Elec Tf Or 3 Point Sentry Defense

CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
<div class="IPBDescription">marine starting options.</div> So guys, what does the rest of the NS community think is better at start.

(this is for those comms who use the "stack everything around the TF strat at start" strat.


1. Stash stuff around TF and electrify it

2. Stash stuff around TF and put 3 Sentries in a 3 point triangle defense.


Its not too much of a cost difference and people say that the 3 sentries basically gives you the same defense options as elec but with range.

i saw 2 very good and expirienced comms debating this earlier and I was just curious as to what everyone else does.
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Comments

  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Neither. Pack of mines, is just as good if not better. The mines could kill a fade. Also pressuring the aliens is a good cheap alternative. "The best defence is a good offence" who ever said that is a pure genius. Wasting value starting res on base defence is just asking for a defeat. Yes the aliens can rush the base but turrets or elect tf wont stop them. Mines wont either but marines in base will. If your team cant defend base and a tf is needed, I then suggest you F4. Also in 3.0 mines are even better because they do no FF. But if the you have say 6 rts, then a tf is an ok idea, but not at the very start of the game.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--Warrior+Jan 16 2004, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 16 2004, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Neither. Pack of mines, is just as good if not better. The mines could kill a fade. Also pressuring the aliens is a good cheap alternative. "The best defence is a good offence" who ever said that is a pure genius. Wasting value starting res on base defence is just asking for a defeat. Yes the aliens can rush the base but turrets or elect tf wont stop them. Mines wont either but marines in base will. If your team cant defend base and a tf is needed, I then suggest you F4. Also in 3.0 mines are even better because they do no FF. But if the you have say 6 rts, then a tf is an ok idea, but not at the very start of the game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    seconded.

    though if i sense my team formation is pretty hopeless from start, i put 2 turrets (1 at either side of base) and hope aliens arent clever enough to seek blindspots.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If I saw a base with 2 turrets and I actually felt like attacking the base (I am usually a permagorge), then I would probably go after a turret first. Just wait until there aren't marines around, then rush in and chomp away. With only one turret hitting you probably, it can be taken out in one rush, then the tf will go down, unless a marine spawns in. Even if they do, there is still a huge blind spot now.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Mines do work the best, for early defense, they cheap and effective. Also if you keep expanding you'll more than likely deter any assault that would be made on their base. In pub situations, its extremely important to make an attack on the hive within the first 3 mins AND cap RTs at the same time. The attack doesnt have to be game ending, just enough to keep any pressure off your main, and the expansion person/team. Bare in mind, many pub players can't handle suprises, or pressure very well, so the early attack might throw them off guard, or you might catch someone gestating to put up a chamber. Mines+constant pressure=best defense.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    tf + 30 res = way too much spent on base defense for the start of the round.

    1 pack of mines should be enough to keep your base alive for a while unless the skulks just dominate, in which case it doesn't matter because you will probably lose anyway. And then you have enough left over for some res nodes, or *gasp* even upgrades!

    With regard to the actual question: electricity vs. 3 turrets, electricity wins the prize, sleeps with the prom queen, and kicks sand in 3 turrets' faces. Against 3 turrets, assuming you spaced them out to cover everything, 1 or 2 skulks can easily get in on the tf in a blind spot, or even a spot where only 1 turret hits them, and take out the tf. It is much more tricky to out-skill electricity.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    I'd go with the base stashed around the Electrified TF. Mines to me are a waste because they cost 10 a pack, and a pack is 5 mines. So what if you place them good, skulks will purposely blow your mines. If you're keep spamming mines for the base then you might want to think twice about which tactic costs more resources.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited January 2004
    well lets see. A mine pack is ten res, a TF is 20 and elec is 30. That means you can put 5 packs of mines around. That's 25 mines. If you can't defend base with 25 mines you'd better rethink your mine placing strategy at the very least.

