Which Is Better

NumbersNotFoundNumbersNotFound 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?

Comments

  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Depends on your marines, if you can get them to wait and guard until elec is finished I'd go with that. If not then drop TF's as marines hang around if their is stuff to build. It also depends on the location...

    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.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    If you waste your res farming up all your nodes, the aliens are going to have Oni, and you're only going to have to plain marines with an occasionally shotgun early on.

    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.
  • LoRDxDeMoNLoRDxDeMoN Join Date: 2003-03-17 Member: 14636Members
    totally agree with kid-a on this; if a nozzle is 'out in the corner' and you've welded the nearby vents (if possible), by all means electify it, but spend a bit more res securing nozzles near the entrances to your, ehm, 'controlled empire' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    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
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Bah! Electricity? Tfacs? What are these things you speak of? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    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).
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    well I havent exactly commed much but I tend to cap some en route rts or out of the way rts then use the turrets to put pressure on the aliens and maybe siege a hive. also some upgrades early on instead of early res security i find can be quite nice also ;/
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    I agree with Flatline totally. I finally tried comming for the first time in 2.0, and we trashed the stacked (14vs.11!) marine team. Eclipse is a map of choke points! I didn't even electrify most RTs or TFs, I just placed TFs by themselves (Not by nozzles even) in key choke areas. It slowed them down so much they ended up getting like 5-6 gorges bilebombing just to get out of their spots of the map, and by that time I had an HA train.

    CHOKE POINTS BABY!
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