New Build Order For Marines
GreyPaws
Join Date: 2002-11-15 Member: 8659Members
<div class="IPBDescription">Ive tried in a few games...</div> THis is a very good tactic IF you have compitent grunts helping you out
Build order:
Inf Port x2
Armory
Arms Lab
The key is to get all yer marines to stay at spawn and defend against the rush
You can get the first weapons upgrade very quickly (i think it leaves you with 9 res, or 16 I cant remember im at work right now) If you are really sure about the skill of your men you can build only 1 inf portal and get the first weapons upgrade right away. It does a tremendous ammount for your mens ability to kill skulks, even with lev 2 carapace.
After the first weapons upgrade is complete, have 2 guys stay at base, and make a push for your favorite resource node (if its a map with double nodes (HOLO room) go for those first)
THis seems a little crazy, and alot of noob marines will say "eject that fool" but if you manage to survive it gives a great advantage to your team
with your favorite node secured you can ither wait for lev 2 weps or get lev 1 armor and resume playing the game in the usual order (secure the node,a nd build up base defense)
Like I said Ive been successful with this tactic in a few servs/games I think it can work well
Build order:
Inf Port x2
Armory
Arms Lab
The key is to get all yer marines to stay at spawn and defend against the rush
You can get the first weapons upgrade very quickly (i think it leaves you with 9 res, or 16 I cant remember im at work right now) If you are really sure about the skill of your men you can build only 1 inf portal and get the first weapons upgrade right away. It does a tremendous ammount for your mens ability to kill skulks, even with lev 2 carapace.
After the first weapons upgrade is complete, have 2 guys stay at base, and make a push for your favorite resource node (if its a map with double nodes (HOLO room) go for those first)
THis seems a little crazy, and alot of noob marines will say "eject that fool" but if you manage to survive it gives a great advantage to your team
with your favorite node secured you can ither wait for lev 2 weps or get lev 1 armor and resume playing the game in the usual order (secure the node,a nd build up base defense)
Like I said Ive been successful with this tactic in a few servs/games I think it can work well
Comments
Skulks only kill marines due to surprise, not because the marine's LMG is underpowered.
Taking away the element of surprise takes away the alien's early game advantage.
NOW, going for 2x portals, armory, observatory, arms lab is something I've never seen before. I suppose you would be able to passive upgrades going faster, but I still think the 45 resources for motion tracking is better than an arms lab.
and the motion tracking upgrade is 45, plust the cost of the observatory.. still cheaper to do Arms Lab and weapons upgrade
I'm not talking about the skulk rush.
I'm talking about throughout the whole early game. Skulks can't ambush, hide in corners, parasite you from a distance, or do anything that Skulks love to do with motion tracking.
And the 45+45 resources for motion tracking, IMO, is better than the 70 for lvl 1 weapons. There's no point of having stronger weapons at all when you can just get munched from behind. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Ravlen
Really? It's worked in 100% of the games that I've been a marine in.
Keep in mind that it's *motion* tracking - if they stay PERFECTLY still (not even looking around), they won't show up.
lev 3 carapace does a massive ammount of damage redux so a marine with motion tracking frantically spraying at a skulk or 2 will usually get taken down. and if an alien is Parked above a door, motion tracking doesnt see him
Well, then a counter to your point would be that weapon upgrades are very useful, but they still depend heavily on the ability of the marines to be able to hit something.
Each upgrade is useful in its own right, but some are much more useful the sooner you get them.
Well, then a counter to your point would be that weapon upgrades are very useful, but they still depend heavily on the ability of the marines to be able to hit something.
Each upgrade is useful in its own right, but some are much more useful the sooner you get them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Dude like I said, motion tracking does nothing for ambushing aliens, if they are sitting still they dont show up, and hitting a target with half of your rounds at levl 1 or 2 does way better than hitting your target with 65% of your rounds with lev 0
anyway, you have a point about marines being able to utilize their upgrades, but I find that most prefer a power weapon over the ability to see alines before they come
The point would be then, to enable a quick capture of other points now that you have the motion tracking to help...as opposed to the traditional defend-your-base-first strategy.
