Tf At The Beginning Of A Game

CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">why do they build these tfs?</div> in nearly every game i played the comm built a tf as 2nd building. now the question...why?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> if the put electrical on it ok...but many comms dont do that...

Comments

  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    edited January 2004
    TF is needed if you wish to electrify RTs... I prefer double ALs instead, if my team is good enough for keeping aliens close to their hive... if not Comm really needs some of RTs in strategic rooms like hives to be electrified early in the game... thats why most of them start with TF...



    EDIT: I drop double AL if there will be a nice RFK flow... otherwise I start with one AL...
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    oh thanx... didnt know that. now i just need to know what ALs are...
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm arms labs? you drop 2 armslabs?
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    Yep AL is armslab where you research the weapon and armor upgrades... 2 of them gives you the opportunity to research both types of upgrades at the same time... ofcourse that is risky but if you have quite nice resource flow and talented grunts; that grants you an early game win with light marines... That strategy generally used in clan matches... Hard to do in public server but not impossible...
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Tip about, tfs and electrify. Dont electrify the rts, its a waste of res. Once the aliens get a fade its useless. Its better spent on upgrades. To stop the aliens from eating the rts, pressure the aliens. You can do that by sending people to the hive, or attack thier rts. If your marines cant pressure then i suggest that you electrify.
  • JimmehJimmeh Join Date: 2003-08-24 Member: 20173Members, Constellation
    I always build a TF at base either at the start or early in the game and i build 2/3 turrets protecting my base.

    Why?

    It will <b>save</b>/<b>gain</b> res by :

    Protecting your base from early skulk rushes so you don't have to rebuild
    Allows all men to do what you tell them rather than base camp (more man power)
    No men at base means no res for skulks if they attack
    Gain res from killing attacking skulks
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin--Warrior+Jan 7 2004, 07:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 7 2004, 07:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Tip about, tfs and electrify. Dont electrify the rts, its a waste of res. Once the aliens get a fade its useless. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    I agree... However in public games with 24 or more players, res flow for aliens are dramatically slow... Fades appear much later than a 6v6 game... not every single one but electrifying at least RTs in hives or strategic rooms is not a waste at all...
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    When TFing a base be damned sure there's no holes in your defence.

    Skulks can hide behind one turret and bite it while using it to hide from your other four. When the turret goes down, that leaves a big hole in your defence, and the skulk can try for another turret or snack on any unprotected building.


    Bottom line is don't get complacent after dropping turrets. Keep an eye on their health and always be ready to charge back to base if two skulks have opened up your defense and are ripping through your largely unmanned base.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    The bigger then team, the less tf I use. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> never use mroe then 4 turrets anywayz. turtling is a waste of time and res.

    yet it can be handy to use only one TF eleced. place the CC and IP besides it and ya ok. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    <!--QuoteBegin--Gaz_oZz+Jan 7 2004, 10:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gaz_oZz @ Jan 7 2004, 10:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yep AL is armslab where you research the weapon and armor upgrades... 2 of them gives you the opportunity to research both types of upgrades at the same time... ofcourse that is risky but if you have quite nice resource flow and talented grunts; that grants you an early game win with light marines... That strategy generally used in clan matches... Hard to do in public server but not impossible...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Don't you think just starting off with an Arms Lab and upping quickly is better than waiting, and dropping 2? Only seen it used in Australian clan matches .... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    lol...

    waiting for what... If I think my team can handle and starting hive is easy to control (like main in eclipse); I drop 2 ALs just after IP... with 2 ALs you can make full upgrade at half time if you are searching weapons at one and armor at the other as you know... the matter is to save all the res for upgrades while keeping pressure to hive which will give you plenty RFK and capturing lots of RTs... if you are lucky you only have to deal with 1 or 2 lerks, maybe just one fade; before game ends... Not guaranteed but nice to try...
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