Electric Nodes Are Evil

MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
<div class="IPBDescription">and I like it!</div> I just wanted to say that electrifying res nodes is both very practicle and entertaining, and it is the best thing you can do early in the game as an alternative to a turret factory.

I was playing on origin last night and it was early in the game. My team was pretty good at getting RTs and I was investing a lot in electrification. It worked great. I had one group of marines leave a RT about 30 seconds before it was electric. Some skulks started attacking it 20 seconds later. Oh the great satisfaction of hearing "ZZZZZZZZAP!" 10 seconds later and seeing 3 kills on the top right of the screen. Now I time it so skulks will most likely attack just a few seconds before it goes live.

Comments

  • includeinclude aka RpTheHotrod Dallas, TX Join Date: 2003-01-08 Member: 12027Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    and hope they have low low health
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    Nah, early in the game when all they have is sensory chambers, a full health skulk will fry before he knows what hits him. Of course, 4-5 determined skulks can still eventually kill off an electric RT, but when it first goes live with 2-3 munching at it, ZAP!
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Electrifying is expensive, I'm finding I do better with electrifying only certain nodes. *shruggles* It's an interesting dilemma, I like the nice, high cost of electrification, as well as the high potential gain.

    That said, gorgies and skulks will wipe through electrifed res nodes.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    I've found it best to electrify nodes that won't be watched closley.

    For instance lets say you have your team split up, the majority in Squad 1, act as your fist, they go there, they shoot it, and move on. With a small group in squad 2 to act as scouts and node cappers. Wherever squad 2 goes and builds a node, i know that I wont be sending them back there anytime soon, therefore, I electrify. But if I have say, squad 1 capping a double node, or a few key nodes, I save the res, as I know that theres enough people to justify keeping the res tower naked.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    Yes, by all means don't electrify everything. The base res node is fine the way it is, and I usually don't bother if there's a tf at the res node, especially an electric tf. And it still remains a deterrent even after the gorges have bile bomb. If a fade/lerk comes across an electric, they'll most likely leave it alone instead of taking the time/res to evolve to gorge and fix it.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    Electrify those lone nodes you can't afford to secure. BTW, as kharaa it's easy to take down those nodes with regeneration.
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    or redemption onos heh

    That's what I Did last night to pull a win out of the air... marines took 2 hives, and my little redemption onos just refused to let them keep any RTs that they didn't fully tank up. Got us the time we needed to get 2nd hive backup.



    Oh... and so this has *some* bearing...

    electricity is good early on, as it pretty much makes your RTs invincible. I like to drop an RT, electrify it ASAP, and then just forget it. If someone does get to it, it will take them so long to get it down a marine can get there in time. Just costly though...
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