Which Is Better
NumbersNotFound
Join Date: 2002-11-07 Member: 7556Members
<div class="IPBDescription">old vs. new</div> I've encountered so many commanders now that take the time to drop a tf+3 or more turrets at each res nozzle rather than just electrify it.
I lean toward the method of RT electrification, as that has no blind spots (like a tf does) and seems to do plenty well (unless you get a gorge-skulk combo, in which case you can just send a marine out)
Anybody have a good answer to this question?
I lean toward the method of RT electrification, as that has no blind spots (like a tf does) and seems to do plenty well (unless you get a gorge-skulk combo, in which case you can just send a marine out)
Anybody have a good answer to this question?
Comments
Another thing to bear in mind, a TF + turrets will probably get you more res at a 'busy' location. But if its an 'out of the way' node then elec will suffice.
I've found it better to farm up choke points that cut off easy alien access to multiple nodes, rather than farming up each of them individually.
That way you protect the nodes, cut off alien movement, and save enough res for early upgrades.
a phase gate and an obs will add to perimiter defence, but anything that makes it inside (leaping skulk, a lerk, blinking fade) shouldn't be a big problem
I use vanilla nodes, electrified nodes, and tfac nodes. Tfac more for chokepoints, as people are sayin', electrified for nodes skulks would like to chomp otherwise, but that are dropped early enough, and if I drop a res later on (normally behind a chokepoint res), I tend to leave it vanilla and rely on people phasing to the chokepoint and walking over to defend it (or jetting over).
CHOKE POINTS BABY!