The Electrified Tf Strat, And Why It's Wasteful.

ProdigyXLProdigyXL Join Date: 2002-11-02 Member: 5376Members
<div class="IPBDescription">Don't waste your res!</div> I would say I'm a pretty compotent commander. I typically win most the games I comm, but I learn from my losses too. However it gets old comming so much so I've been just playing as a grunt recently. Appearantly there is a commander strat the includes the placement of a TF then electrifing it at the marine base. Then they place everything with in the radius of the TF.

Now I could be missing something but I find this to be one of the most wasteful strategies ever conceved. When your building your base as a comm, you want clear open space to the armoury. Also, no one likes playing hopscotch to reach the different objects and drops made by the commander.

Also even the most newb set of marines can usually hit a skulk that enters your base. There just isn't any reason to think that a electrified TF is any more of a deterant then your own spawning marines.

And while I'm at it, make sure to drop 2, yes count them 2 ips right at start. 2 ips, and one amoury is all that is needed while your team stakes out forward bases and hives. This will allow you to secure a hive right at the start with a TF and turrets. Then drop an observ and get phases. Now your team can move easily between the map. Now if you feel your base is threatened go ahead and do whatever you want.

Just for the love of god, do not use this stategy. It's so wasteful it makes me cry myself to sleep!!!
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Comments

  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    yep yep

    40 res on base defence from start is simply asking for a loss, unless your marines can make up for your stupidity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    I have to disagree. I need a TF because I rely on electricity for pubs. One might argue this wont work for pugs and whatnot, and I agree - but I dont play on pugs.

    In pubs, most people cant aim as well. The last thing I need is a skulk sneaking into base and destroying my arms lab, or observatory, or whatnot. These buildings cost a little under 30 res, and time to rebuild them, so I think the cost of 30 res for electricity is well invested.

    I have no problem jumping from building to building. You can fit quite a few people on top of the armory and still get ammo as well. I feel exactly the opposite way you do when I see a base all spread out - I usually feel we're going to lose. I especially feel were going to lose if I dont see some nodes being electrified.

    Plus it gives me a unique personality when I comm. Im sort of the electricity guy. Anything and everything is electrified =D
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    if you absolutely must need defense in base, put a tf and a turret. just one
    it puts off skulks, and can at least cover your ip and armory if you place it smart ... blindspots ? well, if the marines cant aim well then someone will spawn on the ip covered with turret, no?
  • The_Flying_FishThe_Flying_Fish Join Date: 2003-11-30 Member: 23757Members
    no. what if your attacked by more than 1 enemy? bye bye spawning rines, bye bye turret.
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    The Elect TF base defense is a waste, but having no base defense is absolutely nuts. You are asking to lose. You can expect a marine to die instantly off the ip unless they have armor 1. So, even with 2 ips, 1 skulk can take them down easily unless someone comes back to base. It gets even worse when a singe fade comes. Also, if you consider yourself a fairly competent comm but still use elect rts/tfs in almost any situation you have a lot to learn. What is even more wasteful of res is "securing a hive", at least the elect tf for base def lets you worry about other things.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Mines can be your friends.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    While I've been a long-time user of the electrified TF in base strat, the recent damage nerf (30 -> 20) has made me ease up on it of late. Yes, I've always knows it's wasteful, but it's reliable and 1 IP and 1 TF takes about 2 seconds to build, then you can send your entire team out to get res. It's very reliable and never has any blind spots, but still, it could be better. However, if you're playing a game with 8 or more people to a team, the power of electric nodes greatly increases, so you can't ignore it completely (well you can if your team is really good, but in large games marines start with a disadvantage, easily countered by a few electrified nodes). If you want to do 2 IP + armory start but still have electricity, I recommend having the single base guard with a pack of mines around the IPs, then instantly send off your team to the hive furthest from their starting hive, and set up a electric RT + TF + 3 turrets all in a cluster (electricity covers the turrets). Nothing short of a fade will be able to touch it, and it's the only static defense you'll probably need to build all game - now you can worry about res and upgrades. More turrets than that is a bit wasteful, because it takes a ton of turrets to intimidate a fade (not worth it), and obviously no amount of turrets will stop an onos. Spend that res on a phase gate instead.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    You can avoid mines too easily now. In pubs with few players they are great if you have someone who knows how to place them (many people dont). A base defended solely by mines can be taken out by a skulk with cara regardless of placement. I find elec is entirely too effective on pubs, not only for base defense but also for res denial. 2 ips are useless in the beginning of the game when your marines shouldnt die much, even in large games. Not to mention your wasteful armory which just delays marines. Some maps are better for elec than others but usually I have 5 nodes 2 elec with 2 groups of marines assaulting 2 hives within a minute or two in the game. When someone dies around 2:30 I drop an armory 2 arms labs and start ups. I dont elec base from the start and I dont elec the nodes closest to base which is 90 res that goes into expanding early on but is repaid quickly with 5+ nodes +groups of marines killing skulks. Also with building placement limitations marines can easily walk between buildings.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    30 res is reasonable for base defense (and if you have a rather inexperianced team, is much more reliable than their mine placement). If you can get away with less, go for it, but the electified circle base is still way better than dropping 3 turrets.

