First Buildings

GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
Just to clear up a matter discussed in a server this evening, I should ask the forum.

Which first:
1 or 2 resource towers
3 defence chambers

Comments

  • r3aLiTyr3aLiTy Join Date: 2003-01-25 Member: 12743Members, Constellation
    <!--QuoteBegin--Gwahir+Feb 22 2003, 02:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gwahir @ Feb 22 2003, 02:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1 or 2 resource towers
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Get the res to build chambers.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited February 2003
    With the current res system (who knows whats changing in the future) its generally agreed that the best order is

    1. go gorge <== very important
    2. drop node
    3. drop node
    4. save for hive OR drop chambers OR drop node (go back to step 4)

    The choice is dependant on whats easily accessible, how the games going so far, etc. If you dont drop 2 nodes as your first two actions, you will put yourself and the entire team in a deep resource drought.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    I usually build:

    1. One res node
    2. One def chamber (maybe 2)
    3. Second res node
    4. I make sure that we have three def chambers
    5. Hive
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    If im the only Gorge in team:

    1. Res node
    2. Res node
    3. Wol to cover the res nodes and 2nd hive(def chambers as well)
    4. Hive
    5. Other Wol to first hive
    6. More res
  • Scum_of_the_UniverseScum_of_the_Universe Join Date: 2003-02-06 Member: 13174Members
    <!--QuoteBegin--Typhon+Feb 22 2003, 10:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Typhon @ Feb 22 2003, 10:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. go gorge    <== very important<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As soon as the game starts, or when you have enough res to do something?
  • SuperBOBSuperBOB Join Date: 2003-02-21 Member: 13795Members
    As soon as the game starts gorge (as soon as possible anyway)
    Also even on a smaller side 2 gorges is preferred (anything more than 6 i would say), DCs are sooooooo important especially against good marines. The first 5 minutes of a game quite often dictate the winner, if you have lvl 2 or 3 cara within those 5 minutes you can prevent marines securing a hive.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Kilm is right. Unupgraded skulks are meat to decent marines, and they need their carapace asap.
  • ProctologicProctologic Join Date: 2002-11-17 Member: 9053Members
    edited February 2003
    Actually the best possible way to stop really good shooters from walking straight into ur hive and begin spawn killing everyone is have a gorge build one res then 3 d chambers.
    Anymore than one res node before u start getting d chambers is just asking to be mine rushed or just planely being raped by a single marine being spammed health and ammo.
    Me being the single marine aliens will not stand a chance.
    Doesnt matter how good you are at skulking.
    Ohh yeah if u do not believe me just come to my server and ill show u how easily i can kill gorges before they even get a res node up.
    Or the next best thing is bringing 6 people with u andw e can set up a scrimm.
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Build rt's until you decide your skulks aren't handling the marines anymore or are unable to get anymore rt's.
  • GwahirGwahir Join Date: 2002-04-24 Member: 513Members, Constellation
    Thank you.
    You've proven my point that early resource capture is vital.
  • monstermonster Join Date: 2003-02-12 Member: 13443Members
    node
    dc
    node
    dc
    node
    dc
    node
    hive
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--monster+Feb 23 2003, 12:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monster @ Feb 23 2003, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> node
    dc
    node
    dc
    node
    dc
    node
    hive <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think that you take too much res nodes...
    I mean in that time you build those res nodes (and even found them around the map without been shotted by any marine), good marine team can lock down two hives or they will get hmg/HA and jetpack, before you even start to build that hive.

    If you dont get two hives those resources are useless
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    I will always drop at least 1 rt first. cara 1 is only 12 bullets now I think. Res is so slow at the beginning that I suspect that the time to 3 dc is decreased by getting the rt first.

    Early DCs, unless you're certain you can take out the arms lab/Protolab with a skulk rush are really asking to get JP rushed. To this end, I try to capture 2 rts if my skulks can hold the marines long enough.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    When I gorge, I head for the next hive capping res on the way (usually just 1) I then put an oc in the next hive and cap the res node, put some ocs dcs down in the new hive, get redeption then go out on a res hunt, capping 1 or 2, head back to 2nd hive and save for the res.

    but i dont go gorge until i can do something. in 1.03 it was easy, you could stay and heal spray the hive, but now there is no need for a gorge in the first few minutes of the game.
  • b00jahb00jah Join Date: 2002-10-26 Member: 1613Members
    <!--QuoteBegin--Paq+Feb 22 2003, 05:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paq @ Feb 22 2003, 05:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I usually build:

    1. One res node
    2. One def chamber (maybe 2)
    3. Second res node
    4. I make sure that we have three def chambers
    5. Hive <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is what I use. Except it's normally only one def chamber, node, then the rest. The first def chambers helps ALOT for when you want to start capping nodes where an lone marine may walk in, and you'll be happy having redemption <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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