View Full Version : Taking gen and spawns
hazzer2007
2005-01-05, 11:54 AM
What�s the point of taking out the gen and the spawns in the same facil?????
I you take the spawns, you will not be attacked from inside but will have access to all terminals, BUT if you take out the gen, you will loss power to spawns (just like if you took out the spawns) but also loss power to terminals.
But WHY do BOTH??????? What do you accomplish?
Don�t know what it is like in the U.S but in Wener, cr5 give direct orders don�t to take out the gen or spawns, but people just ignore them. But they also ignore orders to leave the spawns or gen when the other is already down.
- if spawns + gen stays up, bep is at its max
- If spawns is down but gen is up, bep drops
- If gen is down, bep drops even more, so you loss more bep if you take out the gen than if you take the spawns.
- As if you take both, it is point less + you loss even more bep
I've even had to guard the gen doors to stop people destroying it if the spawns are down or cr5's order to stop attacking the gen, even got TK. My own empire killing their own, disobeying an order + losing bep for ALL in the facil just to destroy the gen.
What do you lot think (+ is this the same in the U.S?)
Warborn
2005-01-05, 11:56 AM
People take out the generator on a facility with the spawns already down because hurrr guns shoot gud hurr. That's basically all there is to it.
MrPaul
2005-01-05, 12:12 PM
People take out the generator on a facility with the spawns already down because hurrr guns shoot gud hurr. That's basically all there is to it.
I sometimes took out both if we're heavily outnumbered. This way some guy can't sneak in and repair one or t'other, they'll have to do both (which without a lot of hassle) is nigh on impossible. This way we can use our defences in better places than guarding spawn or gen. (no need to guard either, cause once one is up, the other still needs repairing, so just send a squad down to check).
Warborn
2005-01-05, 01:16 PM
Certainly there are times when it's worthwhile, but in general I think my explanation is the more likely reason for the gen being destroyed. Countless bases I've been to where we've wiped out the enemy, and then, inevitably, the generator gets attacked and destroyed by some retard who just wants something to shoot at which gives him crosshairs feedback but won't give him grief. It's too bad these morons can't shoot themselves instead.
DeepStrikeck
2005-01-05, 06:27 PM
I only take down the gen if it is absolutely necessary or if I'm doing spec ops to cut off lattice. Otherwise, I prefer the tubes.
Baneblade
2005-01-05, 10:33 PM
You do not lose any cap XP when the tubes are taken down or the gen is taken down...or both. Whoever told you that is lying so they can keep kill whoring.
GreyFlcn
2005-01-05, 11:17 PM
You do not lose any cap XP when the tubes are taken down or the gen is taken down...or both. Whoever told you that is lying so they can keep kill whoring.
He's right.
XP is only determined by the unique number of enemies in the SOI while your in the SOI.
Leaving Tubes and Gen up for a while will allow you to milk that number
However if either the tubes or generator goes down, people stop spawning in.
Actually perhaps the best is to leave an active tower open, and frag the base.
Means they are in the SOI, but they can't take the hack.
Generally AMP stations and Bio labs, you blow up both gens and tubes.
Well unless you got lots of vehicle cover, where you can get away without blowing ANYTHING on an AMP station
iluvthequasar
2005-01-06, 02:29 AM
Sometimes you HAVE to kill both the gen and the tubes. Usually, you can just stick with the tubes. But in a situation where enemies are pouring in to retake the base, you can't take the chance that the tubes will pop back up, so therefore you kill the gen. That way if the tubes go up, the enemy will have a hard time getting to the gen, ESPECIALLY on bio labs. BUT in any other case, just blow up the tubes. There's no need to repair 2 different rooms, especially when one drains the hell out of the base.
Certainly there are times when it's worthwhile, but in general I think my explanation is the more likely reason for the gen being destroyed. Countless bases I've been to where we've wiped out the enemy, and then, inevitably, the generator gets attacked and destroyed by some retard who just wants something to shoot at which gives him crosshairs feedback but won't give him grief. It's too bad these morons can't shoot themselves instead.
Just today in the 15 minutes I was on, I saw a retard in the implant/cert term room in a biolab on forseral. He was boomering the cert terms. When I asked him why he was doing it, he said "to drain ntu". Comeon... this is pathetic. First off, the base was the capitol on forseral (Neit), second off, the gen was down and tubes destroyed. And finally, there was about 5 minutes left on our hack. I was so pissed I was ready to kill him. Then he hacked a term, got in a MAX, and he just wandered from there...
XP is only determined by the unique number of enemies in the SOI while your in the SOI.
Leaving Tubes and Gen up for a while will allow you to milk that number
However if either the tubes or generator goes down, people stop spawning in.
Actually perhaps the best is to leave an active tower open, and frag the base.
Means they are in the SOI, but they can't take the hack.
Agreed, kill tubes and leave the tower open. That way, the low BR people can get their frags and once the facility becomes yours, you can end the tower with a gal drop... No need to kill both gen and tubes. Just keep guard.
Majik
2005-01-06, 07:25 AM
Sometimes it's just a matter of squads working towards goals that happen close together. If it seems like the main assault on a base is having to much trouble getting into a hot spawn room, I head for the gen. Sometimes someone gets the gen and that is why they finally get in to clear out the spawn room, and sometimes they get the tubes while the gen is being destroyed. So both end up destroyed instead of one.
ChewyLSB
2005-01-06, 07:40 AM
You know what really pisses me off? I REALLY hate it whenever stupid tards are running around blowing up equipment terms and every ****ing turret they come across, and then as soon as the base is flipped, NO ONE stays to repair the ****. I'm always stuck behind in a base with a bunch of guys getting vehicles (that were spamming REPAIR THE VEHICHLE TERMINALS before) and maybe one or two other engineers fixing the fault of the stupid trigger happy tards.
Sabinius
2005-01-06, 09:15 AM
Yeah, the problem is n00bs, there stupid.Or idiots.
I can tell you contless times when cr5s and whole outfits have to
protect the generator from retards, they just keep coming back...
we get at least 10 tks every capture, but then again, thats the TR
for you..
Ridetehlightnin
2005-01-06, 12:35 PM
I love killing gens :). Isn't it a fabulous way to kill off the 15 minute wait? kill the gen then leg it ;). Then laff at all the people who are probably sitting cryin cuz they cant use terminals :D :groovy: :groovy: :groovy: :groovy: :groovy:
Sabinius
2005-01-06, 02:38 PM
so you just ignore the globaling of "Dont blow the gen" and the people guarding it? why?
GreyFlcn
2005-01-06, 03:43 PM
so you just ignore the globaling of "Dont blow the gen" and the people guarding it? why?
Usually thats a Biolab ;D
They want to milk the XP before we shut down the base.
But usually I'm with my own self sufficient platoon
So we can do whatever we damned please ;D
Baneblade
2005-01-06, 10:32 PM
He's right.
XP is only determined by the unique number of enemies in the SOI while your in the SOI.
Leaving Tubes and Gen up for a while will allow you to milk that number
However if either the tubes or generator goes down, people stop spawning in.
Actually perhaps the best is to leave an active tower open, and frag the base.
Means they are in the SOI, but they can't take the hack.
Generally AMP stations and Bio labs, you blow up both gens and tubes.
Well unless you got lots of vehicle cover, where you can get away without blowing ANYTHING on an AMP station
By the time you have the ability to take down the gen or the spawns, you have already earned all the cap xp you can hope to earn...Bio Labs are the only exception.
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