The Buying Spiral Of Death
Vimstl
Join Date: 2002-11-28 Member: 10145Members
<div class="IPBDescription">Killed again by equipment purchase</div> It seems more and more often when I play marines that I cringe when the prototype lab gets built and the armory gets upgraded. Commanders that have been pursuing logical and methodical strategies suddenly become psycotic and spend every last resource on jetpacks and HMGs. The marines get broke - the marines get killed - and the marines lose the game.
Why is it that as soon as toys are available, the commander stops upgrading weapons and armour, stops building res nodes, forgets about building strongpoints and seige bases, and simply showers jetpacks, HMGs and shotties until the cupboard is bare? A marine with level 3 weapon and armour upgrades spawns as a formidable fighting unit, and <i>costs nothing</i>. A group of 3 or 4 fully upgraded marines can chew through almost anything except the most atrocious wall of lame.
I played a game yesterday in which the commander bought a total of more than 20 jetpacks. You can imagine the average lifespan of a jetpacker when the cdr had to buy so many. I know that many of you might think - "well, I only need one jetpack, because once I have one I will never die again." If that is true, I have not had the pleasure of playing with you on my team.
I am not suggesting that the cdr should never buy jetpacks, HA, and HMGs. I am only saying that wpn upgrades, armour upgrades, phase gates, and motion tracking are far more useful in the long run, and once they are bought, there is no recurring expense. Give it a try, cdrs, you will be pleasantly surprised.
Why is it that as soon as toys are available, the commander stops upgrading weapons and armour, stops building res nodes, forgets about building strongpoints and seige bases, and simply showers jetpacks, HMGs and shotties until the cupboard is bare? A marine with level 3 weapon and armour upgrades spawns as a formidable fighting unit, and <i>costs nothing</i>. A group of 3 or 4 fully upgraded marines can chew through almost anything except the most atrocious wall of lame.
I played a game yesterday in which the commander bought a total of more than 20 jetpacks. You can imagine the average lifespan of a jetpacker when the cdr had to buy so many. I know that many of you might think - "well, I only need one jetpack, because once I have one I will never die again." If that is true, I have not had the pleasure of playing with you on my team.
I am not suggesting that the cdr should never buy jetpacks, HA, and HMGs. I am only saying that wpn upgrades, armour upgrades, phase gates, and motion tracking are far more useful in the long run, and once they are bought, there is no recurring expense. Give it a try, cdrs, you will be pleasantly surprised.
Comments
Once you've established a squad, give half of them HMGs/shotties/whatever, and keep the other ones with LMGs. Personally, I like to give all of them JPs as well. LMGs stay towards the back of the group.
When an HMG guy gets cut down in the front, one of the LMG users JPs in and keeps going.
You get a powerful squad that costs about half as much as a fully decked-out one would.
Once you've established a squad, give half of them HMGs/shotties/whatever, and keep the other ones with LMGs. Personally, I like to give all of them JPs as well. LMGs stay towards the back of the group.
When an HMG guy gets cut down in the front, one of the LMG users JPs in and keeps going.
You get a powerful squad that costs about half as much as a fully decked-out one would. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
For it to be truly, "Russion Provisioning", you'd have to reserve the HMGs for the rear officers and turn FF on to keep your front-line guys from retreating <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Unfortunately true. I saw two sYn guys (one comm, the other FireWater) single-handedly own a game of tanith. Everyone else felt pretty useless. It was quite boring.
Once you've established a squad, give half of them HMGs/shotties/whatever, and keep the other ones with LMGs. Personally, I like to give all of them JPs as well. LMGs stay towards the back of the group.
When an HMG guy gets cut down in the front, one of the LMG users JPs in and keeps going.
You get a powerful squad that costs about half as much as a fully decked-out one would. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
For it to be truly, "Russion Provisioning", you'd have to reserve the HMGs for the rear officers and turn FF on to keep your front-line guys from retreating <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> rofl, true.
Once you've established a squad, give half of them HMGs/shotties/whatever, and keep the other ones with LMGs. Personally, I like to give all of them JPs as well. LMGs stay towards the back of the group.
When an HMG guy gets cut down in the front, one of the LMG users JPs in and keeps going.
You get a powerful squad that costs about half as much as a fully decked-out one would. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
For it to be truly, "Russion Provisioning", you'd have to reserve the HMGs for the rear officers and turn FF on to keep your front-line guys from retreating <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> rofl, true. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't forget that Stalin loves you!
<!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i will not research it
HA is the way to go, i ALMOST won the game (base got attacked, i wasnt looking) with them, and we held out a long time
HA/HMG with level 3 upgrades pwn fades like nothing
they are great mid game, unfourtnaly NOBODY USES THEM
it take a little teamwork yes, but isnt that what this game is all about?
Unfortunately true. I saw two sYn guys (one comm, the other FireWater) single-handedly own a game of tanith. Everyone else felt pretty useless. It was quite boring. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
sorry =(, i dont mean to ruin other people's game, i just wanna win.
It is, however, a shame to see this dragged over to pubs. But D>M>S got draggedm as well, so why should this be any different?
-Ryan!
In mathematics you don't understand things. You just get used to them.
-- Johann von Neumann