Using Electrified Tf/rt As Protection

coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
What do you think about this?
It was quite some time since I played NS, and when I started playing again, everyone marine comm was using this to protect their buildings, and its starting to **** me off.

What do you think about this? I almost think its exploiting the game engine...

Do you also use this tactic when playing?

Comments, thoughts and suggestions about what to are welcome.

Comments

  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    If someone falls down to making a wall of elec tf's, they are dead anyway. Thats around 200 res right there, alot can be done with that, including setting up a pg/tf/etc at a hive, or climing marine tech tree. Not to mention its pretty ****, but then it just leads to a massive turtle with mines, ha/welder/gl to fend of the acid fades..... I've seen games where the marines are so far dug in that they can't get out... or the aliens cant get in... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited December 2003
    read the RC 2.0 change log and you will see that building around the tf or rt was the idea behind the change (it also stops onos from killing the tf or rt (also skulk and the rt) with out getting hurt).

    the 3.0 change log has so nice changes
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin--LittleToe+Dec 9 2003, 04:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LittleToe @ Dec 9 2003, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> read the RC 2.0 change log and you will see that building around the tf or rt was the idea behind the change (it also stops onos from killing the tf or rt (also skulk and the rt) with out getting hurt).

    the 3.0 change log has so nice changes <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oh, I must have missed that, even though I've read the changelog twice. Silly me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    It might not be an exploit but it sure as hell look pretty silly will all buildings cramped around a single structure. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • dafoxdafox Join Date: 2003-08-24 Member: 20147Members
    thats no exploit, nearly all good comms now do this because it means you dont have to put up turrets till they got <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> / <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> and skulks cant munch your ips in your base without dieing after 5 zaps and i highly recommend you use this to save res.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    You cant argue that way, thats no argument.
    Even if flayra does it, i still think its an exploit.
    "skulks cant munch your ips in your base without dieing after 5 zaps "

    THATS EXACTLY WHY ITS AN EXPLOIT!
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    It's no more of an exploit than building DC's close to a hive.
  • TonstarTonstar Join Date: 2003-08-16 Member: 19798Members
    <!--QuoteBegin--LittleToe+Dec 9 2003, 04:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LittleToe @ Dec 9 2003, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> read the RC 2.0 change log and you will see that building around the tf or rt was the idea behind the change (it also stops onos from killing the tf or rt (also skulk and the rt) with out getting hurt).

    the 3.0 change log has so nice changes <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    er, where's the change log? for 2.0 and 3.0? question...is 3.0 out? I thought 3.0 was going to be combat???
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    <!--QuoteBegin--dafox+Dec 10 2003, 09:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dafox @ Dec 10 2003, 09:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i highly recommend you use this to save res <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How does spending 45 res on feeble base defence constitute saving res?
    At the 5:00 mark, electricity becomes much less useful when the aliens have a couple fades.
    A pack of mines and 1 marine is a much more effective and res efficient way to protect your base early on.

    If Flayra leaves it in the game intentionally, its not an exploit. If he wanted this type of base defence to stop, he would not have increased the range of electricity so much.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    <!--QuoteBegin--Special K+Dec 10 2003, 07:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Special K @ Dec 10 2003, 07:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If Flayra leaves it in the game intentionally, its not an exploit. If he wanted this type of base defence to stop, he would not have increased the range of electricity so much. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The only reason this was done was because an Onos could attack any electrified structure without taking any damage due to gore's range. And bonsai bases will no longer be possible as of 3.0; Structures now must be spaced out more and can't be clustered.

    Tonstar: 3.0's changelog is <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=55671' target='_blank'>here</a>, and no, it's no out yet and no, it's not <i>just</i> Combat. It includes new updates for the original NS aswell. If you mean that Combat will be taking over Classic, then it won't; It'll just be another game mode, like cs_ and de_ maps in CS.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--QuoteBegin--dafox+Dec 10 2003, 11:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dafox @ Dec 10 2003, 11:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thats no exploit, nearly all good comms now do this because it means you dont have to put up turrets till they got <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> / <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> and skulks cant munch your ips in your base without dieing after 5 zaps and i highly recommend you use this to save res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    nearly all good comms do this?? Not at all. IMO its a waste of res and completely unnecessary. If you have THAT much distrust of your marines' skill level, then you might as well not comm. True skulks will die after 5 zaps, but what if a few skulks get smart and instead of attacking the ip, they camp it and kill the marines that spawn? If you just want to chase away some rambo skulk that attacks your base every 10 seconds, just put up 2 turrets, which costs LESS. Or even mines if you trust your marines enough
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    I hate how everyone seems to assume that your marines will always be good when playing, which is not true. Even if you have 1-2 star players, they can't be everywhere at once. The problem with 2 turrets is that it's hard not to get a blind spot once you throw in the armory and arms lab, and 2 skulks can easily take down a lone turret, leaving your base free for munching. While elec tf defense is far from ideal, at least it is somewhat reliable and the bottom line is that your IPs won't get killed by skulks. If they camp your IPs, it takes 30 seconds for the people outside of base to get back.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If there is a single skulk spawn-camping the ip, then they are an easy target for the comm to jump out and kill. Wait until about a second before a marine will spawn, then drop a medpack for yourself and jump out. You should get a few hits in first, then you have a medpack waiting, and another marine will spawn to help you out. If there is more than one skulk, you better call people back to base (assuming your defense isn't damaging them).
  • antseezeeantseezee Join Date: 2003-12-05 Member: 23989Members
    Perfectly legal in my mind. You can save pretty much large amounts of res on the surrounding structures just by electrifying one. Just like the DC strat, and what not.
  • ChiakiChiaki Join Date: 2003-10-19 Member: 21790Members
    An elec RT, and then just run around it if you have no ammo....skulks will come thinking they can do 2 bites before 5 zaps,

    But you have your knife............and if they miss once, and you hit once, they will perhaps still kill you, but will die before getting away from the RT unless fast.......and if you have armor-upgrade and isnt damaged..... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Elec RT, my hero <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> you also cover an RT, cause no gorge will come and bilebom/build nearby if theres a Rine there........but with no ammo they might spit you....hide behind the RT <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Critical_HitCritical_Hit Join Date: 2003-12-13 Member: 24308Members
    Kinda reminds me of a strategy I end up using when Im defending a damaged Electrified RT from a fade. WHat I end up doing is stand right next to it and force the fade to chase you around in circles while you pump him full of lead. A nice way to supplement your gun to bring down a fade, and also keeps them from taking down an RT.

    As for the compact 'defend the base with 1 Electrified TF' the only problem is it gets so damn crowded when you are building something you are meat for a lerk who spore spams
  • ICha0sIICha0sI Join Date: 2002-06-13 Member: 763Members
    I don't think its an exploit concidering its not exactly cheap to electrify things
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