Arm's Lab Rush? Good Or Bad.

BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
I've been pondering about, which is better.. Arms Lab or Motion Tracking upgrade's early on the game..
All the time, I usually start off with one infantry portal.. armory.. observatory.. either motion tracking or arms lab..
Then I save up for a second node then drop a second infantry portal.

Comments

  • RenmauzoRenmauzo Join Date: 2002-12-27 Member: 11571Members
    MT early.. if you are a good comm, then you'll know MT saves life unless you are going for jp/hmg rush (in that case that would be arm's lab).. Nothing is more valuable than watching those red dots trying to rush into a base and have your marines ready by the pg before the skulks got too close.

    If you want to go for early 2 hives securing, you bet you want MT early.. In fact, it works if you want to go for some quick res node pick up strategies.
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    Neither. I res rush. Send marines out to get res, have a few defend base. Usually capping 4 res means enough to get an arms lab, and prototype, and heavy weapons all in enough time before the kharaa can even secure a second hive.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    I havent gotten quite used to using MT as a commander. For a marine, I think I prefer upgrades. If they have carapace.. aw, man, you know how hard it is to kill carapaced skulks. You can track perfectly and they won't go down. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> When they close the distance it is even worse since it is harder to track your target.
  • X0FJX0FJ Join Date: 2003-03-02 Member: 14239Members
    Armory is usually the sexiest, simply because you can have lvl1 weaps before any carapace shows up, which gets u that much closer to weap2 which is where the magic really begins to happen. Motion is handy, but if u can't kill the aliens you see coming a mile away, it's doing you no good.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • FirebatFirebat Join Date: 2003-03-01 Member: 14173Members
    I prefer MT to Stronger Weapons due to the fact that you know they are coming to you and how theya re coming to making it easier to get into a nice postion to take them down with your pistol. Also mt makes it easier to figure out the aliens plans I.e. bucnh of the circles near a hive = there 2nd hive.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    If I'm going for a fast tech strategy, I'll get the Arms Lab first. If I'm not, I'll get Obs/MT before all else.

    Hopefully this will change a lot in 1.1! I'm giddy!
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Hey flatline, I've beenw atching your server. How ocme no one is like ever on there? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I can't wait to play there.
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    edited March 2003
    You guys are focusing on the wrong thing. Defense upgrades are much better than offense upgrades at the start, or even motion tracking. Every defense upgrade you get is one more bite a "basic" TSA soldier can take before going down. That's right, it's basically increasing your combat effectiveness by 33% with every D upgrade. I usually get 2 d upgrades and one weapon upgrade before I go for motion tracking. Here is my breakdown as to why:
    Defense upgrades add 10% absorption and 20 armor
    Carapace adds 20 armor TOTAL and 30%absorption from bullets (at lvl 3, 3 defense chambers)
    Weapon upgrades add 10% damage to bullets per upgrade
    30% carapace - 10% upgrade = 20% or takes off 1/3 of carapace
    "% " - 20% upgrade = 10% or takes off 2/3 of carapace
    "% " - 30% upgrade = 0% or nullifies carapace entirely
    The arms lab was a counter-balance for upgraded and advanced evolution Kharaa. The observatory is a balance for movement and sensory chambers, at least it is to me. The motion tracking ability negates Silence of the movement and somewhat decreases the effectiveness of sensory's cloaking. Thus, unless the Kharaa team gets one of these chambers first an Observatory is really only good for Distress Beacon and the ability to build Phase gates. But I digress...
    Overall, here is my build list:
    Infantry Portal
    Armory
    Mines (1-2 packs, place them on the ground around your structures to allow your team the freedom of not guarding spawn)
    Arms lab
    Defense Upgrade - increases TSA soldier life expectancy dramatically
    Resources
    Whatever

    -OldManRipper
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--OldManRipper-nC-+Mar 3 2003, 08:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OldManRipper-nC- @ Mar 3 2003, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You guys are focusing on the wrong thing. Defense upgrades are much better than offense upgrades at the start, or even motion tracking. Every defense upgrade you get is one more bite a "basic" TSA soldier can take before going down. That's right, it's basically increasing your combat effectiveness by 33% with every D upgrade. I usually get 2 d upgrades and one weapon upgrade before I go for motion. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That is true.
    There is also one problem: if skulks manages to bite your marines couple of times, they dont die, but after you drop medpack to them, they have really low armor and will die as easily as regular marine (unless you start to give welders to everybody)

    But i think that level 2 weapon is more important than level 2 armor. With level 2 weapons you have better change against fades and it is easier to destroy buildings.

