Electricity Abuse.

SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
<div class="IPBDescription">An increasingly common problem.</div> Ok first off so people aren't confused.

Abuse is defined as "Improper use or handling; misuse". The electrify feature was intended to defend only the structure that was electrified. Unfortunately many commanders now take advantage of the electrify affect to defend multiple structures, a purpose that was intended to be fulfilled by sentry turrets and the turret factory.

I realize that electricity has its counters(bilebomb, fade, and onos), but these appear during the mid game, whereas electricity is quickly available with only a 15 res prerequisite.

Though there is the slight problem of "bonsai bases" as they are termed, in which the majority of the marine structures are clustered around an electrified turret factory. While it can be effective, my main issue is with a much more devastating tactic, in which the marines move on a node deep in alien territory (example, ventilation chamber when alien start hive is Cargo bay).
The marines establish an electric RT and place a phase gate that overlaps the RT. This is all done within 5-8 minutes of the start of the game, before electrify counters are available.

The alien team is forced on the defensive as the marines continue to pressure the hive. The aliens cannot dispatch the phase gate as it's guarded by both the electric RT and the marines constantly moving through the gate. The aliens are forced to devote nearly all their effort on the defensive while the marines are able to expand across the map. By the time the aliens aquire bilebomb or fades, the marines have taken about 6 nodes and quickly out tech the alien team.

Am I frustrated because I lost to this tactic? Yes I am, I admit to that. However it's not just the odd game anymore, this abusive tactic continues to gain popularity among commanders. Electricity is meant to fill holes in a turret defense by preventing "blind spots" or to defend a low traffic area RT from the passing skulk. However it is being abused as an active defense for marine outposts and bases which is what turrets are intended for. The best solution I believe would be to make the shock attack not pass through structures to hit units behind them. However I'm not sure how easily it would be to program the electricity to behave as such.

Comments and <b>constructive</b> criticism are welcome <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
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Comments

  • ShazbotShazbot Join Date: 2003-03-05 Member: 14328Members
    Hey rage, I do support your idea that an electrified res node protecting a phasegate is quite lame. They should just make it so that you can't build too close to a turret factory or res node.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    You could get fades at around the 4 min mark though. . .
  • xl-cowxl-cow Join Date: 2003-09-24 Member: 21163Members
    Hmm.. When you have an electrifying commander against you remember that it costs a pretty penny to electrify everything. In order to slow them down even more - it becomes immensely important to kill them before res can be taken or the elec upgrade is finished.

    In effect - if a com electrifies but keeps losing the buildings he wants to upgrade - he's out a good deal of time.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    I don't mind it... I think the marines have a hard enough time as it is and it's a welcome relief as a commander to have this method of protecting things. It's not invincible.
  • BalanceBalance Join Date: 2002-12-24 Member: 11457Members
    Electrifying is expensive. If marines have electrified TF near to aliens, why not sneak to marine base. There is good possibility that marine base is undefended... or RTs are.

    If marines spend their first 5-8 minutes electrifying RTs, they can't research phase tech. So marine system has weakness somewhere.

    Teamwork is the key. 1 gorg and 2 skulks can destroy electrified RTs, but then again tha requires skill. But so does using electrified structures efficiently. (Low com skill is to have electrified TF too far from IP <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)

    Another counter is to prevent marines from expanding.

    If you know that marines are going to a specific hive. Put 2-3 skulks hiding at their way. Marine team rarely survives from coordinated close encounter.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> --> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> ---> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    <!--QuoteBegin--BOBDOLOL+Nov 6 2003, 12:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Nov 6 2003, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You could get fades at around the 4 min mark though. . . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Quoting for emphasis <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.