    Now, I would say forego even the mines and build the basic tech buildings you want. Then place mines if you are getting harassed a lot. Most of the time on a pub they won't come even close to the base if you're putting any pressure on them.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    You're kinda getting off topic and missing his question. However I agree that mines are a better choice early game, to answer his question I would say that electrify is better. You can send your marines out pretty quickly and it does more damage than 3 turrets that most likely won't cover each other too well.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Mines will be useful in 3.0 since they will give rfk, so skulks that purposely blow them up will basically make it a free investment.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Turret factories at the begaining of the game are just begging for a loss.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--i'm lost+Jan 17 2004, 10:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 17 2004, 10:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mines will be useful in 3.0 since they will give rfk, so skulks that purposely blow them up will basically make it a free investment. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ooo good point. Gonna keep that in mind. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm how should your marines place the mines? does one mine kill a skulk? i never tried mines when i was commander. so... if one mine kills a skulk 5-10 good placed should be enough.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    <!--QuoteBegin--Cheese+Jan 18 2004, 08:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Jan 18 2004, 08:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm how should your marines place the mines? does one mine kill a skulk? i never tried mines when i was commander. so... if one mine kills a skulk 5-10 good placed should be enough. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    1 Mine=Dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    BUT! Sometimes a blown mine will set off other mines around it.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    ok so only thing to check is that the marines/you shouldn´t place them too close together. how many metres awy from the next mine? 2? 3? but then mines would definately be a better choice than turrets or electro.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    <!--QuoteBegin--Cheese+Jan 18 2004, 11:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Jan 18 2004, 11:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok so only thing to check is that the marines/you shouldn´t place them too close together. how many metres awy from the next mine? 2? 3? but then mines would definately be a better choice than turrets or electro. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->

    2 Meter is about the blast radius. I wouldn't drop any mines or turrets at all. Well maybe I could make an exception for mines, but definitely no turrets. All you really need is an Electrified Turret factory, then build your base around that, maybe mine of the base entrances or around the base a bit.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin--BizZy | 9mm Messiah+Jan 18 2004, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BizZy | 9mm Messiah @ Jan 18 2004, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Cheese+Jan 18 2004, 11:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheese @ Jan 18 2004, 11:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok so only thing to check is that the marines/you shouldn´t place them too close together. how many metres awy from the next mine? 2? 3? but then mines would definately be a better choice than turrets or electro. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    2 Meter is about the blast radius. I wouldn't drop any mines or turrets at all. Well maybe I could make an exception for mines, but definitely no turrets. All you really need is an Electrified Turret factory, then build your base around that, maybe mine of the base entrances or around the base a bit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A Regen fade would have no problem with that. Any marine that spawns will also meet a swift end. Unless you can get your marines to return sharpish, or plaster the ips with shotguns, you've lost already.

    TF electification is ok for the first 5 minutes. After that, AT LEAST 3 turrets is essential IMO. Mine traps around the tf work, but light mining the entrances will only slow a fade; he will take a mine hit, retreat, regen, then just continue.

    Mines will, however, blow holes in mass-skulk rushes.


    I jsut played a game where 10 (yes, 10,) skulks rushed a marine base after 15mins of play. Rines had 6 rts, and we had lost our second hive. Things did not look good.
    No marines in base, and only 2 skulks died before the tf went down. (It was elec.) The remaining 8 made short work of the Ips, pg, armoury...
    The morale of this story? Mines. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    when you close in everything, you make it difficult for marines to defend. Smart skulks will use the marine's own buildings as protection. Elec TF doesnt stop spawn camping either, i've seen a few skulks and a gorge spawn camp a marine start with elec RT for a few mins, forcing the other marines to retreat from their attack. Elec TF != adequate base defense
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin--Firewater+Jan 18 2004, 05:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firewater @ Jan 18 2004, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Elec TF != adequate base defense <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    True, but it is the most reliable and quick to set up base defense in pubs. Mines are nice, but you can't guarantee that the people who pick them up will drop them in logical places (if you know 2 good people, this is not necessarily true). Also, you have to drop an armory immediately, so if you have 4+ humper types on your team, this will slow getting RT's. Many people might say "well if your team is half nubs, you've lost anyway." Not necessarily true - the alien team could be the same way - once you get 4 nodes capped immediately, the scales tip in favor of the rines. eTF at the beginning really does stop a skulk rush - if they spawn camp, then the rest of your team has free reign to roam the map and attack their hive. Once the PG at base goes up, 2-3 turrets and one pack of mines should be added.
  • weggyweggy Join Date: 2003-06-04 Member: 16998Members
    If your in a large game, theres much more of a chance skulks will rush the base and take out your mines. It will also delay higher lifeforms. Becuase of this, I find electrifying your nodes works well also - and you need a TF to do that.

