3.0: Can Elec Still Be Used For Base Defence?

curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
<div class="IPBDescription">Building spacing</div> One of the more popular (and my personal favorite) ways to defend base while commanding is with an electrified turret factory or resource tower. Turrets are just too easy to kill, and don't seem to do all that much. (find a weakspot-even if ther's one turret you can take it out)

With the new building spacing limits, will we still be able to surround an electrified building with other structures to have them protected? Is the electricity range increased any?

thanks!

Comments

  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Yes. The range was increased so it would still be a way to defend base. But like in 2.01, dont depend on it to save your base.
  • Dr_FlammableDr_Flammable Join Date: 2004-01-19 Member: 25466Members
    I think you might still be able to have a base protected by a electrified Turret Factory. Correct me if I'm wrong, but in 3.0 i think the electric range has been doubled. So you can still have a spaced out Bonsai base.
  • serioushamseriousham Join Date: 2003-12-09 Member: 24174Members
    I always thought bonsai bases were a great way to defend cheap.

    But i have always enforced that after mid game has started (2 hives)
    1 marine should get an hmg,
    and ready to defend against those fades and bile-gorges

    to damn many commander have lost a perfectly won game by lacking
    defensive power.
  • RestrikRestrik Join Date: 2003-08-10 Member: 19392Members, Constellation
    kind of off topic, and a thread hijacking....do bile bombs now work more effectivly? and do they hurt players now?
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    They dont hurt the players, but you can now bile from a vent. Gotta really think about your placement of structures or risk having it killed by a gorge in a vent.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Gotta really think about your placement of structures or risk having it killed by a gorge in a vent.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Is that confirmed? I heard about the LoS bug of the bilebomb was fixed for 3.0 but I don' t know for sure.
  • ApplicatorApplicator Join Date: 2002-12-06 Member: 10515Members
    electrified TF in base is a huge waste of res.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Bonsai bases are out. Elec range was only increased to prevent certain classes of Kharaa from attacking the elec'd structure without taking any damage. It's unlikely you'll be able to defend an entire base with a single elec structure, and no, elec range was not doubled.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah sometimes you can get in just the right sweet spot, and not get hit by electricity. Eh, Im sure somebody will figure out some kind of placement to still use the tf for defense. if you placed your structures right based on your environment you might be able to force skulks to get near the tf to get to your important structures. Probably just better to have a marine guarding base if you think aliens might attack while you are gone. Just like turrets, it will be much less effective without marines there. Marines don't assist the turrets, the turrets assist the marines.
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    Well, I like elecing a TF in base.

    What if your one marine (who could be used to get rts or do some other task) dies. Game over.


    And turrets, IMHO blow unless you have alot of them.
  • EmseeEmsee Join Date: 2003-05-23 Member: 16644Members, Constellation
    The new range is 1/2 the range of a dc's healing effect. If that helps any.
    About the same as the damage radius of a bile bomb.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    NS_Tanith
    West Access
    Electrified RT
    1 skulk on the ceiling, just above the RT

    Hopefully the new range prevents this (and it's not some other bug)
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    That's a handsome range the electricity has.
  • TransmissionTransmission Join Date: 2003-03-12 Member: 14456Members
    That must be running hundreds of thousands of volts, still with enough current to hurt things. Crazy.
  • Maj_MistakeMaj_Mistake Join Date: 2003-05-21 Member: 16577Members
    edited January 2004
    I don't think one elec TF should be able to defend a base on its own. Kinda disappointing that an early SG rush can kill a hive and beat aliens with a bit of luck, but skulks rushing a rine base can only do so until an elec TF is up. I think turrets are underrated, if used to block off an entrance (e.g. in eclipse put 3 in each entrance to the rine base) they can at least stop an Onos from getting in while rines shoot at them, long enough to hit them with a couple of grenades or so. Though given their low HP they do tend to die too quickly to justify their res cost. Maybe here isn't the right place, but how about a turret armor upgrade to research?
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Legat+Jan 19 2004, 01:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Legat @ Jan 19 2004, 01:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Gotta really think about your placement of structures or risk having it killed by a gorge in a vent.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Is that confirmed? I heard about the LoS bug of the bilebomb was fixed for 3.0 but I don' t know for sure. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Its a projectile detection issue

    In short, the things you see happening on your screen isn't happening.

    The bilebomb issue is one of them. Vents have invisble 'lips' that stick quite a bit more than usual. In the case of vents, this 'lip' blocks off the whole vent and makes the server think that the bilebomb DID hit the wall.

