The Real Problem With Electrify..

HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Its just too darn expensive!</div> I believe, through the wide observation on my part, that electrification is really no good for marines in its current state, because it's just far too expensive! In the early game, as marines, you need all the res you can get. Got to worry about fades, so we're dropping shotguns. If they've got sensory? Well, got to drop an observitory at outposts, possibly extras to scan. The armslab is always upgrading to keep the tech race on your side. Between all this.. where does resources or time for electrification come in?

<i>It doesnt.</i> Electrification would only be used if the marines have a massive abundence of res. Clearly if they can spend thirty res on making sure a resource tower stays secure, then they are <b>rolling</b> in resources.

Most of the time you've got to keep a standard three res nodes secure, including marine start. Now, if we just leave out marine start from being electrified, then thats sixty res that has gone into electrifying these nodes. Sixty res that could have gone into buildings, weapons, upgrades, etc.

I do realize what it finally comes down to is choice, but the choice is already made for you. Electrify is widely useless in early game and middle game. Only in late game is it useful, and only then if the marine team is winning, because if you're losing, you've got onos on your RTs, gorges bile bombing, fades, etc, when electrification is really only a prevention for skulks or lerks from destroying it.

Does anyone share my thoughts?
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Comments

  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    in my opinon the range for electrfication is too far. Right now it is more on offensive upgrade than defensive.
  • ChAtMaNChAtMaN Join Date: 2003-09-15 Member: 20887Members
    In normal circumstances where the game flows normally, u upgrade to level 3 weapons and blah blah. But when u secure 3 res towers and 2 get taken down, u wanna secure that last expantion with your life. Marines wont cut it, so u take a more expencive choice. Elec is also good vs early game seiges, to stop that random skull taking down your tf.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You have no idea what you're talking about chatman. If your marines aren't "cutting it" in defending 2 res nodes near base early game, then you recycle everything and f4.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    <!--QuoteBegin-Haze+Mar 12 2005, 02:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Haze @ Mar 12 2005, 02:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does anyone share my thoughts? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes. A lot of stuff for the marines is too expensive to be worth it (cat packs, for example) and elec'ing nodes falls into this category.
  • Omega_DeathOmega_Death Sith apprentice to a box of Cereal Join Date: 2003-08-06 Member: 19042Members
    I would agree with the points you brought up, zapping skulks or lerks like a bugzapper isn't really an econmical choice when you could drop a few shotguns for the same price. Fades and Oni don't really worry about it too much since the fade can metabolize or get a few hits and leave, the Onos doesn't have to worry because of the massive amount of health it has. And the gorge, well what would the gorge be doing that close anyway. Another thing, I really like how the upgrade to electrify is more expensive than the building you're setting the spark to.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    Just ignore chatman, he never has any idea what hes talkin about, just be glad u dont have to play on servers with him like i do <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Electrify is good for securing phase gates in hives and thats about all my clan uses them for, a deterrant for skulks or lerks to jump in and take out our strangle hold on a hive or a double res node. Anything else wide-scale is too expensive IMO
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I've never been a fan of electrification in its current form either. It's too costly, has too large a range, takes too long to activate and is too deadly. I'd love to see it reworked so that it can be used more often, but won't deny aliens the ability to take them out *if* they work together.

    My thoughts?

    -No TF needed. Make electrification inherent to the res node and independent of TFs.

    -Short research. No more than 5 seconds to activate. Make it something that is quick and easy to use.

    -Lower cost. Perhaps 15 res, depending on how it balances out. No lower than 10 though.

    -Limited range. The electrification should protect the node ONLY. No more using an electrified node to protect a phase gate. If you want that, then drop a TF and electrify it. Electrified nodes are meant to protect the node, not the area.

    -Lower damage. This is where balance is crucial. I would like to see the damage timed so that if two skulks were chomping on a node, they would BOTH die to the damage BEFORE the node was killed. (leaving a couple bars left) The idea would be that if a single skulk wanted to take out the node, it would take THREE trips to kill it, which gives ample time for the comm to send out a marine with a welder. Even if two skulks grouped up and went at it, they would still not take it out in one run. It would take 3 skulks, or 2 skulks with a gorge (as they do now) to take out the node. If you need better protection for a node, drop an electrified TF beside it.


    I rarely see electrified nodes used, which tells me that there are issues that need to be resolved.

