Early Arms Lab Vs. Early Dc's

SneakyNLSneakyNL Join Date: 2002-11-18 Member: 9177Members
<div class="IPBDescription">n00b strategy?</div> I did a search on this and I got nothing, so either this is new or nobody cares.....

Anyway, since 1.04 there's been a trend developing on the aliens side: getting lvl 3 carapace as soon as possible. On the more experienced servers this goes as far as having 3/4 gorges at the start for the sole purpose of getting 3 dc's within 7 mins. As a result when playing as a marine I'm often faced by the same situation: at the start marines can take out skulks at a range and secure a hive and some resses quickly, BUT after cara is up a single skulk can close the distance and take out 2/3 marines easily, it takes almost an entire clip to bring em down. And only when the aliens have 2 hives secured does the comm build an arms lab.

Being in an experimental mood I decided to drop the established build order (2 ip's -> armory -> obs -> phase) and try something different (1 ip -> armory -> arms lab -> lvl 1 weaps).
Given that the teams were about equally balanced skillwise, the complete and absolute ownage this provided stunned me.
If I hadn't realized it before, now it was obvious that marines, NOT turrets or even mines, are the most effective fighting weapon. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

Since then I've basically made it my #1 priority to get as many arms lab upgrades as quickly as possible, having lvl 2 weaps even BEFORE getting MT. On experienced servers this has proven quite succesfull against carapaced skulks and gives the rines a fighting chance. But every single time I try this on a nobbie server there's always someone on the team that's not just sceptical about my early arms lab, but calls me an:

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IDIOT
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and a
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M0therF00ker
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and proceeds to demand a buttload of turrets (20 + 19 + 19 + 19 = 87 res <- absolute effective minimum) to secure an area that a single '0 res' marine can hold.
It's not really good for the team to do this even if the comm IS sucky, it almost garuantees a loss.

So...in order to get comms to build an arms lab at least a bit earlier then when there's acid rockets flying around AND to spread the word around the grunts that this is a starting strategy to help THEM, I'm posting this hoping that lots and lots of ppl will read it and start copying the strat (unless IM on aliens ofcourse, I hate it when the rines get an arms lab then). <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

Comments

  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    A perfectly good starting strat, Marines have always been the only real way to defend anything.

    Although might i suggest armour first, then weapons immediately after, unless the aliens really are getting high level carapace by the time your first upgrade completes.
  • SneakyNLSneakyNL Join Date: 2002-11-18 Member: 9177Members
    That too is common among comm's after the arms lab finally gets up the first thing they upgrade is armor, BUT if a skulk can close the distance and get in 1 bite, then bite 2 and 3 are quick to follow, the strenght in marines lies in distance-fighting so anything focused on up close and personal should be secondary.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    The problem for the 'rines is....

    Level 3 cara on a 7 man team = 14 x 4 = 54

    Level 3 weapons = 120

    Sure, the weaps last, but the rez is spread for the aliens, so they don't need to hugely care.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    <!--QuoteBegin--Sneaky[NL]+Feb 10 2003, 09:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sneaky[NL] @ Feb 10 2003, 09:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That too is common among comm's after the arms lab finally gets up the first thing they upgrade is armor, BUT if a skulk can close the distance and get in 1 bite, then bite 2 and 3 are quick to follow, the strenght in marines lies in distance-fighting so anything focused on up close and personal should be secondary. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But... if they don't have carapace upgraded.. the weapon upgrade literally does nothing at all. Meaning it won't help you kill them before they reach you. Again, comes down to how quickly you're upgrading versus their carapace time.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Level 3 cara on a 7 man team = 14 x 4 = 54

    Level 3 weapons = 120
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not only that, but lv3 carapace makes much more of a difference to an aliens survivability than lv3 weapons does to a marine's damage output. On the other hand, carapace has the additional cost of forfeiting another upgrade, which is not the case with marine upgrades. Carapace requires gestation time every spawn, and costs res per application, and if you're being rushed you spawn minus carapace and unable to upgrade it due to being pressured. Plus the fact that the entire Alien team is completely different to the marine team so its pointless to argue about 1 single aspect of the races being inbalanced against its equivalent :)
  • SneakyNLSneakyNL Join Date: 2002-11-18 Member: 9177Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    The problem for the 'rines is....

    Level 3 cara on a 7 man team = 14 x 4 = 54

    Level 3 weapons = 120
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually its more like: 13*4 (4 gorges) + 14 * 3 (3 gorges building 3 dc's) + 7*2 (getting the upgrades) = 108 res
    which ends in slow res for the 4th remaining gorge and a delayed 2nd hive.

