Electrified Tf
Wheeee
Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
<div class="IPBDescription">surmised from screenshots</div> So now we know that the ETF has a range and has a wicked looking visual. What I'd like to get is opinions from people about the concept of the ETF *edit* <b> as it relates towards theoretical gameplay </b> i.e. in terms of static defense. *edit*
My opinion is that the ETF shouldn't be just another "turret" that auto-hits anything around it - that's the job of the turrets themselves. It's strange to think that 2 or 3 ETF's could defend themselves better than an equivalent turret farm without any electrical upgrades. So what I was thinking is that instead of being an "active" static defense,, the ETF should be a "supportive/passive" type static defense (whatever that means, lol). Basically what I am saying is that the ETF should be helping the turrets do their job better, instead doing the turrets job for itself.
P.S. The reason I didn't post this in S&I was because I'd rather have a discussion about the concept of the ETF, not actual changes to it. I wanted originally to suggest that the ETF would instead have a stunning effect on aliens, but I figured that right now it's too early to comment on implementation and would much rather see the ETF in action before suggesting something definite.
*edit* <span style='font-size:14pt;line-height:100%'> read the post and please stop hijacking the topic! </span>*edit*
My opinion is that the ETF shouldn't be just another "turret" that auto-hits anything around it - that's the job of the turrets themselves. It's strange to think that 2 or 3 ETF's could defend themselves better than an equivalent turret farm without any electrical upgrades. So what I was thinking is that instead of being an "active" static defense,, the ETF should be a "supportive/passive" type static defense (whatever that means, lol). Basically what I am saying is that the ETF should be helping the turrets do their job better, instead doing the turrets job for itself.
P.S. The reason I didn't post this in S&I was because I'd rather have a discussion about the concept of the ETF, not actual changes to it. I wanted originally to suggest that the ETF would instead have a stunning effect on aliens, but I figured that right now it's too early to comment on implementation and would much rather see the ETF in action before suggesting something definite.
*edit* <span style='font-size:14pt;line-height:100%'> read the post and please stop hijacking the topic! </span>*edit*
This discussion has been closed.
Comments
it seems totally ridiculous, the prime way to kill any type of building or marine is stright up face to face, the marines could storm right into anything.
even with fades doing acid it takes bloddy ages! and anyway, the tf itself are zapping anything even thinking about useing their primary attack (god forbid!) <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
I'm pretty sure they'll be able to balance the ETF as it is currently...my question is "Is this a good approach?"
maybe, for the sake of simplifying code, the elec upgrade will be part of the siege upgrade. in any event it will surely not be a universal research that applies to all TF's, that would be too good and really make people build TF walls...
i think it will cost a lot to make the tf only vulnerable to masses of skulks or lerrk/fade. helping you defend areas late game but not to use used immediately. too expensive for a single-hive invulnerability.
I doubt this is going to be too much of a balance change at all.
You're forgetting that aliens will be able to use fades and onos at hive 1. Chances are, an onos won't be terribly afraid of a low damage TF no more than an onos is afraid of a lone turret.
I dont think the devs ever intended 1 skulk to be able to take out an entire farm by himself, which isn't that hard in 1.04. This way it will either require a semi-organized assault of 3-4 skulks, or getting a lerk quick to spike it down, or getting fades/onos which would find the damage to be annoying but not lethal.
I think its a very nice solution to the problem with marine defense.
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QUOTE (Wheeee @ Apr 14 2003, 10:00 PM)
My opinion is that the ETF shouldn't be just another "turret" that auto-hits anything around it - that's the job of the turrets themselves. It's strange to think that 2 or 3 ETF's could defend themselves better than an equivalent turret farm without any electrical upgrades. So what I was thinking is that instead of being an "active" static defense,, the ETF should be a "supportive/passive" type static defense (whatever that means, lol).
You're forgetting that aliens will be able to use fades and onos at hive 1. Chances are, an onos won't be terribly afraid of a low damage TF no more than an onos is afraid of a lone turret.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
they'd probably be afraid to get stuck/slowed down in front of a turret farm.
With this however it should really open up gameplay. I mean I'm willing to bet that most commanders forget about the existence of some of the more out of the way rez nodes in a lot of maps.
The cost of the upgrade however is critical. Really, a TF for a single rez node is an investment <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Prevoisuly you needed at least 4 turrets for a half decent setup that will stand its ground against small to medium skulks attack well. Cost = 25 + 4*19 = 101 yikes! More often then not the rez node will be destoryed before it makes that sort of money. Crappy ROI.
If however the same 4 turret setup + zzzzaping machine can stand its ground without marine support against anything short of some VERY determined and organised skulks then the rt should be hanging around for enought ime to make it a worthwhile investments.
A 2 res skulk shouldnt be able to take out a 19 res turret imo.
Suppose this will change thenature of turret farms too - no real protection behind tfac needed.
no?
then why does this topic exist... you have no idea what its like
That is why speculation is bad.
Also, they will only be good for a SMALL defensive boost; it won't stop larger aliens well at all.
However, think of some good things:
Say you have a really packed base full of structures, place an ETF in it, and when that skulk who runs around the stuctures biting everything unchecked and is hard as hell to hit(esp. with my 56K <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ) and previously would be nearly invinicble to turret fire, will now die to electrical bolts that do not miss. No more spawn camping skulks in mid game or skulks that play hide in seek in your own base.(Which is absurd, you base is supposed to be you home, not a playground for skulks.)
Also, here's my guess on how the ETF will work:
Will cost 20 to reasearch, and will deal 20 every 2 seconds to a close by enemy.
a) put a little aways from a base, say around a corner to a long hallway, alerting marines of an incoming enemy.
b) put around important buildings to keep the enemy away/running.
c) Scaring the enemy from attacking.
But commanders simply lay down dozens of them and have the marines run off to make another somewhere else.
I think electrified TF is a nice idea, if done correctly. If a PT could simply say whether they like it, or if it helps strategy. I don't think the agreement does it?
aw aw aw,
I hope aliens have something to keep marines from spawncamping too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
That is why speculation is bad. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
who is this directed at?
Wellll... technicaly only the PTs and devs know atm, all the normal forumers know is what they've seen... just remember people: dont count your chickens before they hatch. (or something like this but more ns related <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )