Post Your Electrified Structures Counter-measure!

ThinGThinG 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-->

Comments

  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Although I haven't tested it myself, I've been told a celerity (or maybe even stock) skulk/fade can dart in and out of melee range of the TF/node while biting/slashing without being shocked.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    That is a big negitory. I've seen the bolts track skulks even around corners.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    Yeah, I just ran off and tested it real quick in a solo LAN, and it doesn't work. Scratch that idea (and now to hunt down the person who told me that...).
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    One word. Bile bombs.

    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.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Ocs actualyl work pretty well too, and <u>will</u> annoy the hell out of the comm hearing "your base is under attack" all the time!
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    So much cheaper to get a bilebomb tho. And OCs do so little damage...
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    I'd have to go with bile bomb,or if there is a melee type of alien,just use the healspray,works wonders <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    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
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    At 3 hives : use lerk primal scream. Greatly accelerates the elec node destroying process. The lerk can also use umbra and spores to cover his mates if marine backup arrives.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not only do they help you destroy it,but becomes defense once you slap down that RT <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    As a hive 1 Onos : remember to devour a fresh marine before attacking electrified structures. It almost cancels the zap damage.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As a hive 1 Onos : remember to devour a fresh marine before attacking electrified structures. It almost cancels the zap damage. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    'Rines. It's what's for dinner.
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    <!--QuoteBegin--Jedisar+Aug 2 2003, 01:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jedisar @ Aug 2 2003, 01:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That is a big negitory. I've seen the bolts track skulks even around corners. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited August 2003
    Lerk spikes and gorge spit are the only thing that will work in early game, but they do damage too slowly to be very effective. Your best bet is to build a second hive as fast as possible so your gorge(es) can use bile bomb.

    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?
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    We usually have two Skulks attack and one Gorge healing us and drop a sensory so when marines come, we stop and hide or kill the marine if it's one or two on their own.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    edited August 2003
    This may not be useful for electrified RTs but it may help for turret farms.

    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.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Bile bomb. Gorges cost only ten res to evolve, and they aren't vital targets like they were in 1.04. Have one of the skulks evolve, and bomb the structure. Pretty simple...
  • SkydancerSkydancer Join Date: 2003-03-28 Member: 14959Members, Constellation
    as a gorge i usually place down: oc, sens, oc. 2 mins and the res is down, meanwhile I have the res for the res tower. If i have a skulk nearby I'll let him bite the res while I heal him. Regen fade and onos do wonders.
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    <!--QuoteBegin--SoulSkorpion+Aug 3 2003, 05:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Aug 3 2003, 05:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bile bomb. Gorges cost only ten res to evolve, and they aren't vital targets like they were in 1.04. Have one of the skulks evolve, and bomb the structure. Pretty simple... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    So far the cheapest and quickest hive one tactic requires a skulk to do the attacking and a gorge or two to heal him.
    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.
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    Yup did this today, I was a gorge and at U turn there was an elec res, so i got a fade and he slashed it and i healed him whenever he had 10 hp.. thats dangerous tho, if a rine came we'd be dead so i reccomend 50 hp.
  • FooFoo Join Date: 2003-07-31 Member: 18632Members
    skulks bite while gorges heal/bb. simple has that.
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