capturing a tech point
Racer1
Join Date: 2002-11-22 Member: 9615Members
I understand that res points can be captured by placing a resource node.
However, how does one capture a tech point? Is it done by placing a command station there...or is there some tech-point node thingy?
If it is a command station, I'm wondering if NS2 will have marine IPs all over the map (one or two next to each command station). This was a strat for some in NS1, but not usually worth it due to the extra cost and time. However, I'm just wondering if it will be come common in NS2 since it would appear to be easy to do.
P.S. I assume capturing the tech point opens up additional types/levels of upgrades, and also claims that room for the team (powering it up for the marines, infesting it for the aliens).
However, how does one capture a tech point? Is it done by placing a command station there...or is there some tech-point node thingy?
If it is a command station, I'm wondering if NS2 will have marine IPs all over the map (one or two next to each command station). This was a strat for some in NS1, but not usually worth it due to the extra cost and time. However, I'm just wondering if it will be come common in NS2 since it would appear to be easy to do.
P.S. I assume capturing the tech point opens up additional types/levels of upgrades, and also claims that room for the team (powering it up for the marines, infesting it for the aliens).
Comments
However, how does one capture a tech point? Is it done by placing a command station there...or is there some tech-point node thingy?<!--QuoteEnd--></div><!--QuoteEEnd-->
By placing a command station or hive.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->P.S. I assume capturing the tech point opens up additional types/levels of upgrades, and also claims that room for the team (powering it up for the marines, infesting it for the aliens).<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes.
The question is, how much it effects the spawnrate and how many IPs do equal a hive regarding the spawnrate.
I'm also curious how the capturing of a tech point is done.
After all a hive kinda breaks the tech point, so maybe marines need to weld it first, before the comm drops a new cc and I don't know how this effects building time etc.
I will be very suprised if it is not this, and that it is still the magical appear out of thin air type of building like we had in NS1.
No I don't have inside sources or some special magical orb to look into, but if you use common sense you would realise what the BuildBots' purpose are.
If you notice in recent screenshots, the Kharaa's eggs have several stages of animation(hopefully Fluid and Dynamic) of growing bigger until they "POP".
=)
I don't think Marines will be able to build structures anymore, besides maybe setting up the Standard Turret. However in both cases, I think they will be required to have a welder(makes sense and is believable).
CC--->IP=SPAWN MARINE
HIVE--->GLOWIEZ--->EGGS=HATCH LINGZ
So you see, the Kharaa have kind of like 2 steps to have their automated spawns, where Marines have 1 step but have to "Manually Build" their spawn. And by manual I mean the Marine Commander with Buildbots.
Buildbots can be killed. But Glowiez can be killed as well as Eggs(even though there are decoy eggs).
Pretty much balanced as you can get for two unique sides.
Yes even in Starcraft Larvae and Eggs can be killed(although rare in that game). However in NS, not rare for that to happen.