Tf At The Beginning Of A Game
Cheese
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
EDIT: I drop double AL if there will be a nice RFK flow... otherwise I start with one AL...
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
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...
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.
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-->
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-->
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...