    As long as you keep the IPs away from the armory, you'll have plenty of space to move around. On one side of any building is a TF, and at most 2 other sides is another building. It's pretty easy to get out into the main area of the room, and get where you need to be from there. Actually, this is one reason that nobuild radii were put in: so you can't crowd your structures much.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    I find it works fairly well. When I havent used an elec TF/Turrets to protect base, a skulk has invariably eaten it. Its a lot more reliable (and, IMO lest wastefull) than leaving a marine in base too.
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    I still play 2.0 almost exclusively. When 3.0 comes out of beta, we'll see how my comming changes.

    When playing with pubbers though, I usually win about 75% of the games I comm.
  • ProdigyXLProdigyXL Join Date: 2002-11-02 Member: 5376Members
    I guess everyone has their own style of comming which is fine. Usually tho if the IPs are being munched on I can jump out and whale on the skulks quick and we're back at it. If there are too many I simple ask for the team to come back. Even on pubs which I play on exclusively, the most newb marine understand those IPs are worth saving.

    Remember the aliens don't want you in their hives, so they are more likely to attack the base being set up in the hive than to attack the base. By the time you have a hive base created, you can start upgrades to equipment and hardware. Or if the base is being picked on, then set up your TF and Elec it with a few well placed turrets.

    As far as my record of playing as comm I'd say 75% I win as well, so in all fairness this tactic is proven to me. We all have our own ways of accomplishing the samething, so I'll accept the fact that some commanders use this strategy. I guess it keeps things interesting none the less. Just put the ips and amoury on one side, I hate playing hopscotch.
  • PoochiPoochi Join Date: 2004-02-06 Member: 26165Awaiting Authorization
    the electricity on RT's an TF are a waste. They just dont fight off the sulks. It should be at a point where it will literally kill the sulk in about 4 shots maybe? Because it worth the res then. Also Turrets themselves should be a bit more powerful they seem to be stupid weak like 1 turret can't take a sulk out. You just need like 3 or 4 to be safe. Could they go cheaper lol! In conclusion it seems to be a waste and the TF cant really give a good Defense unless you use the sieges then its effect. But they cant give a good standoff if you know what i mean. They wont hold a arean where the marnies cant be and they should be effect for the little nuesences. Also I think the small turrets should have an advance minigun turret so it like a huge barel like a mini gun and should shoot like an "MF". Instead of a siege unless the siege will attack all structures and aliens. Just and idea and opinion too ! Later <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    Mines work for the first few minutes then just replace/add to them with turrets when the inevitable fade starts to appear.

    People still use the electrified TF as a base defence because it worked really well in 2.01 but doesn't now.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-The Flying Fish+Feb 17 2004, 03:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Flying Fish @ Feb 17 2004, 03:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no. what if your attacked by more than 1 enemy? bye bye spawning rines, bye bye turret. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    omg, what if you're attacked by an onos :x
    bye bye spawning marines, bye bye electrified tf
    i can 99% guarantee you, your base will NOT die even if it is defended by only one turret. as i said, it puts off skulks, and the said 99% of the time the aliens are not organised enough to pull off a proper rush.
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    edited February 2004
    Unless there's people I can trust with mine placement, I'll drop the TF + elec. Not only does this allow me to quickly elec RTs but it's a surefire base defense against skulk rushes of all sorts. If I've got a few players I can trust tho, I'll place 2 mine packs and let them mine it up. I'll get a TF later when I need to elec.

