Alternative To Elec Nodes

ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
<div class="IPBDescription">Nearly just as effective for half cost</div> This only works because of the reduced armory costs.

Anyhow, what you do is this:

- Cap a node
- Drop an armory
- Drop a pack of mines for each node in the vicinity
- Place 4 mines around it's base, 1 on top of the node so skulks can't jump on the node and bite it


The reason this works is because it's cheap to do, esp. compared to electrifying. Not only does it give your marines a free supply of ammo, you just recycle the armory, getting back your res.

To drop an armory and a pack of mines, plus the refund the armory gives, it costs in total 16 res... which is pretty much 15 res to keep that node safe.

Not only is it cheap, but lets say like 3 skulks rush one node, and they are all smart enough to jump on top of the node, so there will be two skulks chomping that node... all you have to do is send 1-2 marines to cover that node. If the skulks run to the base of the node, they die. And the skulks on top of nodes are easy as hell to shoot, so there's no worries there.

And, now lets say that the skulks kill the node... there will still be 4 mines there. Untill the aliens get a fade to kill at least 3 of those mines, the mines will keep the gorge from dropping an RT of his own... else BOOM goes the gorge. (RT landing on a node with 4 mines is nearly enough to kill a fade)

Comments

  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    edited September 2003
    Great plan, 'cept it isn't perminant, and it's manpower intensive (Those marines could be doing something else). Additionally, you could have a Skulk just run over the mines on purpose, since A: Noone gets the res for the kill, and B: You're going to die anyways if you rush the base. I know I would If I were a skulk: That's 15 or something res wasted on a 0 res skulk.

    Edit: Err... wait, have you tested to see if all the mines blow up when one skulk trips it? I just assumed it would.
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    Another problem, is the aliens notice the mines and one of the skulks with caraspace just touches just one mine. Doesn't die but there is now an opening to your defense and you'll end up with a dead rt and 4 other untouched mines defending nothing. I still think that electing that rt for only 30 rez and 30 seconds that defends everything, till bile or fade, will be better value than a pack of mines that will only last at most four skulks for 15 rez.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah I was thinking that myself. That or skulks end up not noticing the mines and blow them up anyway... Are you gonna send a marine out, drop an armory, mines, and recycle every time the mines get blow up? Not very cost effective in the long run. Electrifying is costly, but it will keep that tower alive long enough to get rez to combat the fades that <i>can</i> kill and electric tower on their own. A gorge dropping an OC or two is still a way around both methods, mines and electric.
  • deaincaelodeaincaelo Join Date: 2003-09-11 Member: 20739Members
    you can use this to expand quickly, then electrify later when wou have capped as many nodes as possible. you may be able to cap an extra res node ot two before running out of resorsces.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    If im a skulk and I step on a mine at a RT, I'm going right back there after I respawn to take down that RT.
  • MendevelMendevel Join Date: 2003-09-27 Member: 21274Members, Constellation
    Having to build that armory every time slows you down and leaves your troops with their pants down for that much longer, giving a pack to each soldier at the begining makes more sense, if i were to try this plan.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    You can also just chew the RT without setting the mines off leaving 4 mines doing squat or the gorg can just spit them and set them off from a safe distance.

    It's not all bad tho this was one of the effective methods of protecting your RTs back in 1.04
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    This isn't perfect, but if you have regular patrols around the RT's then the mines will last for a long time.
  • Anonymous_CowardAnonymous_Coward Join Date: 2003-08-15 Member: 19768Members
    But if you have regular patrols, would you even need the mines?

    Well, to make this post not totally useless... Couldn't you mine the entrances to some of the rooms with RTs instead and accomplish the same thing? If there aren't too many entrances and they aren't to wide. Not very useful in many places, but... Yeah.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    I think that this is not a particularly viable strat for two reasons. One is that for its intended area of usage (pubs) it requires TOO much teamwork. Two is that if used in any clan match, the other clan would simply exploit its weakness and have one skulk much while one guards, or something similar, essentially wasting 25 of your res.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Eh you still loose out on the armory, by like 7 res or so since you only get back half, and while getting them ammo is good, I would still just go for the elctrifying.
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    You spend too much money in the long run on mines. 3 packs of mines = 1 electrified node... and electrification has a nice intimidation factor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ReconRecon Join Date: 2002-12-11 Member: 10583Members
    I don't think this is very effective :/. Good original idea though <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Nice way of putting it Skill.

    btw hey recon, are you green recon?
  • Anonymous_CowardAnonymous_Coward Join Date: 2003-08-15 Member: 19768Members
    Well, using mines instead of electricity means that you don't have to build a TF. So maybe this idea can still be advantageous. What do you think?
  • MordenMorden Join Date: 2003-02-26 Member: 14045Members
    Or perhaps instead of patrolling your own rts, you patrol theirs... not giving them the time to attack yours, and denying them the rez they'll need to kill your rt effectively once they're electrified. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Defending rts with mines seemed to work in 1.04 , well atleast in pubs, but doesn't work well in 2.01 . The increase in cost of mines, and their reduced effectiveness, makes them pale in comparison the electricty.

    As for patrolling your own rts.... in a 6v6 match thats a serious drain on man power.

    1 commander
    1 base boy
    2 patrolling rts? <-- would need 2 on a big map
    2/ 3 attackers?

    I'd love more than anyone to see the mine make a come back as an offensive tool/rt protector.... but unfortunately they're only useful outside your base in a special situation.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Patrolling RT's is easy, the comm just tells the marines what nodes are under attack or where alien movement is.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Thing is: 1 mine stop 1 skulk, but 2 skulks can open a hole in the defence, making mines alot less useful
  • DeathdroneDeathdrone Join Date: 2003-08-05 Member: 18963Members
    Hell, a patrol of alien res towers in a carefully chosen or team-working (gasp! he said teamwork!) 2xLMG, 1-2x SG/HMG (or one of each - SG's are less ammo-intensive) can allow a team to eradicate the alien res nodes remarkably quickly while pummeling any attackers with its machinegunnery goodness.
    O'course that sorta requires the teamwork, and moving well in a group so as not to lose the whole group to a silent skulk in the butt.

    I'm finding electricity is becoming even less of a deterent to attacking res towers. Fades just slash em to death, (aquired five minutes into the game, no less) - and often some fades just circle the map, hunting res nodes instead of assaulting the MarineSpawn like everyone expects them to. Onos - ... well, *thunk* *thunk* RT down. Lerks often team with gorges to spit/spike ERTs, or gorges (a lot more frequently now) are just planting one-three OC's nearby and waiting patiently or moving to another tower while it falls.
    Even skulks don't really seem to take much from ERTs. Bite-heal-bite, or an en-masse skulkrush can easily take down one with few or no casualties.

    New tactics needed?
    Turrets are ineffective, mines are BB'ed or human-mineswept. Elec is countered quickly.

    -DD
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    edited October 2003
    <!--QuoteBegin--Forlorn+Sep 26 2003, 05:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 26 2003, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the mines will keep the gorge from dropping an RT of his own... else BOOM goes the gorge.  (RT landing on a node with 4 mines is nearly enough to kill a fade)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What about jump building? I would just jump diagonally over a mine and hit build in mid air instead of waiting. The only problem is that repairing it will be slow and tedious. When I say jump building this is what I mean:

    **EDIT** The picture would not show up. Can't attach it now either...

    Ok view the picture in <a href='http://www.natural-selection.org/forums/index.php?act=ST&f=1&t=49522' target='_blank'>this thread!</a>
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