Removal Of Tf Electrification
raqualevangel
Join Date: 2004-02-11 Member: 26435Members
1)as of now, other than spit, two hive skulks, any hive lerks and one hive gorgs have no way to take turret factories down. other than a very long process of bite, heal, bite, heal.
turret factories are surrounded in turrets. electrification is overkill. marines should be able to replace turrets that are destroyed and have a marine check outposts for blind spots on turret farms.
additionaly:
2)if not a removal than half range and limit it to one target (do this to both anyway). electrification shouldn't be set and forget, it should be set and worry less. two or three players should be able to take an electrified structure down. especially since that is going to be a very large portion of the team.
marines have mines in addition to electrification.
not to mention is much much much easier to fortify and defend an marine rt compared to a alien rt. especially when phase gates outdo aliens mobility.
3)i would also like to see building radiuses removed outright. except for maybe CC's. however any marine team that builds a cc wall is wasting a lot of res and most likely losing or has an absurd amount of res and are going to win anyway.
i numbered sections just to make responses easier.
turret factories are surrounded in turrets. electrification is overkill. marines should be able to replace turrets that are destroyed and have a marine check outposts for blind spots on turret farms.
additionaly:
2)if not a removal than half range and limit it to one target (do this to both anyway). electrification shouldn't be set and forget, it should be set and worry less. two or three players should be able to take an electrified structure down. especially since that is going to be a very large portion of the team.
marines have mines in addition to electrification.
not to mention is much much much easier to fortify and defend an marine rt compared to a alien rt. especially when phase gates outdo aliens mobility.
3)i would also like to see building radiuses removed outright. except for maybe CC's. however any marine team that builds a cc wall is wasting a lot of res and most likely losing or has an absurd amount of res and are going to win anyway.
i numbered sections just to make responses easier.
Comments
i thought we didn't make gameplay changes to suit poor decisionmaking and playing
meaning comms should know better.
TF electrification makes sense to me. True, a TF has its own means of defense, but as it powers the rest of them, it also makes sense that its defenses would be a little "harder" than the average marine structure.
What I would like to see is electrifying the TF costing a bit more resources than it does currently. Make it more of a decision for the marines.
Tech up, and keep marines from expanding.
It's only 30 seconds....
Aren't RTs 60? I thought it was less than that but I wasn't sure.
Personally, I've always felt the Electricity was too strong; that a group of 4 skulks should be able to, barely, take it down themselves (assuming no turrets were placed). But I do see everyone's point that you just need to get a regen fade (preferably, but any-old fade will do), as they tend to occur rather early in the game.
Aren't RTs 60? I thought it was less than that but I wasn't sure. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
RT electrification time is 30 seconds as well...
"The electric consumption of the siege cannons are so high that the factory has to work at a very stressful load. Because of these limitations, the TSA hasn't yet been able to use the electrification defense on a siege-modified factory while being able to use it in a stable condition. The risk of overheat and explosion have rendered this too dangerous to be used by commanders and is not available on the frontline due to the lack of electric supplement'
I don't think the elec is that much of a problem. It's quite expensive as it is already, that whether aliens are being bothered by an elec TF means that either they have wasted time, or the marines are already dominating.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yea, not to mention fades, OCs, bile bomb, onos. Nothing seems to bring those TFs down eh?
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
turret factories are surrounded in turrets. electrification is overkill. marines should be able to replace turrets that are destroyed and have a marine check outposts for blind spots on turret farms.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Electrifications is not overkill. Unless you're an Onos who cant navigate turrets, you go straight for the TF, not the turrets.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2)if not a removal than half range and limit it to one target (do this to both anyway). electrification shouldn't be set and forget, it should be set and worry less. two or three players should be able to take an electrified structure down. especially since that is going to be a very large portion of the team.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
For something that costs 30 res but can be taken down pretty easily, I dont think 'Lecting needs to be nerfed.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
marines have mines in addition to electrification.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If the marines mine their RT, its easy. Get a gorge over there and spit them, or get Carapace skulks to clear them for you.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->not to mention is much much much easier to fortify and defend an marine rt compared to a alien rt. especially when phase gates outdo aliens mobility.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yes, but it's much much much more expensive for the marines to foritfy an RT, that's why you dont see a TF/PG around RTs with the exception of Hives.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3)i would also like to see building radiuses removed outright. except for maybe CC's. however any marine team that builds a cc wall is wasting a lot of res and most likely losing or has an absurd amount of res and are going to win anyway.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Like Align said, bunched up bases ment IP HA kill. Which isnt fun... Trust me.
Edit:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Want to kill electrification?
Tech up, and keep marines from expanding<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Forlorn wins again!