Do you electrify your rts? I ALWAYS electrify every rt I drop on the map, except for the one at marine start. I've seen a few comms completely dominate without electrifying a single rt though.
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
I've seen a pretty effective strat regarding an electrified RT, drop a TF in the range of the electricity and a few turrets = Fades willl have problems as well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
If you can get away without electrifying do it, 30 res is a lot to play with. If the Alien team is kinda moping around only electrify heavily trafficed areas. If their constantly on the prowl then you better start chuggin the upgrade out.
I usually only electrify rts that are out of the way of the main routes of movement. Seems wierd right? but I trust my marines to defend the ones that they always walk by when going to a way point. It's also nice cause it serves as a kind of warning of where skulks are. The chomp is quite loud.
If your RTs start getting hurt bad, then 1 welder will fix that up in no time, much cheaper than electrifying.
<!--QuoteBegin--Kobayashi+Oct 5 2003, 02:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kobayashi @ Oct 5 2003, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I usually only electrify rts that are out of the way of the main routes of movement. Seems wierd right? but I trust my marines to defend the ones that they always walk by when going to a way point. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I have to agree with this method. Granted on pubs it has been proven that you cannot trust always your marines, but telling them OMG FREE SHOTTY & HA AT _____ RESNODE GO GET HURRY BEFORE ONOS FINISH GESTATING...
Sorry to the guy I stole that from, but I think lieing to your marines in pubs is a valid tactic considering how effective this would be...
<!--QuoteBegin--Cold-NiTe+Oct 5 2003, 02:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cold-NiTe @ Oct 5 2003, 02:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Kobayashi+Oct 5 2003, 02:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kobayashi @ Oct 5 2003, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I usually only electrify rts that are out of the way of the main routes of movement. Seems wierd right? but I trust my marines to defend the ones that they always walk by when going to a way point. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I have to agree with this method. Granted on pubs it has been proven that you cannot trust always your marines, but telling them OMG FREE SHOTTY & HA AT _____ RESNODE GO GET HURRY BEFORE ONOS FINISH GESTATING...
Sorry to the guy I stole that from, but I think lieing to your marines in pubs is a valid tactic considering how effective this would be... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> its ok cold night... no i wont get u on copyright infringement.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
An electrified RT takes a while to pay for itself before it starts actually bringing in profit, which is why it's only a good idea to electrify if you hold two hives and their upgrade is, say, sensory, or to a lesser degree, movement. It also might be okay to electrify those res that are far enough away from the normal marine footpaths to warrant their own self-defense. I'm thinking Upper Sewer in ns_caged in this instance. A good TF and a few turrets in there wouldn't hurt either, but that's also a lot of res to be spending.
They need to bring back the old-style laser trip-mines that didn't kill each other when they exploded, and give them RFK. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Why was this removed exactly? Mines are the original RT-denial tool!
Anywhere that there are likely to be skulks, the rts need to be electrified. That's most of the place. If your marines are keeping the buggers busy, you might not need to electrify any at all.
Remember nancy.. when the main strat was tryin to make a hole in hte laser grid just to get INTO thier base... let alone chomp it.... mines were da bomb...
I remember speinding 300 res on mines in NS eclipse just to watch the aliens try to get in.....
Mines were fun...
Not to say onos traps arent fun.. but id at least like the 1-3 measly res i should get for knockin an onos in the ****.....
IMO yes electric it all. I tend to electric all my reses, but, say dres first, and then I dont bother with a tf. By the time any big gribblies who may take out electrics come along I plan to be attacking their hive(s), which means they will be busy anyways XD. You only have to hold them for about 5 mins and they made their res back, which is worth it, cos as a comm you want swift onhand res, andyou want it NOW XD
Electrifying doesn't stop the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> from building OC towers or Bile-Bombing. It doesn't stop the <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> with Regeneration or Metabolize. It only discourages the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> from chomping on your tower. Still, it might work well on pubs where everyone hordes Resources for <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> .
ocs take FOREVER to kill reses ...... so dw bout that too much .... by two hives you wonna be attacking, so hoefuly no gorges or fades killing your res, but stopping your troops over-running the hive XD
You shouldnt electrify the RTs u think you can get away without electrifying.
For example, in ns_eclipse, if you feel your marines can protect the station access RT well enough, then dont electrify it. The 30 res can be spent upgrading weapons.
Well...imagine uppgrading the armoury instead of electrifying the first RT, then giving out 3 shotguns at the second, and getting armslab/lvl1 armour at third? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
If your RTs start getting hurt bad, then 1 welder will fix that up in no time, much cheaper than electrifying.
I have to agree with this method. Granted on pubs it has been proven that you cannot trust always your marines, but telling them
OMG FREE SHOTTY & HA AT _____ RESNODE GO GET HURRY BEFORE ONOS FINISH GESTATING...
Sorry to the guy I stole that from, but I think lieing to your marines in pubs is a valid tactic considering how effective this would be...
I have to agree with this method. Granted on pubs it has been proven that you cannot trust always your marines, but telling them
OMG FREE SHOTTY & HA AT _____ RESNODE GO GET HURRY BEFORE ONOS FINISH GESTATING...
Sorry to the guy I stole that from, but I think lieing to your marines in pubs is a valid tactic considering how effective this would be... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
its ok cold night... no i wont get u on copyright infringement.... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
They need to bring back the old-style laser trip-mines that didn't kill each other when they exploded, and give them RFK. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Why was this removed exactly? Mines are the original RT-denial tool!
Remember nancy.. when the main strat was tryin to make a hole in hte laser grid just to get INTO thier base... let alone chomp it.... mines were da bomb...
I remember speinding 300 res on mines in NS eclipse just to watch the aliens try to get in.....
Mines were fun...
Not to say onos traps arent fun.. but id at least like the 1-3 measly res i should get for knockin an onos in the ****.....
~Jason
For example, in ns_eclipse, if you feel your marines can protect the station access RT well enough, then dont electrify it. The 30 res can be spent upgrading weapons.