Elect Node Problems
Big_Chief_Brown_Bottom
Join Date: 2003-01-22 Member: 12584Members
<div class="IPBDescription">double node + tf</div> in some maps there are double res node points (like hera's holoroom). if you stick a tf between them and electrify them all that's 3x30 = 90 damage zap that will insta-kill a skulk. anyone else see a probelm with this? from what i've read in beta forums, the zap already has too much damage, range and rate of fire. maybe maps need to be redesigned to get rid of double node points? they will be too easy to hold in my opinon
oh yeah. another potential problem i see is elect tf vent blocking. cc blocking is bad enuf now but when tfs go electrified they'll be the most horrendous vent blockers ever. is there any plans to stop buildings in vents in 1.1?
oh yeah. another potential problem i see is elect tf vent blocking. cc blocking is bad enuf now but when tfs go electrified they'll be the most horrendous vent blockers ever. is there any plans to stop buildings in vents in 1.1?
Comments
i take it the elec damage is stackable? if you build a res and a couple of tf's next to each other, and elec them all, then a skulk that walks past gets fried instantly?...
another thing - does this elec damage go through walls? cause with careful positioning, i'm sure you could crucify some places, like Shipping tunnel. block it with 2 elec tf.s... and skulk that tries to go through the door gets fried. a gorge that comes near gets fried... u have to use the vent, but even then u can't open the door or you get fried
Hmmmm
Could they not do one of or both of these things?
1. Make electric stuff ONLY work within a certain distance of a res nozzle. Thus you won't have electrified things stuck in odd places such as vents.
2. Make electrified items cost res per second or minute. I.E. you wont' want to many running because it'll cost you constant 'upkeep'.
Course both these have flaws in them. Some res nozzles ARE near vents. And if you got 15 res nodes, all electrified....then the upkeep really wouldn't be bad.
By the way, I think they should give ya a beta account for that one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
But, have you thought that the game isnt going to be just lerks/skulks in 1.1? Its going to be fades too! They'll teach those TF's a thing or two. Plus, when they get fades, you will have used all your res on the TF's to block the skulks, and then your army is just LMG marines vs Skulks. Guess what, GAME OVER.
The game is balanced right now with the electrify nodes. There really isnt anything wrong with it yet. And the vent blocking is not a problem on the servers I play on, people dont lame up their rep with it, if you find good servers, and I'm sure it won't be used. Hell, I never thought of it, maybe you should have kept it hush hush until it came up. But, then it could have been like SARS...ah what am I saying, ALL IS FINE IN 1.1..
rofl yes
good ol command and conquer days, that was the most gayest piece of equipment ever to fight, but great to use.
i usually took those down eith ease (thank you battle cruisers and air strikes, buha)
You can block vents with mines already, much cheaper, same efectivity. great strat. seen anytime? no?