    3 Sentries works alright for skulks, assuming a clever one doesnt find a blindspot - but Fades will shrug those off like theyre nothing. At least electricity hurts him somewhat.

    So in large games, I like the elctrified TF surrounded by buildings. In smaller, a pack or two of mines is best. Of course when 3.0 comes out, and mines get RFK, with an average of 2 res per kill, theyre going to pay for themselves while defending the base... so I think they'll become a LOT more popular.
  • chuzwozzachuzwozza Join Date: 2004-01-19 Member: 25464Members
    I'd just like to say that in my expereience, many (not all, though) comms place turrets in pretty formations, ie useless. What i'd like to see more of is comms not thinking like the grunts on the field - because they never come up against turrets, but to think like skulks. A couple of times, i've gone through a map as a skulk and thought "where would be a total git place to put turrets" then commed and put them there. You have to think about angles and have overlapping fields of fire, which is actually fairly easy to accomplish with 3-4 turrets. This idea also could help the res-wasting relocate so beloved of many comms - my choice is to work out WHY aliens can come into the base and try and stop it from happening again. For example - JUST placing turrets right near all your buildings in spawn rarely works - you DON'T want to defend actually INSIDE your base. Build turrets in corridors, so they get lots of shots in at rampaging skulks. The same is true of gorges with oc's - even more so because of the criminally low chamber placement limit. Place turrets and oc's where they are most effective, not where they look prettiest.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Or... you could use the res you've saved from not getting a tfac and turrets by giving your rines upgrades...


    But then again, what are upgrades good for? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->



    Seriously though, for early defence, a pack of mines or two is more than enough.
    A skulk rush is easily counterd by a few mines and/or some half decent shots; remember, bullets are faster than skulks.


    The smart thing to do is save your res for upgrades and nodes.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin-Cpl.Davis+Jan 16 2004, 04:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cpl.Davis @ Jan 16 2004, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So guys, what does the rest of the NS community think is better at start.

    (this is for those comms who use the "stack everything around the TF strat at start" strat.


    1. Stash stuff around TF and electrify it

    2. Stash stuff around TF and put 3 Sentries in a 3 point triangle defense.


    Its not too much of a cost difference and people say that the 3 sentries basically gives you the same defense options as elec but with range.

    i saw 2 very good and expirienced comms debating this earlier and I was just curious as to what everyone else does. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    neither
  • genesis1genesis1 Join Date: 2004-02-04 Member: 26079Members
    Mines is the best way to go imo.
    The tf + turrets is too expensive if you want to cover all blindspots.
    Get a marine to put 2 pack of mines around the buildings and you have a nice defense for maybe a half round, since in public games people don't rush the base very often at all.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    Yeah,but the simple fact is u need a TF for electrified rts.

    Another idea i got,but never tested would be one tf,one pack of mines,and one turret to keep the parasiters away/early warning.

    Now 2 mines at the turret and the rest somwhere in base.
    Maybe another pack-o-mines.

    This way u can elec rt,have a small cover and still mines in base,costs 45 to 55 res.

    Tf and 3 turrets are 55.
    Elec tf the same.

