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Old 2003-01-27, 01:13 PM   [Ignore Me] #1
SpartonX
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Base Generators


From what i understand, if a generator is destroyed, it can shut down a few respawning tubes.

1. Do the generators effect anything else in the base. (terminals, turrets, ect.)

2. About how many generators and respawn tubes are there per base.

3. How much firepower does it take to destroy a generator.

My apoligies if 1 or all of these questions have been asked
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Old 2003-01-27, 01:34 PM   [Ignore Me] #2
GhostSniper
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for question #3 I heard it takes ALOT of fire power to destroy a generater
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Old 2003-01-27, 03:08 PM   [Ignore Me] #3
Format
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Im pretty sure that base turrets wont be functional when the generator is destroyed. What about the fact that vehicals can only operate at a certain distance from the base? Will destroying the generator effect that too?
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This is the last VIP post in this thread.   Old 2003-01-27, 04:02 PM   [Ignore Me] #4
SmokeJumper
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There are only three things that don't depower and become unavailable when a generator is destroyed:

a) The Control Console

b) The SOI of the building

c) Lockers

"B" is important because if the Empire-specific SOI drops on a facility (becomes neutral or enemy) then all friendly Spitfire turrets and Motion Sensors are depopulated.

Since I was so precise in this answer, I've probably forgotten something, but that's all I can think of that isn't depowered when a gen is destroyed.
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Old 2003-01-27, 04:06 PM   [Ignore Me] #5
Zhor_Prime
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i wonder how a base could become neutral after being taken the first time... maybe gm events?
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Old 2003-01-27, 05:31 PM   [Ignore Me] #6
NapalmEnima
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HEY!!!

Killing the gens shuts down the spawning tubes. Just hacking the command console does not.

Hacking the command console broadcasts an emergency signal (continent wide? server wide?) so people can come defend the base.

Blowing the gens makes no such alarm (that I know of).

So in an empty base, kill the gens first. I wonder if they're shielded, and how long it would take to destroy them with a knife... and if you'd actually want to.... BOOM!!!


If you've got the advanced hacking cert you can swipe an inventory terminal, so you can get all the grenades you might need. I think you can only carry 4 at a time in an infiltration suit... could still take a while.
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Old 2003-01-27, 05:33 PM   [Ignore Me] #7
Navaron
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That is very, very cool. I love this game.
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Old 2003-01-27, 05:35 PM   [Ignore Me] #8
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Pretty sure it warns you when your gen is under attack. And when I played at least, the base caps/hacks were broadcast centerprint, continent wide
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Old 2003-01-27, 05:47 PM   [Ignore Me] #9
Tobias
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Originally posted by Format
Im pretty sure that base turrets wont be functional when the generator is destroyed. What about the fact that vehicals can only operate at a certain distance from the base? Will destroying the generator effect that too?
Its the warp gates, not bases, that power vehicles.
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Old 2003-01-27, 07:19 PM   [Ignore Me] #10
RabidPlatypus
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what is the SOI
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Old 2003-01-27, 07:28 PM   [Ignore Me] #11
�io
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SOI = Sphere of influence
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Old 2003-01-27, 07:34 PM   [Ignore Me] #12
SandTrout
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I imagine it will take some effort to take to a generator, but not to the point of requireing an entire squad.

I'm thinking if an engeneer lays a remote boomer on a generator, it will damage it enough that he can destroy it with nades or a rocket(think decimator).
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Old 2003-01-27, 07:34 PM   [Ignore Me] #13
ABRAXAAS
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whats this about vehicles only operating at a certain distance away from base ? so what if your flyin a skeeter and you get to far away you just fall outa the sky and THUD! thats it ?
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Old 2003-01-27, 07:35 PM   [Ignore Me] #14
�io
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Well as long as it doesn't become a base rape fest as Tribes did i'm cool.
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Old 2003-01-27, 08:10 PM   [Ignore Me] #15
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You can fly over land all day long - its when you go too far out over the ocean that you fall into the water
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