Alternative To Elec Nodes
Forlorn
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)
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
Edit: Err... wait, have you tested to see if all the mines blow up when one skulk trips it? I just assumed it would.
It's not all bad tho this was one of the effective methods of protecting your RTs back in 1.04
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.
btw hey recon, are you green recon?
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.
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
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>