<!--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-->It's not meant to be in the game, not like this. I wouldn't even mind TF's being used to protect the whole base with much larger electricity range, I just want to get rid of the so called Bonsai Bases. It appears that at least they are gone. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sure, little clusters of marine structures look more like art than practical bases. And it drives marines mad when they try to hump armouries like that...
However, to all the wonderful comments that tfacs = eject/F4, or elec = eject/F4... You're looking at it wrong. Remember, situations vary all across the board.
Sure, I have never (okay, not never, tried it in two early pugs) dropped and electrified a tfac in a pug or as a ringer. However, pubs are not the same dealie... If I have a good team, I may go for mass, early game upgrades, ignoring tfac all together and relying on a pack of mines and some good shooting, plus hive pressure. If I have a decent team, I may just go with 1 tfac and a turret or two, electrify critical res (esp. if I drop a pg under it), etc... If I have a team that follows orders, but isn't great when the fight comes, why shouldn't I cluster my base? And what if the team just plain sucks, but the aliens aren't great either?
Electricity has several advantages over turrets. First, suicide skulks won't take it out with any sane ease. However, a group of cara skulks <i>can</i> open a blind spot on the tfac... If you forget, this was the problem in 1.04, and while it's not as bad now because turrets can actually aim, it's still an issue. Second, marines only have to build the tfac and move out, rather than build 3 turrets too... Potentially a minor issue, unless your team doesn't cooperate that much (a lot of players seem to listen to orders as long as it involves moving out and shooting things, but won't build in base). Third, until you hit 7+ structures, everything, CC included, is safe from skulks... With turrets, you have to increase the number as the structures increase or they <i>will</i> have a lot of blocking... Sure, you can have 1 turret always able to shoot location x, but it's fairly easy for skulks to take down a lone turret, thus meaning you need quite a few turrets for complicated base layouts.
In the end, I normally don't go for early elec... But that doesn't mean there aren't situations where I do. You can't assume a perfect situation when you're comming... That's half the fun (and madness) of NS.
i have a very firm mentality, "F4ing is for p***ies, we are marines damn it!!!" its not over until every marine lies decomposing in the corredoors and the com is dead, and the ips destroyes, cuz if i'm gonna die, i'm takeing as many lums out as i can!!!
Swiss army bases have another downfall i dont think has been said.
if the com sucks then marines can get caught in buildings.
it can also be hard to move around the base to grab 50 lmg rounds and jumb in the phase gate.
ps
this is the latest and greatest new sig:
i"""""""''''''''''''"""""""""i i get a new <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> sig i i.................................i
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> = black and white pic of hive
why use elect tf when u can use a pack of mine? lolx?plant mine around the structure(structure packed very closely to each other) and it is done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> provided u know how to
because on pubs no one knows how, and even if someone does, the com usually doesn't know who knows how, and the even after that, that stratagy sill requires bonzi basing
Most half decent comms will......and should place a tf in public, just in case.
The skill of a team on a public server varies greatly, and while some teams will be able to hold of rushes as marines......most times they just *can't*. Commanders are in charge.........they can "play it safe" if need be, if they want to. (And then you get the other end of the spectrum.....marines are stupidly good and aliens stupidly bad, marines dont die and some smart (but crap) skulk realises base is gonna be free.)
A TF also doesn't mean electrifying it in base either, just for RT's that are too far away to be easily defensible.......but thats a differant argument alltogether.
Mines are all "1 shot" also.......once they're blown, they're gone. 10 res for a pack of 5, which can be cleared by a couple of skulks, and then skulks can take that same route into base.
Everything varies from public to private and clanmatch.............I'd never place a tf in a clanmatch, because I trust my clan.......whereas mines may just work. But everywhere else......most ppl are just too pants.
BizZy_9mm_MessiahOld School MemberJoin Date: 2003-07-25Member: 18411Members, Constellation
<!--QuoteBegin--blanket+Jan 16 2004, 03:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (blanket @ Jan 16 2004, 03:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why use elect tf when u can use a pack of mine? lolx?plant mine around the structure(structure packed very closely to each other) and it is done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> provided u know how to <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Why waste more res on mines than a TF when they are blown in about 5-15 minutes? LOLX OMGZ0RZ! Shut up..
<!--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-->Why waste more res on mines than a TF when they are blown in about 5-15 minutes? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
For higher level clan play were games do last from 35sec's to about 12 mins max mines are ace.
also mines cost less not more m8 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Sure, little clusters of marine structures look more like art than practical bases. And it drives marines mad when they try to hump armouries like that...
However, to all the wonderful comments that tfacs = eject/F4, or elec = eject/F4... You're looking at it wrong. Remember, situations vary all across the board.
Sure, I have never (okay, not never, tried it in two early pugs) dropped and electrified a tfac in a pug or as a ringer. However, pubs are not the same dealie... If I have a good team, I may go for mass, early game upgrades, ignoring tfac all together and relying on a pack of mines and some good shooting, plus hive pressure. If I have a decent team, I may just go with 1 tfac and a turret or two, electrify critical res (esp. if I drop a pg under it), etc... If I have a team that follows orders, but isn't great when the fight comes, why shouldn't I cluster my base? And what if the team just plain sucks, but the aliens aren't great either?
Electricity has several advantages over turrets. First, suicide skulks won't take it out with any sane ease. However, a group of cara skulks <i>can</i> open a blind spot on the tfac... If you forget, this was the problem in 1.04, and while it's not as bad now because turrets can actually aim, it's still an issue. Second, marines only have to build the tfac and move out, rather than build 3 turrets too... Potentially a minor issue, unless your team doesn't cooperate that much (a lot of players seem to listen to orders as long as it involves moving out and shooting things, but won't build in base). Third, until you hit 7+ structures, everything, CC included, is safe from skulks... With turrets, you have to increase the number as the structures increase or they <i>will</i> have a lot of blocking... Sure, you can have 1 turret always able to shoot location x, but it's fairly easy for skulks to take down a lone turret, thus meaning you need quite a few turrets for complicated base layouts.
In the end, I normally don't go for early elec... But that doesn't mean there aren't situations where I do. You can't assume a perfect situation when you're comming... That's half the fun (and madness) of NS.
if the com sucks then marines can get caught in buildings.
it can also be hard to move around the base to grab 50 lmg rounds and jumb in the phase gate.
ps
this is the latest and greatest new sig:
i"""""""''''''''''''"""""""""i
i get a new <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> sig i
i.................................i
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> = black and white pic of hive
The skill of a team on a public server varies greatly, and while some teams will be able to hold of rushes as marines......most times they just *can't*. Commanders are in charge.........they can "play it safe" if need be, if they want to. (And then you get the other end of the spectrum.....marines are stupidly good and aliens stupidly bad, marines dont die and some smart (but crap) skulk realises base is gonna be free.)
A TF also doesn't mean electrifying it in base either, just for RT's that are too far away to be easily defensible.......but thats a differant argument alltogether.
Mines are all "1 shot" also.......once they're blown, they're gone. 10 res for a pack of 5, which can be cleared by a couple of skulks, and then skulks can take that same route into base.
Everything varies from public to private and clanmatch.............I'd never place a tf in a clanmatch, because I trust my clan.......whereas mines may just work. But everywhere else......most ppl are just too pants.
Why waste more res on mines than a TF when they are blown in about 5-15 minutes? LOLX OMGZ0RZ! Shut up..
For higher level clan play were games do last from 35sec's to about 12 mins max mines are ace.
also mines cost less not more m8 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->