    Regards,

    Savant
  • ThantosThantos Join Date: 2004-05-26 Member: 28940Members, Reinforced - Supporter, Reinforced - Diamond
    Elec is not bad to use in hives if you get the pg just next to rt. its not stopping anything big but keeps away all the little onces <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->

    *sorry bout crap english again.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    What about making electrification damage reflective, instead of area effective? You take 1 damage for every 5 damage you do to the node with any of the biteguns/gore. This means that a skulk with 75 HP +10 armor can do 475 damage to the node at the cost of his life, much more if they give innate regen a chance to work.

    3 skulks could take a node down in a hurry, and 2 could take it down, intermittantly backing off and waiting on innate regen.

    Since this could no longer be used to defend phase gates, (you have turrets for that) drop the cost to 10-15.
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    i think its perfectly fine as it is.

    as a skulk, its extremely pissin off when you find an rt, then in the middle of biting it, it elec's. as a cornmandz0r, 30 res to permanently repel skulks is fine. and no you do not need to be swimming in res. you can just save up on slow income and elec them.

    if its cheaper, then aliens will have NO chance taking down marine rt's. marines will swim in res and they will dominate.

    the range is fine; 30 res is alot and more range makes it more worthwile to buy the tech.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    Think of it this way. It takes an rt a mintute to pay for itself, and 2 minutes to pay for elec. So it takes three minutes for an elec rt to make a return on investment. But if you cap a node, and then 90 seconds goes by and it goes down, and you recap it, you're still more ahead of the game than with elec. elec takes a while to research, About a minute i think, i'd have to check. The point is that if your rt is going to stand for over a minute it makes more sense economically to recap it than to electrify it. And if its not going to stand for a minute, it doesn't matter cause elec can't research fast enough to matter.
  • Kevlar_GorillaKevlar_Gorilla Join Date: 2004-04-20 Member: 28048Members, Constellation
    Yeah, changing the cost to 15 second activation for 15 res is silly because then it's very, very much easier to see a skulk chomping, and electrify, because it's more convienient and less risky that sending a marine team to pester away the skulks, or even have the tower lost, and then spend that same 15 res to get the tower back up.

    Electrifying random tfs keeps skulks away. That's it, that's all, that's everything. They can take them down with bile bomb or higher lifeforms, which forces eihter tech-ups or their main fades away from the frontlines.

    Static marine defenses are never supposed to be relied on, ever. The marines need skill to win. That's the way it is and should always be. In any other RTS's defences are seen as active units... but the only active units in NS are the marines themselves. Think about it.
  • Curlydave1Curlydave1 Join Date: 2005-02-27 Member: 42685Members
    I use elec, but only under two conditions:

    A: We've secured a hive; I drop an rt, elec it, and put a PG right next to it so the skulks can't touch it.

    B: We've secured an RT close to their hive early on, assuming we have several others. This way the aliens are starved of res and get a slow start.
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    Elec stinks go with mines (they are much more frustrating for the alien team) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • NaoNao Join Date: 2005-03-06 Member: 43684Members
    My thoughts on Electrification. When I rarely Command, I usually frown upon using electrification unless I have a Phase Gate that I really want to keep up for a long period of time. This is especially true for Hive-based PGs, in which case I'll drop a TF with turrets and later come back and Elec that, too if our team is comfortably-ahead of the aliens.

    All in all, however, I don't see electrifying every single RT as anything more than an indication that you could've ended the game earlier had you not spent that res on electrification. It can make for some interesting games though, but it's not really worth making your team mad at you because you decided to blow 60+ resources on electrification rather than upgrades and beefier weaponry.

    So my conclusions on it, in list form:

    Electrification is valuable to buff the 'defense' of a PG you wish to keep (if placed near RT/TF) so that your team will be less concerned with smart skulks that like to knock out your buildings.

    Electrification for lone RTs is a temporary fix and is very risky. It causes you to be more dependent on your team's ability to keep skulks, gorges and lerks at bay with low to medium tech weaponry. (But if you do take the rather Unorthadox Electrification route, you should spend primarily on Armor and Adv Armory: HMG compensates for the defecit in your Weapon Tech and Armor will compensate for the high possibility of higher lifeforms.)

    Just use your judgement. If you know that your marines aren't working well or aiming well, then do not electrify lone RTs as you'll be helping the aliens by keeping your Marines weaker than they should be.

    Just.... Use your judgement. Electrifying every RT is more of an insult to the Alien team and while I have seen a mass of skulks turn HA trains back and then come back to win by defeating the Marine Economy since the RTs were not Elect, it's in the Unlikely Category.

