Marine Tactic #8: Arms Lab

OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
<div class="IPBDescription">The Best Defense is a Good Offense</div> At the beginning of the round create:
1.) Infantry Portal
2.) Armory
3.) Arms Lab
Then, research armor upgrade and lay down 2 packs of mines on the ground around your structures (don't forget to mine your resource node as well). This tactic will increase your TSA grunts survivability rate by 33% and earn you a lot of kills against skulks. If you can grab even a few resources it will give you enough to get another defense and some weapons upgrades which basically nullifies the skulk carapace advantage. The beefed up ground fighters will also be able to attack enemy positions easily and any turrets you do build will be very effective. Also, you don't have to worry about losing costly structures right off the bat or concern yourself with defending turret factories. This allows for a lot of flexibility at the beginning which is critical in determining where the enemy is strong, weak, and their focus points.
Overall, I cannot top this tactic. It will probably become my staple with small deviations. If you are completely dominating you can also swing into a HMG rush easily or tech some and go JP. Once more, it is this setups flexibility that is the defining part.

-OldManRipper

Comments

  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    You're right, it's the epitome of the Marine Motto"If we stop moving, we're going to get eaten".

    I like it, but I've never seen it taken to that extreme. Sure, the Arms Lab USED to be first up, but now you can't shake a stick without hitting some commander that would play blindfolded before he gave up his "new" 1 ip, 1 armory, 1 scanner tactic. That at least gives a general survial upgrade through MT, and if you have any skill at all 1 ip is usually enough at first, plus that frees up resoucres for later upgrades.

    I've seen a weakness in it though. If you don't Marine Rush(A tactic I saw work for the first time tonight), the mid game becomes nearly painful to watch, as marines having given up weapon and armor keep dying to 2 skulk bites and do less...and less...and less damage to aliens. I agree with the post, and I'd use that as a com myself.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    45 for the arms lab is just too much at the start. Right now, Hives are the most important. And to secure them you need phases. I think it'd be fun to give your marines a jump start but I usually do it with MT rather then an arms lab. MT is infinitely I find.

    But who knows, any number of tactics may work wonders in 1.1 and all this conversation is for nothing.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin--killswitch1968+Feb 27 2003, 06:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Feb 27 2003, 06:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 45 for the arms lab is just too much at the start. Right now, Hives are the most important. And to secure them you need phases. I think it'd be fun to give your marines a jump start but I usually do it with MT rather then an arms lab. MT is infinitely I find.

    But who knows, any number of tactics may work wonders in 1.1 and all this conversation is for nothing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In 1.03, you would be perfectly correct. In 1.04, it's all about tech rushing. I drop arms lab pretty early int he game. Maybe one or one and a half minutes into the game. The game is only going to last about 5-10 minutes if you're successful anyway.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Motion Tracking is the way to go for survivability, ...never leave home without it!
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    MT is another way to go. It's nice too, but spending 70 res just for MT is a bit steep sometimes...
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    edited February 2003
    <!--QuoteBegin--Pvt|Lohne+Feb 27 2003, 09:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pvt|Lohne @ Feb 27 2003, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You're right, it's the epitome of the Marine Motto"If we stop moving, we're going to get eaten".
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i like that , anyway arms lab at the start isnt the best idea , its good near the start but not 3rd building , best thing is to lock down 2 extra r towers and u should be able to get lods of Rp's rather quickly then get arms lab.
    yes it does let the guys survive one more skulks bite but i think getting the r towers are more inportant

    edit:
    As for MT , i belive that a marien with MT is 50-60% better than without and just using sound to find guys , i would get MT before i got HA/JP/heavy weapons and any upgrades. 70 is a lot but u also get the obs tower that u will end un needing anyway.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    There is some debate about arms lab --> upgrades or obs -- > MT & phase gates.

    Both are very useful, and when I play marines I don't care which comes first. Either one is better than "Let's just buy JPs and rush the hive again." --> BORING
  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    Interesting tactic, I'd almost be tempted to change it up and try Weapon Upgrade 1 from Arms Lab first, if I knew my marines could aim/would guard where I tell them to.

    I'll try yours though, because the more I play the marine side, the more convinced I am that teching right from the start (be it MT, Armor, or Weapon Upgrades) is the way to go.

    S
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    edited February 2003
    I think MT is the approach you want to use if you have skilled marines that know how to leverage it properly. Like I often fire at a corner BEFORE the skulks round the corner to let them know someone is waiting for them, and to get lost. Often it makes them hesistate which buys me and my group time to get a TF up or the like. And if they charge anyway, I got the first shot.

    But I didn't know the arms lab also upgraded armor on structures. That's invaluable. I'm going to try it the next time I'm commander. Makes sense though because I was chomping on this TF last night that WOULD NOT DIE!
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    heres something to try, go: 1 IP 1 armory, 2 res towers, then go for the arms lab/obs/upgraded armory/2nd IP.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I'm always torn between getting an Arms Lab up, or getting a Obs + MT up at the start. I just really hate not being able to see what's going on when I command. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I played a game last night in which I started comming halfway through, and they hadn't gotten ANY upgrades OR and Obs. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> That was a frustrating game, especially when coupled with the fact that 6 JP/HMGs couldn't take out 3 skulks.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    ive never tried this...
    but if MT is used as "defense" because u know where they are coming from, u'll most likely survive and take less hits...

    so wouldn't it be better to upgrade weapons to nullify carapace? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • QuixotesGhostQuixotesGhost Join Date: 2003-02-18 Member: 13690Members
    When i'm playing Marine, I always perfer a comm going MT first. Just for the fact that I can advance quickly to my waypoints becuase for the most part I know where aliens are and aren't.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Different maps need different starts.

    e.g. for eclipse, id go for an arms lab pretty quick as its a small map.

    nothing id go for mt earlier than usual, because its a large map, and you can avoid alien confrontation if you know where theyre holding. (to an extent).

    in reality, on most public servers, it makes little difference as long as you get them all eventually... in my opinion, which i like commanding on publics - aliens tend to be less tactically apt as well as marines.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    <!--QuoteBegin--sej+Feb 27 2003, 02:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sej @ Feb 27 2003, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Different maps need different starts.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Very good point. It's nice to see acknowledgement that a "one size fits all" strategy is not the way to go. NS has lots of room for modifying tactics based on map, team size, player ability, and the creativity of the comm / gorge.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Arms Labs are key to winning any game that you do not do an immediate start of the game rush. Plain and Simple as that.
  • ProctologicProctologic Join Date: 2002-11-17 Member: 9053Members
    edited March 2003
    <!--QuoteBegin--Xzilen+Mar 1 2003, 09:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Mar 1 2003, 09:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Arms Labs are key to winning any game that you do not do an immediate start of the game rush. Plain and Simple as that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Amen <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Well even if you do rush aliens having lvl 1 guns before they get carapice basically just craps on aliens ability to gorge or mobilize all over tha map.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin--Archzai+Feb 27 2003, 11:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Archzai @ Feb 27 2003, 11:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ive never tried this...
    but if MT is used as "defense" because u know where they are coming from, u'll most likely survive and take less hits...
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's called headphones.
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