Electrified Rt/tf Upgrade
Wheeee
Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
<div class="IPBDescription">Any chance it'll use the energy system?</div> Just wondering that since the obs is now using an energy system, whether there's a chance of electrified TFs/RTs will use it too. Just to prevent "spawncamping turret factories" or something <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
/me is scared of posting this >_<
/me is scared of posting this >_<
Comments
On the other hand, just imagining the effort that it would required to filled the alien hive with electrified TFs horrifies me.
This is especially true when one or more has regeneration -- take turns biting vs. standing back to keep watch and re-heal.
On the other hand, just imagining the effort that it would required to filled the alien hive with electrified TFs horrifies me. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You've got what I was trying to say... but still, think about the usual spawncamping scenario:
One or two rambos sneak to a hive, and then shoot every skulk that spawns. It's not much harder to imagine a scenario where you hide a TF in a corner near a spawn position and have one guy covering you while you build up the TF...and after a while, the ETF upgrade is done and the aliens get zapped as soon as they spawn.
In the case of the RT:
For more flexible marine expansions, mines and turrets are no longer needed as much. Keep in mind this is no replacement for lack of response and teamwork. It simply allows the marines to obtain RT's easier rather than in 1.0X patches where lone RT's were doomed.
In the case of the TF:
In short, no longer will small blind spots be a matter if indeed it is electrified.
(Note:Every RT/TF will have to be researched independtly, therefore it is not a general upgrade, if you ever percieved it that way)
Therefore, the chances of it being successful for a hive en masse would have little difference that having it full of turrets, with the exception of longer build times and higher costs.
In general, It would not a very viable strategy.
This is especially true when one or more has regeneration -- take turns biting vs. standing back to keep watch and re-heal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
...and all get killed by a gl or something <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Did skulks really have a chance at a tf when PT'ing? Cuz I cant imagine marines just forgetting they had a tf somewhere (not saying it doesnt happen, but would something like that happen in a scrim?)
I believe some players even noted some difficulty when using a skulk/gorge combo.
Teamwork is an emphasis, it is not possible to do it with a melee attack alone with the exception of Onii.
In short, no longer will small blind spots be a matter if indeed it is electrified.
(Note:Every RT/TF will have to be researched independtly, therefore it is not a general upgrade, if you ever percieved it that way)
Therefore, the chances of it being successful for a hive en masse would have little difference that having it full of turrets, with the exception of longer build times and higher costs.
In general, It would not a very viable strategy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The way I read the electrified upgrade, it auto-hits and does enough damage to nearly instantly kill a vanilla skulk. Since that's what spawns out of a hive, if you lay an ETF next to a spawning spot, the skulk will be dead before he can do anything - like a permanent spawncamper.
Also keep in mind.
Lerks have ranged attacks. RT/TF are <i>completely</i> ineffective in response to lerks.
Also keep in mind.
Lerks have ranged attacks. RT/TF are <i>completely</i> ineffective in response to lerks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I read somewhere that the ETF zaps like twice a second...and you usually start taking damage before you know what's going on (when you spawn) - as for the lerks, yeah, ETF's can't do anything about them but at 16 damage a spike, that's gonna take a long time to bring down the TF...
I don't ever remembering anything near 2 zaps a second. I would say more 1 zap per 1.5 or so seconds. Possibly even longer.
If the structure is a vital point to gaining an upperhand or is important in completing any objective then it should be a team effort.
If its not, the player shouldn't be there in the first place. It's a waste of team effort, and energy.
I don't ever remembering anything near 2 zaps a second. I would say more 1 zap per 1.5 or so seconds. Possibly even longer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I stand corrected.