How Many Rts?

hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
<div class="IPBDescription">Is necessary for a Tech rush</div> For a long time I've been doing the Phase Gate take a Hive tactic, but this seems to be losing momentum. How many Rts do people think is the least needed to get HMG+HA early?

Comments

  • bluemanblueman Join Date: 2002-04-09 Member: 399Members
    for my experience i can say that if marines can have always 3 RTs theyll have enough resources. Mainly the trick is too have the MS RT and the double node one. both secured, etc... and you wont need more.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I've found that 2 nodes (in addition to your starting one) capped ASAP will get you the resources.

    You can't stop capping them though, since the tech rush just becomes more and more powerful the more you outresource your opponent.
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    MAybe its a good idea to go after 2 other Nodes right at start and just hold them with your Marines.
    (Yes, you freaking bastardz, just sit there and defend target!)
    Many comms go to a hive and start building TF,T,Phase Gates, whatever, with res
    comming very very s l o w l y . . .
    I once played a game where i just sat and defended 1 res, not knowing that our comm did this with another bounch of marines. After a few minutes, we all got HA and HW and kicked alien butt! YEAH!
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    If the map is blessed with a double-node, take it. Roll those troops into that room, have just one or two build while the others cover every entrance and hose any Skulk that runs in. Put in some turrets to help them out and keep the room unfriendly to the aliens, drop a phase gate or leave a couple there to defend it, then go for the empty hive. The aliens should have started working on a second hive by then, so lock down the third hive ASAP so you can devote some troops to harassing the aliens, sniping the Gorge, etc. The marines just have to keep them busy for a few minutes while the upgrades are being made, then you can unleash your fully teched-out troops to make life miserable for them. If you have resources to spare, I recommend investing in a second arms lab to cut down on the research time. You can recycle it once all the research is done. And remember: passive upgrades first. Don't give out an expensive gun before you've reached armor/weapon 3 unless you really need to, or know for sure that the marine is very good with it, or else next thing you know he's wandered off and gotten killed and those resources are down the drain.
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    edited January 2003
    2 RT's eh? Of course the <b>best</b> circumstance would be to relocate to Cargo Bay. Not only did you just take an Alien Hive for the rest of the game, but then you "automatically" get 3 RTs easily defendable from your position. It is hard for me to imagine a game where this ends in a lose for Marines.

    Thanks guys! I hope this advice will save countless numbers of your Grunty brethren in game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    edited January 2003
    4 nodes total for about maybe 10 mins are usually optimal for a tech rush with a second wave (meaning by the time the HA HMG welder guys get to their base, you have enough resources to equip half of them in case they die. By then the squad will destroy the hive, but it is always nice to have a back up plan, because some times the aliens get lucky or something unexpected happens, in which case distress, and try again.
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