    Although, it isn't ALL that much different from setting up a turret factory around a phasegate. Sure, you say "OMG noob you take out the TF and the turrets go down!" No... because that can be electrified as well, leaving you in the same situation, only instead you can't get close without taking SOME damage, where as with the electrified RT/phasegate combo, you can at least get close to the pg and start chewing before you take damage. If it was an electrified TF, you will take damage before you get there, and when you start attacking the TF because of the electricity. Either way, you are going to have to throw mulitple teamates at the PG, with the RT/pg combo, or the TF or PG with the other situation. The point of putting the PG by the RT is so marines don't have to be there constantly, and marines USUALLY aren't. If you had a gorge nearby, with or without adrenaline, and 1 to 2 skulks working on the PG, it will be down in no time, with or without an electric RT, including any marines who might phase through. I've never been in a game where somebody wasn't able to go fade a short time after game start to deal with electricity. Even somebody who isn't a good offense fade, can be even more valuable than a fade owning marines, by destroying electrified structures. I admit I too have been frustrated by electricity, and have lost my fair share of games due to it.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Not much is needed to take down an electrified RT. Really. If I recall correctly, electricity shocks two aliens now at a time until they either back off or die - it may be three. On pubs, you will usually have 7-8 people per team on average. A phasegate goes down to four skulks in about 6 seconds. A gorge healing the skulks will make it so that they do not die of electrical shock before they complete their job. Then the RT can come next. All it takes is cooperation, which in pub games is very scarce. Of course, if you can get five friends, or even four, you can pull it off.

    That is, assuming that you want to kill the phasegate.

    The important part is to occupy the area that the phasegate is in - then just camp it and all the vanilla marines that pour through become fast food. A gorge standing nearby will cure any bullet holes or electrical burns.

    That's all it takes. A gorge and skulks. There are counters to electrification in early game. They just are not as strong as those after the 4 minute mark, like the fade. Why? Because they require teamwork.
  • MendevelMendevel Join Date: 2003-09-27 Member: 21274Members, Constellation
    Uhhh... guys? Remember OCs and BileBomb?

    Yeah, gorges have a purpose.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    if you just catch the marines building it and they get it up and it's been up for under 3 minutes, get together a group of skulks and some gorges with cash.

    drop OC's down and heal spray the skulks as they bite the PG.

    if they have a turret farm with that, then their base is possibly weak. send someone to look but not engage (and try not to get caught) and if their base is weakly defended (5 turrets or less) get 3 gorges with 20 res atleast on each to go plant 4 plus OCs and 2-4 DCs with afew skulks as body gaurds. before you know it the marine base will be dead, or atleast heavilly damaged and the marines put on the defensive as they repair and rebuild. use that repair and rebuild time to launch another attack on the PG. have the same gorges (who survived, hopefully) heal spray the skulks as they bite the PG.

    if the marines have a massive turret farm with seiges around the node and have a 5 plus turret farm in their base you're in bad shape. if you can get a hive, take it and hold onto them both like you're holding back a knife. have everyone on stand-by... timing is critical once the hive is built. if they dont have a seige in their base, send afew people to distract them and pray they take the bait. once this happens have any gorges that are on stand-by near the elect. node/PG bile bomb rush with any evolution going in first. pray some more, and just go strait for the PG. forget about the turrets; dont drop OCs to distract them, the seige will fire. pray some more. if you're lucky enough you're able to push it back.


    if they have HA, all the other hives, and have this setup just concede. there is no real way to win unless afew people are near getting to the onos evolution. if you still want to fight (i'd say you're dillusional...) try every dirty trick you can. misdirection, bullet-soaker onii going in first, dropping buildings to distract seiges while more buildings get built nearby... anything to try to dislodge the marine's standing from offensive to defensive.


    major things that can help is hoping that the marines over-extenuate themselves. they stretch themselves too far - too thin - to defend themselves properly from a organized and properly timed attack. cut their res by having almost everone going gorge and spamming resource towers and OCs.
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    I believe using a OC or 2 as Sentry lure - heal the OC/s while skulks attack the turrets..once turrets are down the OC/s can attack the elec RT..the skulks can pounce on the marines that pop out from the PG, and use the gorge for healing.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    i, as commander, would fall under your "abuse" catagory....

    but i am not the extreme...

    the TF touches one IP, the armory, armslab and observatory.... nothing more... those are the things in my mind that you can NOT lose early in a game.... hence, giving them electricity.


    anyway, the point should be made, and has been made well, thanks for not flaming this one guys.
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    Theres one thing you all don't mention in the midst of all your theorycrafting. Where is the marine team? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->



    There's likely to be at least 3 marines hanging back near the RT, who will shoot at you on the approach and will bounce about dodging your attacks while you get shocked. You have only one hive while the marines have 2 IP + beacon, thus giving them a spawn rate advantage as well. The early fade is your best hope but to be effective he requires regeneration, making DC first mandatory when one of the balancing goals of the game is to make all three chambers viable. Like I said before this is only one hive with no bile bomb. OCs will die quickly to marines and it's likely nobody has res to splurge like that(would prefer they go fade). You make it seem like the marines are having a picnic beforehand and then only phase to the outpost after three skulks are camping on top of the phase gate.


