Post Your Electrified Structures Counter-measure!
ThinG
Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
Well, let's make this thread about the electrified turret factories, and especially the electrified res towers.
Try to post counters keeping in mind that one doesn't always have 3 hives or 3 types of chambers, so try to think of solutions for each situation.
1. Regeneration (1 hive+dc) would seem an obvious solution.
2. Fade metabolise (2 hives) basically the same as the above, but you don't need dc's for regeneration if you use metabolise for it.
3. mass rush the structure with 5 skulks, keep hopping around and biting, and eventually some skulks will die, but the RT or TF will go down.
Suggestions and ideas! Post away <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Please try to stay on topic, and don't "flame" the suggestions of others without making a proper (better) suggestion of tackling the problem yourself
Cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Try to post counters keeping in mind that one doesn't always have 3 hives or 3 types of chambers, so try to think of solutions for each situation.
1. Regeneration (1 hive+dc) would seem an obvious solution.
2. Fade metabolise (2 hives) basically the same as the above, but you don't need dc's for regeneration if you use metabolise for it.
3. mass rush the structure with 5 skulks, keep hopping around and biting, and eventually some skulks will die, but the RT or TF will go down.
Suggestions and ideas! Post away <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Please try to stay on topic, and don't "flame" the suggestions of others without making a proper (better) suggestion of tackling the problem yourself
Cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Ok, two words.
Marines usually get cocky and think "stupid nub skulk, you can't get my electrified RT!"
Boom.
Of course, you should bring along a skulk for protection nonetheless.
Plus you might save that 50 res that Fade spent
But if I have too much res,well I go for the OCs.
Not only do they help you destroy it,but becomes defense once you slap down that RT
Exactly. I had to fight my way from viaduct to generator, and then to auxiliary generator as a gorge the other day. Took out four res towers and a marine lockdown expansion without bilebomb (the main fighting was for viaduct, which is why no one would help me out). With the marines occupied fighting for via, I slowly, with 1-3 OCs at a time, marched across the map. At Generator, I used your standard OC rush (extremely effective, actually!) to take down their turrets and phase, and to kill the few marines the comm sent through (all our oni and fades, however, were making no progress at via against the heavy defense). In the end, while my OCs were whittling the remaining turrets away with the tfac down, I moved down to aux gen... To take down that node, I dropped four OCs and a sens... This combination of OCs ended up changing the tide of the game. Five marines popped around the corner to a bunch of OCs... I waddled behind them and opened fire from there, and using the gorge version of hammer and anvil tactics, I smashed them (they were vanilla) and took the res. Heavies marched from Viaduct, and, along with an oni, my OCs kept them busy long enough for reinforcements and the second hive to arrive.
Hopefully this story illustrates some of the potential uses of using OCs to kill buildings... True, I didn't have bile bomb, but combining OCs with bilebomb is all the better. Faster kill, defense in place by the time it's down.
'Rines. It's what's for dinner.
That may be the packet info lag, where you receive damage after period of time of Actual damge. But I say darting in an' out. It takes time (I say 1.5 s) for the thing to damage you.
If you REALLY need to destroy an electric res in early game, try an OC. Or if you have nothing better to spend the res on, four OCs. When you finally cap the node, celebrate by adding a sensory in the back against the wall. Now there's 4 invisible OCs guarding this hallway! You can't get your res back, but you can make the OCs you were forced to build as formidible as possible!
If there's an electric tfactory with turrets in both of the empty hives, about the only thing that will help you is spit and lerk spikes. Summon your entire team to the hive, and try not to get in each others' way. OCs won't do the trick, except maybe as decoys while you spet and spike at them manually, because the new, improved sentries will chew them up nefore they get fully built.
At least when the new "prefered" tactics emerge, we can still look forward to seeing some variety in our games. The whole game is now much more fly by the seat of your pants, so no matter how you decide to try and take an electric structure down, while it won't be easy, you can have the comfort of knowing that if you pull it off, it was HELLA expensive.
Regeneration is a good idea. I didn't think of that. Do the electric TFs do damage slow enough that that would work? (Assuming you bite until you're weak and then duck out and regen.) Somebody try a gorge healing a skulk, see what that does. Will the skulk even need to take a breather?
Slap down an OC in front of it,and make sure it survives,having a second gorge help heal it whil it is building should help a bit.2 is even better,just make sure you are all behind the OC so the OC take the damage.WEven better to bring a 2 hive lerk.
And when the OC is done,you slap down more OCs,and more....and soon your backup,which are hopefully Fades and Onii,should arrive ready to destroy the turret farm taking WAY less damage(focused fire on OCs)
Doesn't work on really large turret farms,but we rarely see those <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I did that this morning and I'd have to say it worked wonders <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> The marines had about 15-25 turrets for a heavy hive lockdown.
yeah... but that <b>would</b> require two hives <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I was just looking for a range of general ideas, and of course gorge bilebomb is basically created for this purpose.
Thanks for the info already guys <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
When Im a solo gorge I Do what others have mentioned and build 3-4 OTs with either a DT or ST. This not only tacks down Resnode (albeit slowly) but allso kills quite a few marines who attemtp to save it.
While im talking about defenses, can any one answer this,.
Do Movemnts increase the Rate of fire of OTs? I though it was talked about awhile back but i havent had a chance to actualy try it out.