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Author Topic: Priorities: Build or Repair  (Read 2306 times)
Iron


Turrets: +1/-2
Posts: 42


« on: December 20, 2008, 01:00:14 AM »

Would you guys rather have someone build a new say turret or heal an existing one?
For ex. You're in a game and a goon damages one of your turrets while your building. You need one more turret to solidify your defenses... what would u do? Build or repair?
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« Reply #1 on: December 20, 2008, 01:56:21 AM »

that's a stupid question, if the goon is dead/not in base, what's the issue? (and if you say this is mid-game, facepalm)
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Hendrich


Turrets: +168/-147
Posts: 879

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« Reply #2 on: December 20, 2008, 01:56:45 AM »

I guess since this is the Strategies & Tactics section of the forums, this isn't just some poll we could answer or not. So I'm guessing you want specific advice, reasons and tactics for doing it right? Well, I'm just lazy, so I'll give you just why.

So, this is a usual problem a builder encounters in-game. You make two turrets, Dragoon comes by and beats the crap out of it, turning it's HP to 1/low, then runs away while your teammates are chasing it. This gives you enough time to either repair it or make another one.

What I would do is repair it, because repairing it would take less time to repair then build, and since I already built it on my spot I believe is tactically effective (Thus thats why I built it there), I rather not build another turret in a less effective spot. Besides, the building turret gives any alien able time to attack and possibly destroy it if it comes back/another alien comes, making the choice useless. If my repairing turret does die before I fully repaired it, no problem, I can always build another one if it isn't SD/I'm not attacked by 5 other aliens.
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mooseberry
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Turrets: +666/-325
Posts: 3934


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« Reply #3 on: December 20, 2008, 07:51:32 AM »

Repairing first saves time.
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« Reply #4 on: December 20, 2008, 06:05:37 PM »

well, if you say it like that, repairing first is typically the best idea -- unless you're in a base with absolutely no alien contact (read: your team isn't feeding/failing)

if you've got dretches already, or hell, anything larger, repair that baby.
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F50


Turrets: +16/-26
Posts: 740


« Reply #5 on: December 20, 2008, 09:27:44 PM »

Don't forget that repairing a turret from zero health still allows that turret to shoot. Building a new one takes longer and the turret is completely vulnerable while being built.
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Tommy


Turrets: +2/-0
Posts: 2


« Reply #6 on: December 23, 2008, 03:56:08 AM »

Sure repairing is the best option, only if u have base up! I state myself a good builder Grin and if i havent made up all i let some rets to blow with little care. Remember also that the ckit need time to recharge, and in the meanwhile u cant repair anything, u cant buy a weapon nor decon something that's exploding to avoid damage to structures nearby. So, if base is up, repair. If not, build. It isnt a stupid question.

« Last Edit: December 24, 2008, 01:05:16 AM by Tommy » Logged
FreaK

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Turrets: +45/-59
Posts: 294


« Reply #7 on: December 23, 2008, 05:02:49 AM »

build a ret then jump down and die to dretches, atleast thats what i do
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Syntac


Turrets: +118/-104
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« Reply #8 on: December 23, 2008, 08:36:11 PM »

That's what we call "feeding".
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FreaK

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Turrets: +45/-59
Posts: 294


« Reply #9 on: December 23, 2008, 11:28:09 PM »

That's what we call "feeding".
NO ITS NOT THAT IS A BUNCH OF LiES
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Kriegsgott


Turrets: +11/-4
Posts: 42

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« Reply #10 on: December 24, 2008, 04:41:45 AM »

That's what we call "feeding".

I call it "Draconing".
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FreaK

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Turrets: +45/-59
Posts: 294


« Reply #11 on: December 24, 2008, 06:45:51 PM »

That's what we call "feeding".

I call it "Draconing".
lol
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