"electrify Building" Costs...
ScrawnyJohnny
Join Date: 2003-08-06 Member: 19130Members
<div class="IPBDescription">Sorry if this has already been said.</div> I've been playing 2.0 quite a bit over the last few days, with much of that time spent commanding. Maybe it's just me, but I've found that electrifying buildings to be a little expensive for what they're worth. 30 resources is a lot, since you can get a turret factory and two turrets for just 35 which are far more effective.
Also, not sure if this is a bug or not, but a gorge can walk right up to an electrified building and place offense chams around it without the electricity attacking the chams. Kinda defeats the point of upgrading, don't you think?
Anyway, the new version is pretty good. Thanks for the fun mod, devteam.
Also, not sure if this is a bug or not, but a gorge can walk right up to an electrified building and place offense chams around it without the electricity attacking the chams. Kinda defeats the point of upgrading, don't you think?
Anyway, the new version is pretty good. Thanks for the fun mod, devteam.
Comments
you can just run from one res to the next sometimes getting 3 resnodes after another BUT noone nearby to build a tf.
also some resnodes suck in dropping turrets there, too easy to bomb them.
and 2 turrets are crap.
<!--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-->Also, not sure if this is a bug or not, but a gorge can walk right up to an electrified building and place offense chams around it without the electricity attacking the chams. Kinda defeats the point of upgrading, don't you think?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No, not really. That is a lot of res cost for a single gorge and it takes enough time that a marine can still come, save the node and waste the gorge's res.
pIMPIN:
<!--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-->i think the electrify upgrade is too weak, even if cheaper and higher ranged. one skulk can easily take out a resource tower with regeneration or with the help of a gorge ! i stopped using electrify upgrade ! i would get electrify for 10 res but not more ! if not destroyed bye a skulk that is getting healed, it will be destroyed by the first fade thats coming up ! thats too early, even if it costs "only" 20 res !<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Electrify is a very important factor in allowing marines to expand and hold their nodes. A couple things:
a. A single skulk with regen will take <u>AGES</u> to kill an elec node. Even a couple of them take a while.
b. A regen fade or a gorge with some other aliens can kill them, yes. Not only does that take patience and coordination that many alien pub teams just don't have, but unless there are at least 2-3 aliens in addition to the gorge it will take long enough that marines can go and save it. Bilebomb is an effective counter to un-guarded elec nodes, but that can also be stopped by a marine going to help the node. Worst case scenario, elec nodes are much easier to recycle since they don't die as fast.
c. Elec nodes are primarily useful in the early-mid game, where skulks are all over the map and marines can have an extremely hard time holding their res nodes without dropping turrets or leaving marines at each one. It allows you to focus your efforts elsewhere and oftentimes leaves the res alive until a good ways into the late game. A single skulk who happens to walk by will almost always kill a regular node, but will overlook an electrified one.