    OR: 13 (1 gorge) + 14 * 3 (building 3 dc's) + 7*2 (getting the upgrades) = 69 res
    which doesn't give the aliens cara lvl 3 until well after 7 mins.

    and in order to counter that you only need lvl 2 weaps: 45 (AL) + 20 (#1) + 40 (#2) = 105 res
    which is available to the comm much faster and gives a permanent power-boost
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I like the diea, it's true, but I would rather see lvl1 weapons/lvl1 armour/lvl2 weapons as opposed to going straight for all weapons. Giving your marines the ability to absorb 2 bites is quite useful, especially if they're working in a team. Makes ambushes that much harder to stop.
    I'd work with it more and see how it works. And ignore the people requesting turrets, at least unless they're in really vital locations.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    The quick arms lab tech rush is becoming an extremely popular strategy in clan games. Unfortunately, it's also boring: camp 2 nodes, tech to HMGs/JPs. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    As a comm I try and get level 1 armour as soon as possible. That ability to take an extra bite from a skulk is critical. At the end of the day taking a couple more bullets to kill a skulk isn't a big deal. Living long enough to kill that skulk in the first place is.

    MT to me is a luxury. It's lovely if you can afford it, but i've probably got other things which are more necessary.

    Weapons upgrades <b>are</b> critical against fades and structures however, espcially when you start handing out shotties and HMgs which obviously benefit more from 10% then a LMG does.

    If you get shouted at for building an arms lab first, just remind them your the comm and nobody else jumped in did they ? Then laugh when you win <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    of getting 3 dc's within 7 mins
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    2 Minetes and 30 seconds to be precise:p.

    And get your arse into #log.ns sneaky <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    "Level 3 cara on a 7 man team = 14 x 4 = 54"

    "Level 3 weapons = 120"

    aliens have to pay 2 res for every time they carapace, that means on a 8 man team 16 per death to carapace the team, after about 4 deaths the alien team starts loosing res on the lvl 3 guns. what this seems to do is get rid of the marines early advantage of being able to rush 2 hives, but provides a more effective marine force for fighting in the stage when the 2nd hive is being built, or has just been completed, it should be essential for the marines to capture the hive or destroy the hive before aliens can get fully upgraded fades, but even then lvl 3 weapons are still very effective.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    arms lab upgrades early game are GREAT, just always remain aware that getting an arms lab but having no cash to spend on upgrades is useless. secure yourself a solid income before teching <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    I used to quite like the DCs at the start strat in 1.04 - you could do it with only two gorges (since 2 dcs was so close to 3 in effectiveness) and the JP/HMG rush was rare, to say the least. With 1.04 requiring three DCs for proper effect, it cripples your startup. The time to hive two is increased dramatically, and they will have jps before you are even close to fades.

    With 1.03 the preferred strat was two hive lockdown, then tech. Skulks needed the carapace to prevent the marines taking hives. With 1.04, the marines are often staying mostly in their base anyway. I used to go 1 rt, 2 dcs, 2 or 3 rt, hive as gorge in 1.03. In 1.04 I'm leaning towards 2 rt, 3 dc, 1 or 2 rt, hive. I might go just one rt at the beginning depending on how badly hammered the skulks are getting, and if the marines appear to be moving out.

    The generic two hive lockdown is all but dead in 1.04. The phase is so weak that you need to have a really organised team of marines to pull it off. MT is also really useful, as you can tell where the aliens are going to attack.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    edited February 2003
    <!--QuoteBegin--Flatline[UTD]+Feb 10 2003, 10:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Feb 10 2003, 10:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The quick arms lab tech rush is becoming an extremely popular strategy in clan games.  Unfortunately, it's also boring:  camp 2 nodes, tech to HMGs/JPs.  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You gotta do it right, send all but one or 2 people to attack their hive, and take out their d chambers, maybe do a little spawn killing. The the remaining one or 2 people to cap RTs. Have one of the "cappers" mine up the base of course incase one or 2 lucky skulks breakthrough. 5-6 RTs can be capped depending on the map, and if they are up for like 2-3 mins each, its game over, you can tech HA or JP because you'll have enough res to outfit yer whole team.


    also when searching, check out something like "arms lab rush" I believe i created a topic like 5-6 weeks ago.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    I use this strat once in awhile, however, it is much better to upgrade armor, then weapons, that way a marine dies in 3 bites instead of 3. This is much better than the 1 or 2 less shots it takes to kill a skulk with the weapon upgrade.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    edited February 2003
    <!--QuoteBegin---_Phoenix_-+Feb 10 2003, 07:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ Feb 10 2003, 07:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MT to me is a luxury. It's lovely if you can afford it, but i've probably got other things which are more necessary. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Heresy! Propaganda! Lies!
  • HavannaHavanna Join Date: 2002-12-24 Member: 11510Members
    Lol, Inexorable. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    1) It's not a new thing. Most of the top CAL clans have been doing IP/Armory/ArmsLab.

