3.0: Can Elec Still Be Used For Base Defence?
curlydave
Join Date: 2003-10-21 Member: 21855Members
<div class="IPBDescription">Building spacing</div> One of the more popular (and my personal favorite) ways to defend base while commanding is with an electrified turret factory or resource tower. Turrets are just too easy to kill, and don't seem to do all that much. (find a weakspot-even if ther's one turret you can take it out)
With the new building spacing limits, will we still be able to surround an electrified building with other structures to have them protected? Is the electricity range increased any?
thanks!
With the new building spacing limits, will we still be able to surround an electrified building with other structures to have them protected? Is the electricity range increased any?
thanks!
Comments
But i have always enforced that after mid game has started (2 hives)
1 marine should get an hmg,
and ready to defend against those fades and bile-gorges
to damn many commander have lost a perfectly won game by lacking
defensive power.
Gotta really think about your placement of structures or risk having it killed by a gorge in a vent.
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Is that confirmed? I heard about the LoS bug of the bilebomb was fixed for 3.0 but I don' t know for sure.
What if your one marine (who could be used to get rts or do some other task) dies. Game over.
And turrets, IMHO blow unless you have alot of them.
About the same as the damage radius of a bile bomb.
West Access
Electrified RT
1 skulk on the ceiling, just above the RT
Hopefully the new range prevents this (and it's not some other bug)
Gotta really think about your placement of structures or risk having it killed by a gorge in a vent.
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Is that confirmed? I heard about the LoS bug of the bilebomb was fixed for 3.0 but I don' t know for sure. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Its a projectile detection issue
In short, the things you see happening on your screen isn't happening.
The bilebomb issue is one of them. Vents have invisble 'lips' that stick quite a bit more than usual. In the case of vents, this 'lip' blocks off the whole vent and makes the server think that the bilebomb DID hit the wall.
But anyway, it is now fixed in 3.0. No worries about that. Now to seperate this bit from what IS on-topic
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Electirfied bases might still be able to be made, but they will be less efficient because of the new structure spaceg. It's possible, but it won't be as effective as it was in 2.0. I don't mind the range because some clever skulks can still escape the elec RTs ttcks through some magical means (no not h4xing)
After all, the Skulks have no ranged attacks beyond Parasite (used up in 3 shots, 7 damage each) and no omni-defender in the early game. Why should the Marines rely on one to make their lives easier?
After all, the Skulks have no ranged attacks beyond Parasite (used up in 3 shots, 7 damage each) and no omni-defender in the early game. Why should the Marines rely on one to make their lives easier? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Eh, I tend to disagree. If the aliens have multiple skulks or a gorge, or if the alien happens to be more skilled than the marine, the base is screwed.
Getting out of the cc? That's prolly the worst thing possible imho. If you're just carrying a lmgand LA, there's still a good chance you'll die, and if noone's near... GAME OVER RIGHT THERE. (to a skulk or too!)
Sure, in an ideal situation your marines will be able to kill any skulk that attacks, but it doesn't happen in the real world.
You don't need more turrets - you just have to teach your marines that the base isn't going to defend itself. A hive or upgrade chambers don't attack marines coming towards them, and OCs are no better than turrets for defence, so why should marines be able to rely on elec for defence? They should defend the base themselves like aliens are forced to. If the aliens all die during a shotgun rush and the hive dies, the response is "You should have killed the marines before they killed the hive." But if the skulks kill all the marines and munch the IP that's somehow wrong?
As far as Base Defense goes, if you can't spare that extra marine, then your TF should be elec and you should still have a triad of turrets.
.........T
........TF
T................T
T = Turret
TF = Turret Factory
Full coverage
And good Defense for the area because you get get 2 turrets and the Elec defending the area.
I still go with the Wall tactic my self, with the TF out of the action
_____|------|______
...T...T...T...T...T...T
TF
That way nothing can get in the room without being pepered, and it also acts as a road block, you have to go around it over through it, giving the Marines a chance to get involved and limiting the movement of the Skulk/Fad/Onos, due to running into Turrets. But this way costs alot more and is better for mid game.