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Old 2003-06-15, 08:57 PM   [Ignore Me] #16
AcidCat
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Originally posted by =ColdbringeR=
If a base runs out of power while it's being hacked, it does not stop the hack.
Yes, it does actually.
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Old 2003-06-15, 10:02 PM   [Ignore Me] #17
FearTheAtlas
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NTU power, not Generator power
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Old 2003-06-15, 10:47 PM   [Ignore Me] #18
Doppler
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Originally posted by AcidCat
Yes, it does actually.
Unless they've changed it in the last couple of days if a base is running out of power and goes neutral during a hack it does not stop the hack. But a ant must reach the base and power it up before the hack completes.
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Old 2003-06-15, 11:36 PM   [Ignore Me] #19
MJBuddy
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doppler is correct...

also, i use the gen as a distraction

ill take a simple pistol, shoot it once and cloak and walk away and head to CC

everyone runs to gen and i have much less to sneak past to get to CC
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Old 2003-06-16, 11:21 AM   [Ignore Me] #20
AcidCat
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Well, it's happened to me several times. We have hack on a base, NTU runs out, hack is cancelled. Unless this was some kind of recurring bug, the hack IS cancelled when NTU runs out because the base then reverts to neutral.
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Old 2003-06-16, 11:28 AM   [Ignore Me] #21
WritheNC
First Lieutenant
 


It makes a good diversion actually.

I've shot the generator to prompt the message, while 3 squadmates watched the door and pasted anyone trying to save it.

Then 2 maxes came in and we died, but the fact is 4 people tied up about 10 people, helping our side with a numbers advantage in other parts of the base.

Also it helps taking a base easier because none of the terminals work. They can still spawn, but the supressor army is a lot easier to deal with
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Old 2003-06-16, 02:41 PM   [Ignore Me] #22
Nitsch
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Originally posted by AcidCat
Well, it's happened to me several times. We have hack on a base, NTU runs out, hack is cancelled. Unless this was some kind of recurring bug, the hack IS cancelled when NTU runs out because the base then reverts to neutral.
If you don't fill it with some power before the hack is done... you have to rehack.

If a base goes nuetral before hack is done, you get a message that the base must have power before hack can be completed.

What has probably happend to you is that the base power died then the hack timer expired shortly after.

Good rule of thumb is that if you hack a base at 20 percent or less, grab an ant immidiately! A fairly damaged base will take 20 percent power during the 15 minutes of the hack.
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Old 2003-06-16, 03:02 PM   [Ignore Me] #23
Jarlo
Second Lieutenant
 


As most people mentioned, we usually take a gen out when the CC is heavily guarded and the bad guys are spawning so fasst you cannot make it to the spawn room to blow the tubes. So you get 3-4 people with decimators and take out the gens really fast.
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Old 2003-06-16, 10:56 PM   [Ignore Me] #24
Kyler
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Re: Re: generator


Originally posted by Lonehunter187
When you want to quote someone's post, look in the bottom right corner of their post and click on the quote button.

Thanks !
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Old 2003-06-17, 12:26 AM   [Ignore Me] #25
ZionsFire
Lieutenant Colonel
 


Ahhhhh me loves goin into a base hackin all doors to the gen then grabbin my max from a equip term goin to generator start shottin then all of them come scramblin then BOOM!
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Old 2003-06-17, 12:35 AM   [Ignore Me] #26
1024
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Originally posted by NightWalker XI
I never saw the point in destroying the generator....
Same here. I've been playing in beta and i've NEVER ran into a situation where i really needed to blow the gen. If i have enough fire power to take out the gen, i might as well jsut storm the CC.
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Old 2003-06-17, 07:50 AM   [Ignore Me] #27
Mr1337Duck
Lieutenant Colonel
 


Generators are a pain to attack. A clip of Armor piercing shells from a Jackhammer can break a respawn tube. You can break all of their tubes in about 30-45 secs, wheras even with a whole inventory full of Armor piercing and a Jackhammer, I still couldn't break a generator.
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