    2) Armor first is always better, it pushes it over the edge so marines take 3 bites to kill.

    3) Lvl1 Weapons do nearly nothing. Someone calculated it once, and I think it was... 1 less bullet if you're lucky. I think it rounded so the amount of bullets necessary was actually the same.
  • SneakyNLSneakyNL Join Date: 2002-11-18 Member: 9177Members
    did some research about how many bullets it takes to bring down a skulk:

    weaps 0 weaps 1 weaps 2 weaps 3

    cara 0: 9 8 8 7

    cara 3: 19 16 15 14


    also looked at how many bites it takes to bring down an armored marine:

    armor 0 armor 1 armor 2 armor 3

    2 3 3 4


    draw your own conclusions, I did and it looks like upgrades 1 are the most usefull against skulks AND indeed armor first IS better.
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->draw your own conclusions, I did and it looks like upgrades 1 are the most usefull against skulks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *shock* *gasp* The devs knew what they were doing?! No way. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Sorry, just couldn't resist.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    edited February 2003
    Upgrades order is a matter of opinion, personally i go for weapon level 2 first.

    Arms lab first is one of THE better openings in 1.04

    And imo something has to be done about the TF because.....

    TFAC = cost too much res to set up a good turret farm and even then , a 80 res point tfarm will have about a tenth of the defensive power of 10 sets of mines on the floor around buildings.

    Another problem - turrets do not at all deter fades. And mines can be blown up by acid rockets. So marines have nothing for defence against fades apart from marines. A turret farm which will deter a fade/group of fades costs minimum 140 res. In conclusion, after 2nd hive, marines have no defensive structures which are effiecient in terms of the resource it takes to build them. This is why there are so few hmg ha vs fades battles, even if you spend your time and res capping lots of red nodes and defending them with turrets, the res nodes will eventually all be taken out, resource slowed down and equipment less available.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    games are won and lost within the first 7-10 minutes. Some literally, others just mean a long painful death.
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    Level 1 weapons provides like 1 extra damage to the LMG and 2 extra damage to the pistol......

    Im not bothering to do the maths but im estimating maybe 1-2 less bullets only?
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    That is very true, Sej. After aliens get fades, all defenses (mines, sentries) become almost obsolete. Then you totally have to rely on your marines and if you got no upgrades, it's game over. Happens quite often: I join a game, aliens have fades and I notice that we have no upgrades. 95% of those games (a guess) ends up in marine defeat. I haven't seen any commander build Arms Lab right at the start, but I'd sure like to...
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I disagree Scarface. I used to believe in armor first, but like others have stated, if the Skulks can close the range, the extra bite doesn't usually mean anything. I like doing 2 weapons before armor usually.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Level 1 armor allows you to hurdle OCs.
  • HavannaHavanna Join Date: 2002-12-24 Member: 11510Members
    The previous poster is right though. HA/HMG vs Fades would be ideal, but it never happens. Nodes get taken out too fast, by skulks too. So the patented "ohh. but HA/HMG's are 60 res (welder) while fades are 54!" doesn't work. A good team, scrimming could take out the second hive and lock it down, but more often than not, the game is lost or won within the first 10-15 minutes of the game.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    You only get HA vs Fades if the commander specifically sets it up so you do.

    OR

    If you lose everthing relocate to a hive then sit in there defending till you've totally teched and then go out with a HA/HMG/GL squad to kick arse.

    BlueGhost
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    I find it hard to believe a team of fades cant kill a bunch of unarmored marines with lmg....upgrades or no upgrades.
  • BadVoodooBadVoodoo Join Date: 2003-01-14 Member: 12283Members
    Hmm I tend to disagree about the 7 minute win in all cases. I've been on several alien teams in just the past week who have fought back from a two hive lock down. One we had to kill a siege on our base hive first. By the first hive we attempted to retake we were facing heavies. However I'm seeing better teamplay and these are public servers. Every alien almost was waiting by the the hive and attacking in a wave, a few split off to hassle the marines a few focused on chomping the phase. I took one skulk with me knowing the rest of the team would finish the job at the hive to take down the phase at the other hive they held. When they were running around trying to keep the two hives that same skulk and I partnered up again with the pure intent of taking down their base obs.

    More aliens are realising what needs to be done in these situations so I can go back to perfecting my beloved lerk skills.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    If i had a choice between the following (which I do have as a commander!):

    - armor1 then weapon1 40 res
    - weapon1 then armor1 40 res
    - weapon1 then weapon2 60 res
    - armor1 then armor2 60 res

    i would pick the first it is the most cost effective.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I'll rephrase. All high level competitively play is decided within the first 7-10 minutes. Most pubbby games the first 7-10 minutes is still very important, but the chances of a comeback are much, much bigger than those in the former type of games (where the chances of come backs are effectively 0)
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