The Electrified Tf Strat, And Why It's Wasteful.
ProdigyXL
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!!!
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!!!
Comments
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-->
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
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?
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.
When playing with pubbers though, I usually win about 75% of the games I comm.
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.
People still use the electrified TF as a base defence because it worked really well in 2.01 but doesn't now.
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.
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.
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.
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).
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.
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-->
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.
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.
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.
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.
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.
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.
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.
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!