    Yes you can beat it with teamwork but aliens need 5x more teamwork, getting a balanced group of skulk and gorge, and maybe a lerk and having them attack cohesively is much more difficult than the marine side which has to push E on the gate and then point and click at aliens.

    Anyways my main point is that electricity should only protect the building it is applied on, and not the three structures that are partially imbedded in the electric building.
  • HAMemphisHAMemphis Join Date: 2003-11-04 Member: 22296Members
    Ok, look at it this way. The game starts, the comm drops an IP, then a armory, tfac, then obs. Hits phase tech and sends out his marines to cap nodes. By the time he has res to do all the things he needs to do, the aliens have counters to it, it's not an exploit or anything in my mind, it's a valid defense, ns is balanced enough for me, quit whining.
  • ASnogarDASnogarD Join Date: 2003-10-24 Member: 21894Members
    The marines are not hanging around a pg waiting for the aliens to attack the pg/elec TF..once the pg/elec TF is up they will move on to the next objective...chances are they will not be near a pg when you attack, unless they are spawning.

    Yes I agree the elec is a cheap tactic... but as part of the game that the aliens must develop a counter for.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    edited November 2003
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    Ok, you seem to not be understanding something. The pg is placed near the electric RT so that marines don't have to be there to guard it. If the marines are there guarding, not only is it a complete waste of marine manpower... but the point is to have the RT guard it so marines can continue operations elsewhere in the map. All you need really, is one gorge to come drop a chamber on the PG... I'm under the assumption that an electric structure can attack two targets at once, correct me if I'm wrong. But that OC/"enterchamberhere" will take one of the two spots, and if you had two other skulks with you, one of them won't get electricuted. Not only does the OC take care of marines coming through the gate, while skulks merrily chew away, getting healspray from the gorge. Not only that but the gorge can heal the OC a little too prolonging the PG block. This is purely unnecessary because a little teamwork can EASILY take care of this problem, but you seem to think marines can beat any possible thing you try to do, here is a solution.

    Even if the chamber doesn't keep the RT from electricuting both skulks, it still keeps marines from reinforcing. This really isn't a serious problem, I hate it when people say "Oh don't let them do this, or that" but seriously, if they've done this to both hives, it really is the teams fault, and you would probably lose anyway.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    I don't think a structure counts as a target. I'ver placed 4 OCs around an elec RT and the stupid thing shocked me.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    the most annoying thing I've come across was that mixed with an elec tfac and turrets guarding a hive. Luckily this was later in the game so me and another fade eventually took it down but it was hellish lol. I don't mind it too much around then but elec an RT early in the game and there's a pretty good chance it'll stay there for quite some time unlike the alien ones which can be shredded faster than aliens can respond with a handy shotgun =/
    I'd hate to think about the possibilities of knives and catpacks too ~shudder~
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--Rage against the Pepsi machine+Nov 6 2003, 01:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rage against the Pepsi machine @ Nov 6 2003, 01:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Theres one thing you all don't mention in the midst of all your theorycrafting. Where is the marine team? <!--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-->
    this comes down to trust...

    i just don't trust my marines.... who cares how ""elite"" they are.... electricty and turrets hot more things... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • xl-cowxl-cow Join Date: 2003-09-24 Member: 21163Members
    If the marine team is that bunkered down guarding elec. points - then who cares? at least they aren't putting pressure on your gorges, giving you time to get upgrades and RTs while they still are waiting on an armor upgrade.
  • AkanitAkanit Join Date: 2002-11-03 Member: 5848Members
    15 res preq.??
    Isn't it 30?

    Anyway I usually use attrition. Just keep
    going there as skulk, so what if I die I'll
    just keep at it. If they come to repair
    then "yum yum rine feed".
    Although the range could be shortened
    on the elec.

