I Want To Question These 2 Stupid Build Orders

NSCentralNSCentral Join Date: 2002-11-21 Member: 9527Members
<div class="IPBDescription">Why would you ever need it so early?...</div> Ok, I have these two build orders that I really hate to see and really ticks me off whenever I see even an experienced commander use it. They are:

1) Building two Infantry portals.
Why in the world would you need TWO infantry portals so early in the game? All your facing during this time is a rush, and from what I've seen, you don't need two IP's because you don't have enough marines dieing at one time to use them both! I say, keep the resources and use it on something USEFUL!

2) Building an Observatory + Phase Gate.
Ok, I can see that some comms like an early motion tracking research. But Phase Gate rush ? Why oh why? The comm will lay down a phase gate down in the base so early in the game, that its virtually pointless ! It will sit there for approx. 5-10 mins until the team actually takes an empty hive, and then it will be put to use. Why not keep the resources until you actually have that empty hive? When you put it down earlier than needed, your just giving the aliens another target.

Anyways, does anyone want to ellaborate on these build orders? Maybe help make sense of them?
Thanks!

Comments

  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    If the stragey works, its viable

    Two spawnportals doubble the rate of your spawns...as long as your marines dont die, you wont need IPs at all, but usualy they all die the same time, during rush or ambush...

    The phase must be up at home for your troops to be able to get a stablie link to the hive, right?

    Building a phase in hive first force your marines in the hive to wait for it to be built on the other side first, thus increasing the chance of a loss...

    Alos the base defence decreases since you have a guard building it
  • delordelor Join Date: 2002-12-05 Member: 10482Members
    2 IPs right off the bat are quite justifiable on a server with a decent amount of players, if the aliens are competant skulks. On the server I play on, which usually has 8-10 people per team, it's not odd at all to see 2-4 marines dead after each wave of skulk rushing. That extra IP can make the difference between losing (or, at least, losing some buildings) to the skulk rush or not.

    As for the obs/JP: 5-10 minutes? Are you kidding? Maybe that's the way it is on public servers but it is not nearly that long to take a hive if you've got decent, well-organized players. Anyway, you want the OBS and JP up in advance because when the marines do take a hive, if the aliens have seen them, they might be taking heavy losses and will need to get that phase gate up immediatly and have reinforcements come through. Waiting for an obs and JP to be built might result in the loss of the hive. Maybe you don't need the obs immediately, and you probably can wait on the JP (I usually get some nodes up before I drop a JP), but you do need them soon. Also, at the start the all marines are in the base. Unless you keep multiple marines defending, there's a chance your builder/defender will be jumped and your building in process will get gnawed away.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    The two IPs early on are to give the marines a slight advantage in respawn time over the aliens. The more players on the teams, the bigger the advantage becomes until the aliens get 2 Hives.

    The Observatory is critical - it gives you a radius in which you can see incoming attacks, distress beacon, and the ability to get motion tracking.

    While it's arguable as to whether motion tracking or an Arms Lab is better in clan games, I've found motion tracking to be better 90% of the time in pubs - the extra skulk bite they can take with lvl 1 armor isn't necessary when they know that they're about to be attacked.
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