Turreting The Rts
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">BAD BAD BAD</div> I don't understand this and I'll never will. The old ns 1.00 has returned where comm would turret every RT early game. I say, do NOT do it. Use that res in expanding or tech instead. If you really need early defense use electricity, and don't forget that you also have marines who *gasp* can kill those who are attacking the RTs.
Comments
Marines can't afford to TF every RT *effectively*. You WILL waste more res than you can ever earn.
instead of just putting turrets at each rt put them at crossroads so maybe you can defend say 4 rts with only 2 turret stations.
Especially if theyre at choke points.
Basically what Sarisiel says.
If you need to control a part of a map, why not make it the part which also includes the rt?
At least in theory. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I don't do it either because I see the flaws in it, although I do turret up the double nodes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Point being, in 2.0 Electricity is to costly, takes to long, and pretty much hampers marine expansion. 2.01B is great that it actually puts electricity to use. Its cheaper, upgrade time is cut in half, and it fends off the pesky 5 minute game time skulks. I lose alot at 2.0 but I'm not a bad commander, I win alot in 2.01b though <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->