Should I Elec Those Rts?

leekleek Join Date: 2003-02-03 Member: 13042Members
<div class="IPBDescription">or get marines to patrol</div> should i elec every Res nodes i can? or get marines to patrol them.

for example lets take ns_origin.

lets say i go to biodome area first capping CompLab Xeno and then Bio Res Nodes. should i elec these nodes first?

or have 2 marines stay at xeno so i can save 90 res and get early upgrades?

obvioulsy it isnt the most exciting thing to do for the marines lumbered with that duty. but i find i will lose those nodes anyway even if i elec when the first fade shows up. with the res saved i can get lvl1 armour and lvl 1 and 2 weaps and nearly enough res for lvl2 armour also. opinions. obviously this is a better tactic to use if there are a few nodes in close proximity with each other.

i know elecing Rts is useful to stop skulks munching them but a 90 res investment is huge that early in the game and could be used more worthwhile elsewhere.

opinions?

Comments

  • spidermonkeyspidermonkey @ Join Date: 2003-09-13 Member: 20810Members
    If your marines can <i>follow orders</i> and have some degree of skill, perhaps you could trust them in protecting your nodes. It really depends. If you are rushing for eg, double res, or a hive, whatever, perhaps those marines would be suited better in action. Still, towers take a <i>long</i> time to take down early game, so if you have a patrolling marine w/ a welder, you can keep them alive a lot longer.

    If you can grab a couple of nodes fast, the elec fee will pay itself, until u can chuck a few phase gates up around the place.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    thing is alot of aliens now expect marines to upgrade their res nodes to electrified ones so they dont even bother looking for res nodes until they can fade etc.

    but by my reakoning i could save a whole lot of res and spend it on other things even possibly dropping an earlish proto or get a shottie rush on the go, one of my main problems is by the time fades are on the scene 2 or 3 mins later i usually find nearly all my resource nodes are pretty much gone <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    If the RT you happen to have taken is in a hive, lock that puppy down like there's no tomorrow. Get en electified TF, electrify the rt, and get 10 or so turrets in place pronto - because if the alens can't get that hive up, they don't have access to their worst attacks.
    If the RT is not connected to a hive, then there are two things I consider:
    1) will this RT be in a place where its presence will irritate the aliens? (ie: will it rub their noses in the fact that there is an RT <i>right there</i> that they can't get? This can kill skulks by the boatload if you have relative newbies playing.)
    2) Do the aliens have a nasty tendency to kill off lone RTs before very long? (if yes, then don't waste the res - it's cheaper to put RTs back up again)
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    man im trying to save res and you want me to spend 200 res on locking a hive eeeek!

    imo locking 1 hive isnt really worth it, if im gonna lock a hive i wanna lock 2 down, and make sure the first hive to be locked down is the closest to the aliens starting hive. other wise id normally only do a elecRt + PG in a hive and try and use marine agression to stop the second up then possible do a 2 hive lock down.

    my thnking here is if i spend less res on elecing Rts and more on upgrades my marines will be tougher in the field and able to take those early fades down fairly easily. try and push and take alien res nodes to try keep them on the back foot.
  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    I've always debated about this as well. I think, like Dragon suggested, rts by alien places should be electrified. I usually don't electrify an rt if it is close to the marine base.

    As for guarding the rts, if you dont feel your marines can keep taps on it, give them a few mines to place near the rts. That should be the most res you'll need to spend per rt to keep it alive to at least break even with the res you get from it (meaning it should last for at least 15 ticks. If not, then your marines placed the mines horribly).

    On a slightly different note, never ever drop a tf with 2 turrets to guard 1 rt. I have seen a few comms do this and I just want to slap them for this. The only way this would make sense would be if the rt was near an alien hive you could note get into because of ocs or something. I just figured I'd say that <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LachdananLachdanan Join Date: 2003-06-04 Member: 16995Members, Constellation, Reinforced - Onos
    the best to make rts life longer is to push the aliens back to defensive mode therefor u need marines with upgrades (and earlier shottis vs early fade)

    6 marines who attack the alien double res or rts are verry often countered by 7 aliens. So move ur soldiers in position to just be near to alien rts, force aliens to attack and u end up in a "2dead skulks vs 1 dead rine"

    with the rfk u can make electro
    with the res from rts u can get ups and rebuild ur killed rts

    but remember electroall just wins the game if marineskill is higher
    i like electrort+pgs best but they r good counterable with skulk waiting vor a rine just to get more res to morph to onos

    otherside if u see an fade with regen attack an elec res node,sneak 1 soldier next where he cant be seen and wait till the rt is half down. fade will have 140 hp only and no adrenaline therefor with exact timing he can be killed easy. as alien im always afraid of my well aiming rines a this moment
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Realisticly, "patrol" means use phase gates. Marines move too slow otherwise. Just electrify it if you think it's in any danger, it'll be more cost effective. If you doubt it will be attacked any time soon, just leave it alone.
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    If the marines are good at all i elect tf's ASAP because i want them pushing forward and staying on offense... not defense.