In fact, taken to the extreme, the entire team can immediately rush to the nearest hive and just set up base there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The point would be then, to enable a quick capture of other points now that you have the motion tracking to help...as opposed to the traditional defend-your-base-first strategy.
In fact, taken to the extreme, the entire team can immediately rush to the nearest hive and just set up base there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Exactly - the marine's best bet early on in the game is to avoid confrontation, because skulks are generally better than marines. Motion tracking allows you to know where they are focusing on, so you can go elsewhere, set up, and then immediately know where to attack.
And, Greypaw, you say the motion tracking doesn't stop ambushing. While motion tracking itself might not, an observatory most certainly does. Any commander that has any idea as to what they're doing will constantly scanner sweeping the areas where his marines are moving towards. Commanders that don't do this shouldn't be commanding, they need to learn the basics in a LAN game.
The point would be then, to enable a quick capture of other points now that you have the motion tracking to help...as opposed to the traditional defend-your-base-first strategy.
In fact, taken to the extreme, the entire team can immediately rush to the nearest hive and just set up base there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Exactly - the marine's best bet early on in the game is to avoid confrontation, because skulks are generally better than marines. Motion tracking allows you to know where they are focusing on, so you can go elsewhere, set up, and then immediately know where to attack.
And, Greypaw, you say the motion tracking doesn't stop ambushing. While motion tracking itself might not, an observatory most certainly does. Any commander that has any idea as to what they're doing will constantly scanner sweeping the areas where his marines are moving towards. Commanders that don't do this shouldn't be commanding, they need to learn the basics in a LAN game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ohh im sorry ohh great god of NS, What ever shall I do now that I have incited your wrath?
Geez, lighten up. I'm just defending my reasoning as to why motion tracking should be researched first. Don't agree? Fine with me! You do what's best for you.
I'm not trying to **obscenity** anyone off, but if I did, I apologize.
Really? It's worked in 100% of the games that I've been a marine in.
Keep in mind that it's *motion* tracking - if they stay PERFECTLY still (not even looking around), they won't show up.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's worked in 0% of the games I've ever played NEVER that is... nor do sensor chambers and observatories work for me... Im left completly in the dark to whats going on. So if you ever see me playing and getting ambushed after motion tracking is researched don't be surprised.
Motion tracking is of no use to me, I wish it did work though... I wonder what's wrong :/
Skulks only kill marines due to surprise, not because the marine's LMG is underpowered.
Taking away the element of surprise takes away the alien's early game advantage.
NOW, going for 2x portals, armory, observatory, arms lab is something I've never seen before. I suppose you would be able to passive upgrades going faster, but I still think the 45 resources for motion tracking is better than an arms lab.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hell yeah. I have to agree 100% on this one. I can kill tons of skulks with my LMG. I'd much rather know where/when they are coming rather than a better gun.
<a href='http://www.unknownworlds.com/forums/index.php?act=SF&f=20' target='_blank'>http://www.unknownworlds.com/forums/in...php?act=SF&f=20</a>
I would go for the armor upgrade 1st. I find the LMG powerfull enough to deal with Skulks. Having lvl1 armor will make Skulks bite 3 times to kill marines, and we all know that most Skulk players allow for just 2 bites (1 sec of attack) before they move on to the next marine. This can be a nasty surprise to Skulks. It could throw off that well-developed chomping rithm that mows through 3-4 marines in a row. Just my personal opinion though.
If you're for less turret farming, I'm with you no matter what tactic you spouse <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <"WTF? I thought I killed that guy!!"
I'm not talking about the skulk rush.
I'm talking about throughout the whole early game. Skulks can't ambush, hide in corners, parasite you from a distance, or do anything that Skulks love to do with motion tracking.
And the 45+45 resources for motion tracking, IMO, is better than the 70 for lvl 1 weapons. There's no point of having stronger weapons at all when you can just get munched from behind. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
they can, you only see them moving.