    Any ideas?
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    in pub games, i prefer 3 turrets. they are great for early warning, help the base defender with killing skulks, scares off most skulks, works as a great early defense mechanism, and later on, can be turned into a bit of a farm to slow down charging onii/fades if it comes to that.

    mines are risky in a pub situation, as you have no idea if the rines will place then in good spots.. or just on the wall :S in clan scrims, mines seem to be the key though.

    elec tfac are nice in that they scare away bigger lifeforms who have no support, but are not guarantteed to cover all you important assets.

    so for range, ease of use, late game position holding, early warning, i prefer turrets to anything else for pub marine base defense.


    either that.. or.. if i'm pressuring hard, just upgrades with one marine base guard <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    edited February 2004
    Eek! In 3.0b2, electricity took a major nerfing (30 damage to 20). For eRTs, the net effect is about the same for skulks, as the extra range makes up for the reduced damage, but a fade can practically out-regen it now. Also, the reason we got the range in the first place was to still be able to cover the buildings in base, but with the reduced damage, the cover isn't quite as effective as it used to be.

    So now what do we do for a reliable and easy base defence? All signs point to mines - but if you want to electrify RTs, it makes things a bit sticky. PLUS - on pubs, especially with the influx of noobs, I wouldn't drop mines on people's heads. It doesn't autoswitch to them anymore, so it's possible somebody would never even notice they received them. Drop them on the ground and manually instruct them to mine the base. As far as electrification now, a slightly risky but useful strat is to drop 1 IP + armory + 1 pack of mines at start, and have the whole team - 1 guard head off in the opposite direction of the hive. Find an objective you want to lock down (hive or double res, or maybe important central location ie. Temperature Control), and head towards it, capping all the nodes on the way. When you get there, finally drop the TF + 3-4 turrets, and electrify it. I know, that's 75-85 res, but at this point you already have 4-5 RTs and have only spent 10 res on base defense. After this you can pour your money into upgrades and phase tech, and possibly electrifying some res nodes if you think it will be worth it.

    This sucks if your team gets ambushed and slaughtered before they make it, but if that happens just make another IP and start upgrading. Sometimes it works and sometimes it doesn't, but it can really help control the map. Just last night on caged aliens had Vent hive - had my rines take Stability and Aux Gen, <i>then</i> head to double. The alien team expected an earlier rush to double, thought it was clear and started to build there. The marines rushed in and quickly set up the defenses in Central and took down the counterattack without problem. From there, all that was necessary was harassing Shipping Tunnels and Purification and gg.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    Mines are also great for protecting RTs remember? yes when one mine gets blown there is an opening, but for RTs near your base its great! put 3-4 around the base and throw the rest around corners or on top of vents to catch skulks unaware to them to score some extra RFK. Lets not forget about Mr. Phase gate... Mines are a great Insta defense for phases that were just recently built, that way you dont have to worry about protecting the phase while your building the TF to siege or something.

    And comms dont realise that if they plunk down a TF in a area that leads to another part of the level, your taking time from the aliens as they have to avoid/take down the TF, which helps your marines respond to attacks. Find one marine thats any good and give him a welder and mines whenever he asks for them and your defense is set for a good portion of the game.

    Summery of thread: Mines are great for instant Defenses, Turrets are good long term investments and/or long range areas (hive rooms, long hallways, farms), Elec TFs/RTs are the middle man
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    as for mines: i find them a risky option for base defense in 3.0b2, because

    - theres plenty of noobs who walk off half a mile with them, then place them somewhere stupid
    - theres STILL plenty of skilled people who plant them at entrances rather than structures

    i imagine a skulk seeing the mines, getting on the ceiling, going by the mines, eat ip, and say gg mines


    ...but hey, theyre still better than turrets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    Ok let's summerize:

    Mines: The best solution, for clans. Not the best solution on pubs. Intelligent aliens + stupid marines = gg. Why? Mines are excellent at killing skulks, in fact the most reliable way, they provide instant kills. As an additional bonus, if a late-game alien raid attacks you, your mines are there to weaken up a fade or onos. You also save 20 res (that's another RT early game!)