    p.s. I comm for epx, so I know what I'm doing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->. and if I ever found myself dropping a TF and elecing it in a scrim, I'd cut myself.
  • The_Flying_FishThe_Flying_Fish Join Date: 2003-11-30 Member: 23757Members
    edited February 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->omg, what if you're attacked by an onos :x
    bye bye spawning marines, bye bye electrified tf
    i can 99% guarantee you, your base will NOT die even if it is defended by only one turret. as i said, it puts off skulks, and the said 99% of the time the aliens are not organised enough to pull off a proper rush.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> omg what are you doing with only one turret and being attacked by an onus? what im saying is you get the elec rt when your on pubs because its just the most reliable defense there is. mine are only as good as their user. but an elec tf cant be damaged by skulks and deters them from entering your base if you place it right.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Lmao btw if I saw 1 turret guarding a base I would laugh the entire time while I was taking it down. Thats the only defense it provides as it distracts the skulks with your stupidity so they laugh too hard and dont notice when people spawn in. A single skulk can take down a base covered by 1 turret. Heck depending on where you place it he could take no damage.

    Oh and last I heard epx was a combat only clan (SjN was of course in wage with us) and everytime you guys scrim its combat (although you do scrim alot).
  • SmallCitrusDrinkSmallCitrusDrink Join Date: 2003-11-15 Member: 22950Members
    edited February 2004
    You silly silly man! You only need one ip unless your team sucks and you stink at comm at keeping them alive. I understand how sometimes 2 ip is neccessary, but it isn't good at all to start off with 2 ips. It uses the res you need to quick expand. I'm assuming you have more than 7 players to want 2 ips. I generally put my second ip down if 3 or 4 marines are dead at the same time. That doesn't happen too often, but if it does it's good.

    Starting with 2 ips takes too much res. With 7+ players, you sohuld be able to drop several res nodes down quickly and be able to rush armor 1 with an arms lab. Second ip is a complete waste for then. If you like to pg and sg, that would be a good time to make a second ip. If you have several marines dead and you need the spawning to speed up becuase there is lots of action going on, then you need the second ip.

    Elec TF are actually extremely good because ANY skulks cannot touch your base at all, so ALL marines can pretty much not worry about baes until they get fades. You never have to phase back. Of course, i haven't used elec TF in a really long time because I don't need it, but I used to do it 3/4 of the games.

    Dont go in with these set 2 ip strats or whatever. Improvise when you need it. Getting MT 20 res sooner or armor 1 is alot better than just freaking yourself with 2 ip every stinkin' game.

    Edit: Like I said before, don't go into every freaken game with the same thing. I generally play on one server now and if I go to a different one, i'm playing combat. But I remember when I used to server hop a little more, comms like doing the same thing. Like one comm will always MT rush and say its the best, one wlil drop 2 ips and say its the best, one will elec tf and say its the best. Just improvise, please. If you notice absolutly no one on your team can kill anything and the skulks kinda suck too but they are beating you because there is a less learning curve on marines, then make elec TF. If you plan on going completely away from a hive(say aliens have Generator on ns_nothing. You completely ignore gen hive so you can capitalize on central and the far hive. That's when you do elec TF. Your marines should be able to pretty much dominate the map and later you can just surprise shotgun rush them. That's improvising.), then elec TF is good.
  • minimanminiman Join Date: 2004-01-14 Member: 25304Members
    wat happend to the eject butten it dosen't take any res all u need is some aim at all
    i hate it wen i see all cramped-up bases and the cc is hidden away so nothin attackes it and then the tf is on the other side of room kinda kills all dfence strats
    WTH i ask u <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    I play on primarly just one server. When I comm, I usualy do 2 ips, a TF, and two turrets coving both ips on oposit sides. I save 10 res on the turrets, and since there is no armory people move out like 8 bajillion times faster. and now that ammo packs only cost one. who needs an armory
    2 ips cause its 10 people usualy on each team. 10 ips cause half the time when I only build one, they die quickly and then I need em right away, when I build 2 they dont die and I dont need em.
    2 turrets help out alotonce I get 4 more RTs then I elect the two forward ones
    from there I try to build bases where rez is close by, using phases gates to get to the base. Double res room, cargo, etc. usualy there are parts in a map where there are 3-5 rez nodes all grouped up close together. and since reens move slowly I find making bases in open area rooms with 15 to 20 turrets and two TFs work very nicly. ecept for the occasional onos. and by the time the onos gets to the center I can usulay have someone phase there and kill him.
    When I comm I usualy get plenty of rez. SO I can turret farm certain wide open rooom spaces, and stillg et upgrades and a heavy train going.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I didn't think that using this strat worked in 3.0 because of the radius restriction... <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    erm, did you see the part with BIG OPEN ROOM.
    you can place about 10 or more around a single TF. I placed down 2-3 to cover more space in this giant room.