    Talking of abuse... 4 electrified TF's in a
    tight quarter. Wall of lame version 2.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    <!--QuoteBegin--Akanit+Nov 6 2003, 09:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Akanit @ Nov 6 2003, 09:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 15 res preq.??
    Isn't it 30?

    Anyway I usually use attrition. Just keep
    going there as skulk, so what if I die I'll
    just keep at it. If they come to repair
    then "yum yum rine feed".
    Although the range could be shortened
    on the elec.

    Talking of abuse... 4 electrified TF's in a
    tight quarter. Wall of lame version 2. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Protecting what <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    I remember during the 2.0 beta the range was pretty good. Good enough to be used as solitary defense. Playtesters no like so they nerf range among other things. It still can be used as solitary defense. Wonder what they think of that... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I still think elec should have more range, do more damage, and only affect 1 target. It should be great at holding off 1 alien, and weaker against groups.
  • El_Pollo_LocoEl_Pollo_Loco Join Date: 2003-06-11 Member: 17255Members
    The electric rt phasegate tactic just doesn't seem like that much of a problem to me for the following reasons.

    1)Electricity is pretty costly, 30 res isnt something the marines should be able to just throw away. If the marines are able to waste this kind of res left and right the reason aliens are losing is not because an elec rt.
    2)The Phasegate Upgrade, the phase upgrade takes a good ammount of time and if the marine team is building an Ob getting phase gates and electing RTs, this SHOULD mean that they havnt spent much money on upgrades. Time to bust out some fades/onos/lerks.
    3)Marines shouldn't be able to get to key locations deep inside alien territory. If marines are getting somewhere aliens REALLY don't want them and are building RTs and phase gates, the alien team deserves to lose. This means that aliens arn't scouting or are not attacking as a team to defend these areas before marines can lock them down.

    TEAMWORK is the key to winning at NS.
    If you have a team of marines who is working together agaisnt an Alien team of soloists, chances are that the aliens won't live long.
  • Anonymous_CowardAnonymous_Coward Join Date: 2003-08-15 Member: 19768Members
    <!--QuoteBegin--RabidWeasel+Nov 6 2003, 05:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Nov 6 2003, 05:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I still think elec should have more range, do more damage, and only affect 1 target. It should be great at holding off 1 alien, and weaker against groups. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, more damage and it will kill skulks in 2-3 hits. Making grouping actually useless anyway. More range is ridiculous too. Why are we giving any structures besides Turrets and Siege Cannons an area-denial quality? It may be reasonable to make the damage a percentage of the target's max health though.

    My personal favorite flavor of Electricity involves making it damage the attackers only with an infinite number of targets possible, reduced cost, making Armories and Phasegates electrifiable, and removing electrification from Turret Factories while still requiring them to allow it on other structures. And then you must balance everything else with respect to that...
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    edited November 2003
    I do prefer the idea of electricity only harming attackers rather than anyone in the vicinity. It's annoying killing off a marine at an outpost while he cowers and dives around in the elec field of a TFac that's powering the 5 or more turrets pumping lead into you and impossible to deal with the tfac while the marine is still alive without taking even more severe damage =P

    <b>edit:</b> actually... on second thought... this is where teamwork comes in isn't it? lol
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    I personally would like to see some code put in that would prevent structures from being built close to each other. If that is too difficult then make it so that if another structure is within range of the electricity then it shorts out. (No upgrade) Both solutions would prevent this abuse.
  • Kar-aKKar-aK Join Date: 2003-06-13 Member: 17335Members
    It's not really a terrible issue.
    Bile bomb will wreck havok. Imagine 1 bile bomb damaging 3 buildings at once. The only "problem" (hardly) is for early aliens, who are usually skulks, and cant really take down an elec structure(s) without taking a long time.
    As someone mentioned above fades are usually around by about 3-4min.

    A none issue really.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Never heard that called an exploit more of a feature if you ask anyone at any server I've ever played at...
  • FrikkFrikk Join Date: 2002-11-01 Member: 3164Members, Constellation
    We did this in the beta. It's been going on for a long time. The electricity has a range for a reason. It's not an exploit/cheat/cheap whatever. Nor is it abuse. The proper term for this would be an efficient, properly crafted base, IMO. A touch high on the res, but what can you do.
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