    Disadvantages: on a pub, newbs tend to make mine defences a lot less effective. In addition, with the new abilities to kill mines, they are somewhat less effective. They are also a need-to-replace defence, meaning if 3 or so skulks blow the mines, you effectively need to drop another pack (although now that you get res credited to rines for it, it offsets this cost.) Does not allow electrification of RTs.

    2) Sentires: 3 sentries usually still have one blind spot, OR only one sentry can fire on a skulk approaching at the proper angle, meaning that if two skulks do they, can chew up the sentry... and you (The comm) will probably have to get out, pray you don't get owned!

    Advantages: Long range, can shoot targets incoming, prevents spawn camping, may help a bit late game (although sentries are still very very weak vs. larger lifeforms, by the simple amt of HP they have). Allows electrifications of RTs

    Disadvantages: Easily destroyed by more than 1 skulk (or even 1 skulk, assuming no rines in base of course). If destroyed, they will cost you ten res, rines need time to build the 3 sentries. Any fewer will leave a blind spot for sure; if not placed properly may leave a blind spot.

    Electrification: Advantages: Can cover up to 6 buildings around it, effective against skulks, even with the elec damage nerf (2 electric blasts still come out). Destroying electrifed TF as a skulk is nearly impossible (esp. with new range). Allows electrification of RTs

    Disadvantages: Provides no protection against higher lifeforms. Allows aliens to spawn camp.


    Summary: Against a consorted skulk rush (read: 5+), mines are the only effective way to stop them, and even then, after the first 2 or 3 skulks blow, the other 2 are left pretty much to tramp your IP(s). Sentries will be bitten apart in a few seconds, and electrification can be easily defeated (if a gorge is present), and until then aliens will spawn camp. However, this type of coordination is rare, and marines are USUALLY somewhere near your base. Ideally (for me at least), you don't want to jump out of the comm chair (if you get killed... well oh ****).


    So now for the part we've all been waiting for: My opinion =p. My favorite solution on pubs is: electrified TF. Why? 1) it discourages even groups of skulks from attacking (unless they are HIGHLY cooridinated and haev a gorge with them). The spawn camping problem: after a few electrification zaps, they will either be dead or very close to dying, so they cannot spawn camp for very long. If the aliens are that well coordinated (to have 3 skulks + a gorge rush base) anyway, they are likely to have all 3 hives up asap, and ambushing your marines in teams and killing them off. So maybe you've lost anyway =), but usually this is not an issue.

    The problem later in the game with higher lifeforms being able to take out an electrifed TF is valid. But by then, I hope you have PGs and an obs. Worse comes to worse, Beacon you men back, and at least force the alien to run (best case, your rines kill it, maybe you had a hand in that by ordering your rines to chase it =) ) I almost never build sentries anywhere, as they are ineffective against anythimng except for skulks, and possible lurks. The damage they use is so minimal, especailly against the new fade and onos hp/armor, they deal a truely insignificant amount of damage, and anything killed by them (other than a skulk) is merely pure luck. Not enough aliens die to sentries to justify the cost of sentries.

    I stop electrifying Rts after the first fades begin to appear (as it's useless after that), with the exception of electrifying the hive RT, which I put a PG near. I like to play as an agressive comm though (yeah yeah, whatever, they can have that hive [read: my pg there just went down], but I'm taking this one, right NOW [and the obvious advantage to that is they need to wait the 2 minutes it takes to put the new hive up, and that's a long time for onos to not have stomp, and a long time for a fade not to have metabolize). Also, I don't believe in electrifying EVERY res nodes, only those close to probable areas on conflict, which vary from map to map, and even from game to game [sometimes]. universal rine upgrades > sentries > electrifying all. Trust thy marines commanders, even in a pub they will server you better than any defense ever will.
  • BasinxBasinx Join Date: 2004-01-16 Member: 25370Members
    If you put 100 turrets there is no problem
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