<!--QuoteBegin--c0mpleX+Oct 15 2003, 06:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (c0mpleX @ Oct 15 2003, 06:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i like that setup a lot.. cheap and effective, apart from the pointless relo of the comm chair about 20 metres up <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I just did that for the example so you could see all the units structures clearly on the map, in addition I spaced the buildins out so you could see them clearly against the background of the map in the pictures.
Of course I always try to place important strucures almost inside or above/below electrified structures.
Even though I agree there are blind spots, it is almost garenteed that it will soften up aliens so that the minute a marine is present he can easliy kill the 2 skulks/gorges etc.
Slightly off the topic I played on one server where TF's spawned electrified; I ended up dropping one on (literally on top of) each RT + 1 turret to cover the blind spots because of the lower cost than electrifying the RT... even more insane was the fact that after i had extra res i Electrified the RT's too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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blanket<!--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--> well, the electifed tf/ip has a WEAKNESS 2 skul wif regen can constantly spawn kill the marine. i had try it on my local server<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> No offense but you were either fighting n00b rines or the skulks were super "elite"... strategy clearly was not the reason for the domination of those skulks.
Comments
I just did that for the example so you could see all the units structures clearly on the map, in addition I spaced the buildins out so you could see them clearly against the background of the map in the pictures.
Of course I always try to place important strucures almost inside or above/below electrified structures.
Even though I agree there are blind spots, it is almost garenteed that it will soften up aliens so that the minute a marine is present he can easliy kill the 2 skulks/gorges etc.
Slightly off the topic I played on one server where TF's spawned electrified; I ended up dropping one on (literally on top of) each RT + 1 turret to cover the blind spots because of the lower cost than electrifying the RT... even more insane was the fact that after i had extra res i Electrified the RT's too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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blanket<!--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-->
well, the electifed tf/ip has a WEAKNESS
2 skul wif regen can constantly spawn kill the marine. i had try it on my local server<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No offense but you were either fighting n00b rines or the skulks were super "elite"... strategy clearly was not the reason for the domination of those skulks.