Electrified Rt/tf Upgrade

WheeeeWheeee 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 >_<

Comments

  • kroxigorkroxigor Join Date: 2003-01-27 Member: 12808Members
    Spawncampting TFs? Huh? Thats a bad idea, iv tried it, I had a whole bunch of elec TFs in marine base. Skulks die instantly, ect, ect, but everything else = own them, and gorges = bile bomb building destruction in like 5 shots = you die. No energy on TFs electrified.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Not to mention the hive heals faster than the TF could hurt
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Wait, are you two talking about two different things? Cinderous seems to be suggesting that he's tried filling the marine start with electrified TFs, and that such doesn't work. What Wheeee was talking about was filling the ALIEN HIVE with electrified TFs.

    On the other hand, just imagining the effort that it would required to filled the alien hive with electrified TFs horrifies me.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    The key to killing eletrified buildings as skulks is going in packs. Since the electricity upgrade shocks only one skulk at a time, the effectiveness increases exponentially with larger groups.
    This is especially true when one or more has regeneration -- take turns biting vs. standing back to keep watch and re-heal.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Fieari+May 13 2003, 06:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ May 13 2003, 06:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wait, are you two talking about two different things? Cinderous seems to be suggesting that he's tried filling the marine start with electrified TFs, and that such doesn't work. What Wheeee was talking about was filling the ALIEN HIVE with electrified TFs.

    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.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    If you want to talk about specifics the true use of the electrified TF/RT is to allow for :

    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.
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    <!--QuoteBegin--Marik_Steele+May 13 2003, 06:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marik_Steele @ May 13 2003, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The key to killing eletrified buildings as skulks is going in packs. Since the electricity upgrade shocks only one skulk at a time, the effectiveness increases exponentially with larger groups.
    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?)
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    No a single skulk <i>currently does not</i> have the ability to destory an electrified TF/RT.

    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.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Sirus+May 13 2003, 07:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ May 13 2003, 07:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--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.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Eletricity is ineffective compared to its price imo, But some clans have used it and controled the entire map *note they still lost due to overpowered blinking fades* <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Yes, it autohits but it by <i>no means </i> does a 1 hit kill. It is possible to do hit and run attacks and heal between them. (Note : In the above, I was speaking about a Gorge/Skulk Combo as a skulk continuously attacking whilst a gorge heals from behind)

    Also keep in mind.

    Lerks have ranged attacks. RT/TF are <i>completely</i> ineffective in response to lerks.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Sirus+May 13 2003, 07:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ May 13 2003, 07:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, it autohits but it by <i>no means </i> does a 1 hit kill. It is possible to do hit and run attacks and heal between them. (Note : In the above, I was speaking about a Gorge/Skulk Combo as a skulk continuously attacking whilst a gorge heals from behind)

    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...
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Numbers have been tweaked.

    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.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Lerks lack any type of attack for a viable structure damage. Lerks spiking buildings.. will take WAY to long for it to be effective.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Add 2. The lack of power is only the teams lack for cooperation.

    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.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Sirus+May 13 2003, 07:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sirus @ May 13 2003, 07:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Numbers have been tweaked.

    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.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Balance is a concern, I'm sure you just made a simple mistake <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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