    But anyway, it is now fixed in 3.0. No worries about that. Now to seperate this bit from what IS on-topic

    =-------------------------------------------=

    Electirfied bases might still be able to be made, but they will be less efficient because of the new structure spaceg. It's possible, but it won't be as effective as it was in 2.0. I don't mind the range because some clever skulks can still escape the elec RTs ttcks through some magical means (no not h4xing)
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    If your one Marine in base dies, the Comm should use a Distress Beacon to revive him and any dead players to defend. If that fails or is non-viable, the Comm should not be sitting in the chair.. he should have logged out already and be shooting at those Skulks. If THAT fails, and you have no other Marines in base, you've just been outplayed. You may need to keep more than a single Marine in-base.

    After all, the Skulks have no ranged attacks beyond Parasite (used up in 3 shots, 7 damage each) and no omni-defender in the early game. Why should the Marines rely on one to make their lives easier?
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    i dunno focus spit sounsd pretty sweet ;p
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    edited January 2004
    <!--QuoteBegin--Talesin+Jan 20 2004, 01:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jan 20 2004, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If your one Marine in base dies, the Comm should use a Distress Beacon to revive him and any dead players to defend. If that fails or is non-viable, the Comm should not be sitting in the chair.. he should have logged out already and be shooting at those Skulks. If THAT fails, and you have no other Marines in base, you've just been outplayed. You may need to keep more than a single Marine in-base.

    After all, the Skulks have no ranged attacks beyond Parasite (used up in 3 shots, 7 damage each) and no omni-defender in the early game. Why should the Marines rely on one to make their lives easier? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Eh, I tend to disagree. If the aliens have multiple skulks or a gorge, or if the alien happens to be more skilled than the marine, the base is screwed.

    Getting out of the cc? That's prolly the worst thing possible imho. If you're just carrying a lmgand LA, there's still a good chance you'll die, and if noone's near... GAME OVER RIGHT THERE. (to a skulk or too!)

    Sure, in an ideal situation your marines will be able to kill any skulk that attacks, but it doesn't happen in the real world.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    edited January 2004
    Most comms tend to drop a TF so they can electrify RTS, so I doubt dropping a couple of turrets to assist the base defender would stretch his budget too much. And you could give him a shotty. 30 res, just like the cost of elecing the TF, except this defence could probably take out a Fade or two.
  • friscofrisco Join Date: 2004-01-19 Member: 25463Members
    i reckon an ele rt works better becuase yo ucan cover all sides of your sturctures that are around it and it helps to stop ip camping. If you get turrets you almost always have a bind spot somewhere so you have to put more turrets down <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • Maj_MistakeMaj_Mistake Join Date: 2003-05-21 Member: 16577Members
    <!--QuoteBegin--frisco+Jan 20 2004, 07:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frisco @ Jan 20 2004, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i reckon an ele rt works better becuase yo ucan cover all sides of your sturctures that are around it and it helps to stop ip camping. If you get turrets you almost always have a bind spot somewhere so you have to put more turrets down <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You don't need more turrets - you just have to teach your marines that the base isn't going to defend itself. A hive or upgrade chambers don't attack marines coming towards them, and OCs are no better than turrets for defence, so why should marines be able to rely on elec for defence? They should defend the base themselves like aliens are forced to. If the aliens all die during a shotgun rush and the hive dies, the response is "You should have killed the marines before they killed the hive." But if the skulks kill all the marines and munch the IP that's somehow wrong?
  • meatballmeatball Join Date: 2003-05-10 Member: 16196Members
    the thing is that aliens (most of them) can run across the map alot faster than the rines, if the rines dont have pg. Thats why marines need to have rines on gaurd duty.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    The elec range is good right now, but I still think the spacing is a bit much.

    As far as Base Defense goes, if you can't spare that extra marine, then your TF should be elec and you should still have a triad of turrets.

    .........T

    ........TF

    T................T

    T = Turret
    TF = Turret Factory
    Full coverage

    And good Defense for the area because you get get 2 turrets and the Elec defending the area.

    I still go with the Wall tactic my self, with the TF out of the action

    _____|------|______

    ...T...T...T...T...T...T

    TF

    That way nothing can get in the room without being pepered, and it also acts as a road block, you have to go around it over through it, giving the Marines a chance to get involved and limiting the movement of the Skulk/Fad/Onos, due to running into Turrets. But this way costs alot more and is better for mid game.
  • AzkarAzkar Join Date: 2003-07-16 Member: 18204Members, Constellation
    I dont like the spacing of 3.0 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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