    Final Word: Only Electrify when it is absolutely necessary.
  • InnocuousInnocuous Join Date: 2004-02-18 Member: 26671Members
    edited March 2005
    if youre a decent comm you shouldnt electrify period.

    waste of resources.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin-Savant+Mar 11 2005, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 11 2005, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -Lower damage. This is where balance is crucial. I would like to see the damage timed so that if two skulks were chomping on a node, they would BOTH die to the damage BEFORE the node was killed. (leaving a couple bars left) The idea would be that if a single skulk wanted to take out the node, it would take THREE trips to kill it, which gives ample time for the comm to send out a marine with a welder. Even if two skulks grouped up and went at it, they would still not take it out in one run. It would take 3 skulks, or 2 skulks with a gorge (as they do now) to take out the node. If you need better protection for a node, drop an electrified TF beside it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I still like Grendal's old idea (at least, I think it was Grendal's) - electricity saps energy, not health, and hits two targets. A skulk can still take down an elec'd structure, but it'll take a lot longer, and gives time for marine backup to get there. Adrenaline would be the counter. It'd still decloak alines hit (it would cause 1 damage).
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    If it's to sap energy only, I still think it should deal normal damage...like 5 points or so...the rate of fire of the elec bursts would give regen a hard time to keep up AND energy drain would make it even harder to take it out...

    BUT then the elec costs need to stay where they are now...
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Snidely+Mar 12 2005, 05:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Mar 12 2005, 05:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Savant+Mar 11 2005, 11:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 11 2005, 11:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -Lower damage.  This is where balance is crucial.  I would like to see the damage timed so that if two skulks were chomping on a node, they would BOTH die to the damage BEFORE the node was killed.  (leaving a couple bars left)  The idea would be that if a single skulk wanted to take out the node, it would take THREE trips to kill it, which gives ample time for the comm to send out a marine with a welder.  Even if two skulks grouped up and went at it, they would still not take it out in one run.  It would take 3 skulks, or 2 skulks with a gorge (as they do now) to take out the node.  If you need better protection for a node, drop an electrified TF beside it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I still like Grendal's old idea (at least, I think it was Grendal's) - electricity saps energy, not health, and hits two targets. A skulk can still take down an elec'd structure, but it'll take a lot longer, and gives time for marine backup to get there. Adrenaline would be the counter. It'd still decloak alines hit (it would cause 1 damage). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i think it was forlorn who introduced that idea. i could be wrong, though.

    i really like it, too.
  • ikirikir Join Date: 2003-07-19 Member: 18265Members, Constellation, Reinforced - Gold
    I agree electro upgrades need to be tweaked. More damage for example t obigger aliens (it could do more damage to onos and fade). It should cost less, now it is expensive. As the granade and catalyst. Dopr the price and these things will be used more.
  • TheJimTheJim Join Date: 2005-01-09 Member: 34080Members, Constellation
    electric = way too expensive

    30 res for something that is only effective against a skulk or 2

    What would u prefer 1 electric rt for 45 res or 3rt's non-electric for 45 res?

    I would go for 3 rt's non-electric tbh!

    Same with tf's 1 electric tf or 40 res or 1tf and 3 turrets or 4tf's?

    1tf and 3 turrets here probably last longer!

    Electric should have a reduced cost down to about 20 res but even then i would still get more rt's and tf's rather than buy electric!

    So my conclusion:

    Electric should be cheaper about 20 res and should do more damage than it currently does not sure how much damage tho!
  • Garet_JaxGaret_Jax Join Date: 2003-02-23 Member: 13870Members, Constellation
    I think electrification is as pointless as catalysts and hand grenades.

    Fades swipe up elec RTs good, cats are -still- too expensive, and I prefer using bad language over a hand grenade.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    I was in a game once where the Marines, moving as a group, did nothing but kill the alien nodes, then they'd capture it and electify it. Eventually they had ALL the nodes, even the Hive one, and they were all electified. In a focused slash-and-burn strategy, electification is somewhat useful, on pubs, as it allows Marines to focus on Alien RTs instead.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited March 2005
    <!--QuoteBegin-Sandstorm+Mar 12 2005, 08:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sandstorm @ Mar 12 2005, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was in a game once where the Marines, moving as a group, did nothing but kill the alien nodes, then they'd capture it and electify it.  Eventually they had ALL the nodes, even the Hive one, and they were all electified.  In a focused slash-and-burn strategy, electification is somewhat useful, on pubs, as it allows Marines to focus on Alien RTs instead. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I could hardly see this working unless the aliens arent very good. They should be able to still maintain some of their RTs, get up the second have, have some fades -- hitting and running RTs around the map would make the marines crumble.

