Elec Tf Or 3 Point Sentry Defense

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  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited February 2004
    <!--QuoteBegin-Buggy+Jan 16 2004, 09:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Jan 16 2004, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Warrior+Jan 16 2004, 08:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 16 2004, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Neither.  Pack of mines, is just as good if not better.  The mines could kill a fade.  Also pressuring the aliens is a good cheap alternative.  "The best defence is a good offence"  who ever said that is a pure genius.  Wasting value starting res on base defence is just asking for a defeat. Yes the aliens can rush the base but turrets or elect tf wont stop them.  Mines wont either but marines in base will.  If your team cant  defend base and a tf is needed, I then suggest you F4.  Also in 3.0 mines are even better because they do no FF.  But if the you have say 6 rts, then a tf is an ok idea, but not at the very start of the game. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    seconded.

    though if i sense my team formation is pretty hopeless from start, i put 2 turrets (1 at either side of base) and hope aliens arent clever enough to seek blindspots. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Two marines usually works for me. Even one is good.

    My base defense is usually somone I know (which is quite rare now with the new betas) that sit at base and guard it. Nothing is better than a live defender.

    EDIT:: And the turret defense is defenantly not as good. Stash the things around the TF because one skulk can spawn four to six times and take out every one of those turrets.
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    I use 1 marine and 1 pack of mines. 2.0 4 lyfe.
  • Fat_Man_Little_CoatFat_Man_Little_Coat Join Date: 2003-12-02 Member: 23857Members
    Depends...

    Generally, if I get three res tapped I'll electrify the one in most danger right away.
    By the fourth tapped res, I'll have two of them electrified, and then send my guys to the nearest hive. The two nodes I'll leave open are the base res and the one the guys tapped last (usually an empty hive node). This allows me to focus on locking down the hive, and not on protecting res. These keeps the men together and my commands simpler.

    Then to catch up on the upgrades, I build two arms lab and do dual upgrades. Generally, I'll have half the nodes on the map by now (five) and electrified with lvl1 upgrades at least half way for both armour and guns.

    After these, I don't bother electrfying anymore. They'll have fades or two hives, and bile bomb makes electrifying pretty pointless.

    Also, with that hive locked down, I'm pretty focused on takeing down one of their hives or a res node or two, and the Siege function on the TF makes it all that more useful.

    As far as mines are concerned? Again, bilebomb renders them relatively useless.
    Only time I prefer to use it is when I'm dropping an armoury for my heavies to reload, and the skulks are throwing themselves at my guys. The mines makes them think twice.

    Simply said, early on, I think electrify is pretty useful. The skulks can't touch em, and Gorgs can't do crap against 'em. Later in the game, electrify is pretty pointless, so I use a turret factory at chokepoints to slow down onos and fades, with my men taking them out.

    I should point out, that dual upgrades is pretty essential for this strat. Simply because it allows for lost time spent on electrifying those res. But if you get those five nodes electrified, dual lvl3 upgrades are easy and fast.
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