. I can keep about 3 res towers alive by electrifying them. If you don't electrify you better hope they are hidden well.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    <!--QuoteBegin--Jojoshua+Aug 2 2003, 01:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ Aug 2 2003, 01:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The build before the final, electricity used to be very good. RTs were 15 and electricity was 15 or 20. Games were a lot better than they are now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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?
  • AnimosityAnimosity Join Date: 2003-01-03 Member: 11768Members
    on quite a lot of resource places its possible to take down the res as a single skulk (when res is elec), only electrify if you know its worth it.
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