    With less time defending, and more organized assults you can defeat the aliens as fast as you can build a seige.

    Remeber that the 30 res is an investment that buys time, or more potential res in the long run.

    Even if they have fades early they will have t split their forces and have the daes either trying to kill your marines or rt's.
    Even if a fade assults your elect rt early a couple marines can kill a weakened fade easily with LMG's if they still have only 1 hive.

    Elect rt's as a tactic to stall and divide alien forces. It is rare that you shouldn't elect them in my opinion.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Don't elec RT's the second you get them.


    In fact, there are a couple of general guidelines to follow when electrfying RT's:

    - Is it close to my base? If so, NEVER electrfy it. Marines can easily defend those nodes before they are killed.

    - Is it far away from my base? If so, CONSIDER electrfying it. Sometimes it's worth the risk of not electrfying it.

    - Can I elec the node so I can build stuff around it, like a phasegate, to setup a small outpost? If so, YES.

    - Is the node in an area where my marines are patrolling constantly, but it's in the middle of my map and is just as close to the aliens hive as it is my base (such as a doulbe node)? If so, DON'T electrfy it unless you have to.


    Selective use of electrfying your buildings is awesome; however, totally ignoring electricity or electrfying every single node is just real dumb.
  • ChiakiChiaki Join Date: 2003-10-19 Member: 21790Members
    The main problem with elecing nodes is that it helps alot in the beginning of the game, which is the only time when you really don't have the cash to spare for it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • blanketblanket Join Date: 2003-09-04 Member: 20544Members
    hmmm... get those rt, tell ur marine to press on the marine, killing their rt
    spam them med/ammo if necessary
    this way, ur rt is safe as there is a saying "attack is a form of defense"
    u can safely tech up, and have a ha train
    that is IF u got a comptent team
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Did the aliens go sensory? If yes, then DEFINETELY electrify. It's almost impossible for them to kill it without a second hive, and even then a lot harder then if they'd had M+D (they don't have adrenaline most of the time).
  • DJ_LIQUIDDJ_LIQUID Join Date: 2003-11-12 Member: 22671Members
    electrifying is good but can be quite costly

    I would rather go with a phase gate in the area

    this allows marines to get to a node in danger

    (I'm not quite sure how much those pg's cost <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin--DJ LIQUID+Nov 12 2003, 11:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DJ LIQUID @ Nov 12 2003, 11:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> electrifying is good but can be quite costly

    I would rather go with a phase gate in the area

    this allows marines to get to a node in danger

    (I'm not quite sure how much those pg's cost <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    a pg is 15res
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    i agree the best defence is a good attack.
    as a rule of thumb i dont elec res, there are exceptions
    (when i have heaps of res ie 8+)
    the reason is take a double res situation. i always see coms elec both.
    60 res... 1tf +4 turrets is good and easily upgradable.
    5shotties and 5medpacks can take down a hive!!
    see the difference?
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    marines can save unelectrified RT, but then again, you kinda need a comm with a mic and rines who follow wp for that. elec'ed RT can make up for marines without brains...plus, skulks biting away behind an rt is always a bugger for some marines...
  • themthem Join Date: 2003-10-27 Member: 22047Members
    if a pg is 15 res then i'd place 1 at like every rt!!!!!

    by the way, i luv pgs!!!
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--them+Nov 19 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (them @ Nov 19 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if a pg is 15 res then i'd place 1 at like every rt!!!!!

    by the way, i luv pgs!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That would be very cumbersome for your marines. They'd have to travel through so many phasegates in order to reach their destinations.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    erm a PG _is_ 15 res
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    <!--QuoteBegin--a civilian+Nov 19 2003, 08:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Nov 19 2003, 08:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--them+Nov 19 2003, 08:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (them @ Nov 19 2003, 08:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if a pg is 15 res then i'd place 1 at like every rt!!!!!

    by the way, i luv pgs!!! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That would be very cumbersome for your marines. They'd have to travel through so many phasegates in order to reach their destinations.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But on the upside, you'd have a nice patrol for your nodes. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    They just wouldn't get anything else done. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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