Build Orders
Kid-A
Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">Post 'em here...</div> What build orders are people using atm?
Personally I am using:
IP, IP, ARM, OBS, research PG, RT....after that it depends, but something like RT, ARMS LAB.
I don't tolerate any of this TF in base nonsense, if your marines can't hold your base then you'll never win. I drop one when we have some spare res later and I need all my marines to secure a new area. The usual seems to be IP, IP, ARM, TF, 4 TURRETS.
ps TF in base is viable despite what I say above but I dislike it as it makes marines complacent.
Personally I am using:
IP, IP, ARM, OBS, research PG, RT....after that it depends, but something like RT, ARMS LAB.
I don't tolerate any of this TF in base nonsense, if your marines can't hold your base then you'll never win. I drop one when we have some spare res later and I need all my marines to secure a new area. The usual seems to be IP, IP, ARM, TF, 4 TURRETS.
ps TF in base is viable despite what I say above but I dislike it as it makes marines complacent.
Comments
IP
Inv
Arms Lab
Obs
Then, after the res starts flowing, I try to electrify any danger spots but I'm finding that electrification is no substitute for sentries.
IP (if more than 6 a side)
Armoury
Armslab
Weapons +1
TF (for getting elec on those RT's asap)
Couple of RT's
Obs
then I **** for all the RT's on the map, getting plenty more Weap & Armour UPgrades as well as phase tech, motion, and the prototype upgrades whenever there is good res
The reason i get weaps upgraded asap is that marines get res for kills so the more your marines are killing the better the res is.
However, there are obviously tradeoffs involved. Recommended is to think about what you WANT to do overall, and then design a start around it. However, portal, armoury, tfac, and two turrets with a second IP when you can afford it seems to be the most flexible choice... But not always the best.