Build Orders

Kid-AKid-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.

Comments

  • ArcticwindArcticwind Join Date: 2003-05-28 Member: 16782Members
    giving shotties will be a better choice than tf in base... unless it's later in game where u have excess res and is going to strike with marines running ard and not in their base
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    For the few times I've commed in 2.0 I've used...

    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.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    You're forgetting that the TF is providing the very valuable electrify upgrade, so I don't think it's obsolote at all.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    IP
    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.
  • Wraith092Wraith092 Join Date: 2003-08-05 Member: 18965Members
    Maybe the aliens were n00bs in my game but the first i did was build a armory ip observatory researched motion right of the back and had a group of marines harrass alien resource nodes. and if they built sensory i would have the marines rush in scan once kill the skulks and if they succed then hunt the sensory down and take the double resource map pending of course. it was nice the resources went 6-1 for a long time. thats how i like to start my game anyway as comm. It worked out real well since two gunners protected the knifers.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    The reason tfacs are so popular is to free a marine... First, two turrets are far more stable a defense than a marine, especially augmented with respawning troops. A marine can be overrun with 3 or 4 skulks, and there goes base... A big deal on pubs, where reaction time is low, and marine skill tends to be lower too (you going to put your best shot in base?)

    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.
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