A Old Strat
Xodlike
Join Date: 2003-06-03 Member: 16985Members
<div class="IPBDescription">Would it be better?</div> The IP+ARMORY+TFAC+ELEC strat is to famous.
Than i noticed instead of elecing you could place 3 turrets.
Which would trully work out better the 3 widely even spaced turrets or eleced.
<img src='http://home.comcast.net/~nukeaqua/NS_strat.JPG' border='0' alt='user posted image'>
A rough sketch in MSPAINT
Than i noticed instead of elecing you could place 3 turrets.
Which would trully work out better the 3 widely even spaced turrets or eleced.
<img src='http://home.comcast.net/~nukeaqua/NS_strat.JPG' border='0' alt='user posted image'>
A rough sketch in MSPAINT
Comments
Normally 1 elec tf will cover most of ur buildings, provide u with elec for nodes and allow u to have all men on the field rather than one covering base.
- RD
Normally 1 elec tf will cover most of ur buildings, provide u with elec for nodes and allow u to have all men on the field rather than one covering base.
- RD <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
maybe i read this wrong but you do know that you don't need to elctrify a tf to be able to electrify res nodes right? You only need to have a built tf somewhere on the map.
mines are more deadly but turrets will ensure that a skulk or 2 can't kill your tech while the marines are out of the base. Making your structures completly immune to skulks by using mines is next to impossible and would cost lots of res. Also you have to replace mines to fill the gaps. Turrets won't save your base from a regen fade but they will shoot down any skulk long enough for you to notice and do something about it. Turrets and mines both have notable advantages and disadvantages and are both useful.
mines are more deadly but turrets will ensure that a skulk or 2 can't kill your tech while the marines are out of the base. Making your structures completly immune to skulks by using mines is next to impossible and would cost lots of res. Also you have to replace mines to fill the gaps. Turrets won't save your base from a regen fade but they will shoot down any skulk long enough for you to notice and do something about it. Turrets and mines both have notable advantages and disadvantages and are both useful. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Lucid, replacing mines shouldn't be too big of a problem now, right? They give res for kills in 2.1, no?
mines are more deadly but turrets will ensure that a skulk or 2 can't kill your tech while the marines are out of the base. Making your structures completly immune to skulks by using mines is next to impossible and would cost lots of res. Also you have to replace mines to fill the gaps. Turrets won't save your base from a regen fade but they will shoot down any skulk long enough for you to notice and do something about it. Turrets and mines both have notable advantages and disadvantages and are both useful. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Lucid, replacing mines shouldn't be too big of a problem now, right? They give res for kills in 2.1, no? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Aye, they do, but they also can be blown up by attacks and will have 30hp. That's only 3 parasites. =/
tee hee <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Than i noticed instead of elecing you could place 3 turrets.
Which would trully work out better the 3 widely even spaced turrets or eleced.
<img src='http://home.comcast.net/~nukeaqua/NS_strat.JPG' border='0' alt='user posted image'>
A rough sketch in MSPAINT <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that's what I did in my first thot about layout as comm in 2.0.
The problem is that the 3 turrets do not support each other well enough and consequently can do little against a fade or onos or group assault. Furthermore if one goes down there goes the plan.
The way to fix. Make sure they don't attack base, or, kill them before they can seriously threaten base, or, mount some kind of awesome base d and scale it up as the threat increases. Or a combination of all 3. Then replace turrets as needed. But always remember to scale up your defense as the aliens get more dangerous, or else be totally kicking their **** otherwise.
The layout doesn't necessarily own on ns_eclipse, just that, I found my base very well covered and pleasing.
No, because you will take your time to learn the maps and learn how to lay it out correctly. Furthermore you will elec your tfac, that is the point of this strat.
You could not elec your tfac but then you'd be going with a different strat. After all, you have to protect your buildings somehow.
Anyhow it's obvious and should be well known, as I and other posters have explained, that this is a perfect base except for its low firepower. It is little more than a deterrent for random low level aliens that wander in. You will have to scale up your defense, or be ready to replace and supplement what you have while you are busy kicking their ****. Since if you don't kick their **** you'll have to scale up your defense anyway or you'll lose.