    edit: all in all, with electrification, what we're looking at is a useless upgrade. It repells skulks, which is only useful for early game, and its far to expensive to see use other than late game, where RTs require guarding by marines with PGs set up intermittingly. I think it should be scrapped all together.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    But while it "only repels skulks" its also lerks as well. And if their fades are spending their time taking down your elec RTs they aren't stopping you killing their hives AND they are very succeptable to a marine ambush while on little armour after being zapped for a while.

    The adrenaline drain would be good - although would make adrenaline and focus counters to it, meaning that DCs would be the only chamber at 1 hive which doesn't help VS elec.
  • SkyrageSkyrage Join Date: 2003-08-27 Member: 20249Members
    By the way, no one said that you'd have to electrify ALL resource towers either...just those that are most likely to be attacked would suffice...
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    I like legionnaireds and forlorn/grendals ideas.

    Legionnaireds idea would completely change the current use for electrifying but it will still fulfil the main function, protecting the object. If it was dropped in price a tiny bit and then make it useable for other objects like observatorys, arms labs etc it would be very cool (imo).
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    The idea of making electrification sap energy rather than health was a good one while we were stuck in DMS order. As pointed out though, that'd be less effective now with no set order being apparant yet.

    Given how little I see electrification used, I think it could probably use a price decrease.

    Personally, I'd suggest a dramatic price decrease with a large increase in time to deploy. Meaning if you manage to hold the RT long enough for elect to deploy, you've already earned the cost back plus extra.

    In addition, I think I remember a bug or mod where if damage was done to a TF before it electrified, then the electricity wouldn't work right. I think this could be useful to add. Electrification will only be deployed on a structure with no more than one bar of health missing. So if you start applying electricity, and before it's all the way on a skulk manages to get in and take off a bar, it doesn't apply. Ideally, there'd be some sort of indicator visible to both marines and aliens if something was in the process of electrifying.

    Then finally, I'd make it so electrification could be researched at the command chair, not the arms lab.

    End result: Electrification slows down marine expansion as they have to guard the RT while it's electrifying, because if somebody gets in before it applies, the res spent has just been wasted. Once applied, if it does get taken down, it's not such a big loss to the marines that it nullifies the point of doing it in the first palce.
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Electrification works fine as a close support for a siege point. If it was possible to use it to hold nodes, aliens would get dominated even more. It's hard enough keeping a decent comm from swimming in res as it is.
  • NaoNao Join Date: 2005-03-06 Member: 43684Members
    With more than one bar of Health missing, Electrify wouldn't deploy..
    I can see causing initial damage to at least 1/4 causing it not deploy since that makes more sense in my mind, but would it cause your RT or TF to scrap the upgrade entirely, having costed you to waste resources or merely freeze the upgrade process until it is repaired?
    That seems very strict in my mind, even given a price decrease.

    I can see that strictness being used in Clan play, where people will definitely stick around the RT until it can fully deploy, but that's far too complex a task for 'Joe Pub'. Don't argue that it's not too complex a task either. I'm sure you've seen plenty of Pubs wherein Start-of-the-game skulks couldn't grasp the intricacies of morphing to gorge, dropping a Res Chamber and morphing back to skulk to keep the economy alive even though there are messages to tell the entire team whether or not a Res node is under attack.

    Nerfing Electrical damage while adding adrenaline 'damage' sounds strange to me. I don't usually use or see Electrical damage as more than a deterrent. (Mines are more useful, but electricity is self-sustaining). I generally use it as supplementary defense for a Lockdown Phase Gate. I can definitely see it raising Electification's effectiveness.

    Ex: Fade attacks PG by itself, being zapped by the Elect RT. It tries to take it out for too long a time, a bunch of marines phase in and are able to zap the Fade because it's Adrenaline was depeleted and it wasn't able to Blink away.
    That's a best-case scenario. Most aliens would just space out their attacks or ask for help.

    Summary: I'd like to see a decrease in cost of Electrification. The idea of Electrification's Deploy being interrupted by taking 1/10th damage of its max health seems ridiculously-strict for Pub Server play, but reasonable for Clans due to organisation.
    Electrification is not used primarily because of Cost.
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