    and yes they do need to upgrade the turrets or bring them down in cost a little bit since you need a TF to make em, and a TF to be active to have em work.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    edited February 2004
    And on another note. I find using the phase gate base strategy works very very well. cause it stops skulk rushes, and most fades, and you can usulay get an onos over to the base before anything realy bad happens.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-Turkey22+Feb 18 2004, 09:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Feb 18 2004, 09:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lmao btw if I saw 1 turret guarding a base I would laugh the entire time while I was taking it down. Thats the only defense it provides as it distracts the skulks with your stupidity so they laugh too hard and dont notice when people spawn in. A single skulk can take down a base covered by 1 turret. Heck depending on where you place it he could take no damage.

    Oh and last I heard epx was a combat only clan (SjN was of course in wage with us) and everytime you guys scrim its combat (although you do scrim alot). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Really, indeed a 1-turret base defense is quite useless if you look at it, but it just AINT. i comm about 1/2 games a day, have commed 3.0 since the day it was publicly beta, and i have NEVER seen ANY alien player(s) smart enough to see through the silly, poor base turret. it works. and no, even skilled players do not attempt to attack the turret. if you do, i congratulate you on being one out of 100. the one of out of 100 who does attempt on taking the turret on, either gets wasted by a spawning marine, or, if necesary, my own person.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Mines, and the comm himself should be enough to defend base early game =/
    anything more is really just a waste of res since its completely unnecessary. Besides, in most pubs marines die every 10 seconds, and the time it takes them to get ammo sort of makes them a temporary base bitc..... guard.
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    edited February 2004
    I actually find that electrification is the best way for me to keep my base secure in the early game. On the maps I'm good at comming, base guards are just people who aren't helping to get RTs or secure a hive. I have to have my squads at full strength, or its not going to work. Turrets could do the job, but the problem is, you need alot of them. You have to cover all entrances, and blind spots, and since only one or two turrets is likely to have line of sight on a skulk in your base at any given time, they do less damage in total that simply zapping the TF would. It is true that the base defense isn't really useful later in the game, but that's not the point. Paying for the defense is the best way to make sure that there will be a late game. In the early game, I only have four structures to protect: two IPs, and armory, and the CC. Since, in the early game, the worst thing I'll see in my base is a skulk, or a really sneaky and/or stupid gorge, the area-denial TF fits the bill nicely. By the time I start seeing things big enough that base defense is invalidated, I have phase tech, so it doesn't matter anyway.

    PS: I have never understood the motives of people who use mines as base defense. They're ten bucks a pop for something that's gone forever as soon as you deploy. That's more of a defense against incoming Onos than skulks, and perhaps a good way to keep a siege outpost frosty.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    Mines are rediculously overpowered in 3.0. Learn to use them.

    Even a single pack of mines (I suggest 2) will make your base 10x safer then defense at all. If a skulk is attacking the base, you can jump out or wait for a marine to spawn and usually the skulk will move in such a way to avoid the mines, in which the commander can easily gun him down. 2 packs of mines is a perfect means to defend your base against skulks. Why spend 40 res or whatever it is just to defend your base against the odd skulk? Any higher lifeforms will have no problem breaking an unmanned base despite any kind of defenses you have.

    The best defense of all is to constantly pressure the aliens with phasegates and shotguns. The main problem with elecing and sitting back is that you're waiting for the aliens to come to you. In a truly good pub game, no kind of static defenses besides mines are really needed. The best commanders are the ones who attack.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    <!--QuoteBegin-Keyser59+Feb 24 2004, 03:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Keyser59 @ Feb 24 2004, 03:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The best commanders are the ones who attack.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yha, when I first learned how to comm, I was newb, and all I did was focus defence. at one point I realized the reasion why we wernt winning is cause. we wernt killem them. they were killing us, while I was just trying to defend.
    if I got the resorce to attack, I do, if I dont, I stay back and wait. I dont like killing somthing unless im pretty sure I can.
    early in teh game, I like to have like 1-3 reens pressuring the hive.
    I think its like about every 4 pumps it heals itself.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    turret factory =10 res
    electirfy=30 res
    infantry portal=20 res

    I think if you drop anything else ontop of this, you're spending too much res...40 res is just too much like others have said. this is already 60 res leaving you with 40, enough for 2-3 nodes...
    However if you use 2x pack of mines you have 60 res left over, enough for 4 rt's!
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