    Usually i first research weapons to level 1, then armor to same level and after that weapons again.
    Then motion track and if i have enough res i build prototype lab.
  • OldManRipper-nCOldManRipper-nC Join Date: 2003-02-23 Member: 13871Members
    Either way is good, but I prefer for my marines to live longer. O chambers are a pain in the arse, the most unbalanced thing right now in my opinion. For 14 a piece, with their build time, and the amount of firepower it takes to knock one out they are too good. Anyways, that's not the topic.
    As far as the welder bit, one is usually needed early on if the Kharaa are decent at all, and if your team is able to respond in time to beat 'em off a location. Just have that guy weld everyone he comes across and everything works like gravy.

    -OldManRipper
  • see-you-in-disney-landsee-you-in-disney-land Join Date: 2002-11-01 Member: 3241Members
    Commanding on ns_hera (not my favorite level to comand but noone else would) I went...

    1 ip
    Armoury
    Arms Lab
    Level one weapons
    One pack of mines used on the res node which came next

    I then kept two marines in base while having four others (one with welder one with mines) running round getting res nodes. Before they knew it they had level three uogrades and the skulks were dropping like flys, then came MT, jps and hmgs. Unfortunatly, the aliens still managed to win (go figure) even though at one point I sent three marines buzzing round their second (practically undefended) hive fully equipped and with med pack support......

    I felt robbed, bought a shottie hopped out of comm chair (n00b thing but I was REALLY annoyed) and just went mad.
  • KoenigKoenig Join Date: 2003-01-23 Member: 12659Members
    edited March 2003
    Personally i prefer MT.

    Generally:
    Know thy enemy. Spotting their strategy, exploiting their weaknes, perform pincer maneuvers.... All in that for just 45 res, folks this is a bargain, no matter how you put it.

    As comm:
    Because it lets me see enemy movements, gives me way better reaction times to counter massed skulk assaults, and lets me do something use full with that rambo you allways get on pubs (send him hunting for the gorge, he'll usually try if you tell him its the gorge).

    As grunt:
    Nothing beats turning the tables on that skulk who thinks he's gonna ambush himself some marines... You can almost see the surprise on his little face when you open up on him <!--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--> .... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    At any rate, I find MT to be the ultimate defensive upgrade as it lets the smart marine avoid getting hit at all, as oposed to "only" tolerating one extra hit at armor upg. 1.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    MT=Godly in the hands of an experienced comm with a mic. He alone knows the location and movements of EVERY single unit on the map. That is like using "black sheep wall" in starcraft, except you get it in multipayer mode.
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    In my view, MT won't help the marines much at the beginning if skulks have lvl 3 carpace.
    Even though you know they're coming it is hardly possible to stop them without upgrades.

    My first post by the way <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Paq+Mar 3 2003, 03:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paq @ Mar 3 2003, 03:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    There is also one problem: if skulks manages to bite your marines couple of times, they dont die, but after you drop medpack to them, they have really low armor and will die as easily as regular marine (unless you start to give welders to everybody)
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The 70 armor of a lvl 1 armor upgrade marine takes about .. eh, 40% abs, halve that, base dam 75 ... 15 armor lost per skulk bite. So the armor is good for about 5 bites. I'd say that four healthpacks will let the marine live for 7 bites, about.

    The best reason to drop healthpacks on wonded marines is that the soldier gains trust in his commander.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--matso42+Mar 3 2003, 04:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Mar 3 2003, 04:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The best reason to drop healthpacks on wounded marines is that the soldier gains trust in his commander. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Especially when they haven't even asked for one yet.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--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-->Just have that guy weld everyone he comes across and everything works like gravy<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->In pub games? That is never going to happen <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    <!--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-->In my view, MT won't help the marines much at the beginning if skulks have lvl 3 carpace.
    Even though you know they're coming it is hardly possible to stop them without upgrades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->It doesn't help much rambos, but if your marine team sticks together, they can kill carapaced skulks pretty easily even without any upgrades. Team work is the key word here. And in that case MT helps a lot.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    mt i say.
    it really does help us stay alive.

    and i u are thinking of getting an arms lab, take defence upgrade first.
    against a plain skulk, the first weapon upgrade wont do any diffrence on how many bullets it takes to kill em.
  • EclipseEclipse Join Date: 2003-01-18 Member: 12444Members
    I prefer passive upgrades over MT, and I'm typically a comm.

    Its probably because I played 1.0-1.03 on a linux server and rarely had the opportunity to enjoy MT. I usually just have my marines run out and patrol, or I'll just pay 3 and scan real quick for some recon. As a marine, if I have, thats nice. If I dont, thats just fine as long as I get the arms lab upgrades. If I get neither, then I'll start bitchin.

    I will say that armor 1 is probably the most important upgrade marines can get tho. I see a lotta people on my server complaining when I get armor1 even in desperate situations, saying that weapons are better. But I mean jeez! You cant even get close to a fade without armor, cuz you drop in like 3 acid rockets.
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