The 3 Levels Of Marine Tech
Machiavelli
Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">how long do you stay at each one?</div> <b>Level 0 Tech</b>
This tech level is the pre-armory stage.
<i>New Tech</i>
-Command Chairs
-Infantry portals
-Turret factories
-Turrets
-?Siege Turrets?
-Resource nodes
-Electrical defense
<i>What can it respond too?</i>
Level 0 tech isn't all that bad. It has almost all of the defensive power of level 1 tech. Since this level will only be used at the very start, all you will be fighting with is is normal unupgraded skulks and gorges.
<b>Level 1 Tech</b>
This tech level is the post-armory stage
<i>New Tech</i>
-Shotguns
-Mines
-Welders
-Observitory
-(scans)
-Motion Tracking
-Phase Gates
-Arms Lab
-Armor and Ammo upgrades
<i>What can it respond too?</i>
Level 1 tech gives access to much greater offensive power, and mush more mobility. Shotguns can cut down upgrade skulks, gorges, and even give fades a run for their money. Welders and Phase Gates give the marine team much more mobility, which can be used for offence (welding open new pathways and Phase Gate rushing) or the mobility can be used defensivly (welding closed vents, and building Phase Gate to hop between bases). The Observitory gives the Commander an all-seeing-eye, that can be VERY helpful for planing your next move. At the highest part of the level 1 tech is the arms lab. Which has some very helpful upgrades.
<b>Level 2 Tech</b>
This tech level is the upgraded armory stage
<i>New Tech</i>
-Prototype Lab
-Jetpacks
-Power Armor
-HMGs
-Grenade Launchers
<i>What can it respond too?</i>
The highest marine Tech can trample single hive aliens. Even the onos fears a squad of Power Armor marines with HMGs, Shotguns, and Grenade Launchers. This tech level, combinded with the 1st tech level upgrades can still give two hive aliens a run for their money. However, against three hive aliens, this tech level can only "hold its own".
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Now, to put the above rambling in prospective, think how long you (as a commander) stay on each tech level. And what your priorities are for that tech level.
-Boomers tend to stay on level 0 tech longer then average, but stay on level 1 tech the shortest amount of time.
-Rushers jump strait to level 1 tech, but often go for arms lab upgrades instead of early Power Armor or Jetpacks.
-Defenders tend to be somewhere in between. Some times they are Boomers who get level 1 tech because they need phase gates. Other times they are Rushers, who don't want to take a huge risk on an all-or-nothing attack
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In general, most people skip level 0 tech and drop an armory down at the very start. This gives the Commander the ability to draw on the power of shotguns, should his marines need a bit of extra power to get through skulks. However, when I command, I tend to stay on level 0 tech for awhile. Since I don't build an armory, I have 20 more resources to use for building and electing resource nodes. My highest priority when I reach level 1 tech, is to upgrade the armory. Since the upgrade takes 3 minutes I make an effort to start it as soon as I can. As soon as I hit level 2 tech I get a Prototype lab and get Power Armor for my whole team.
Anyway, that is my general tactic, but what is yours? How long do you stay on each tech level, and what do you get first? Do you agree with my system of tech levels, or do you have a differnt way?
This tech level is the pre-armory stage.
<i>New Tech</i>
-Command Chairs
-Infantry portals
-Turret factories
-Turrets
-?Siege Turrets?
-Resource nodes
-Electrical defense
<i>What can it respond too?</i>
Level 0 tech isn't all that bad. It has almost all of the defensive power of level 1 tech. Since this level will only be used at the very start, all you will be fighting with is is normal unupgraded skulks and gorges.
<b>Level 1 Tech</b>
This tech level is the post-armory stage
<i>New Tech</i>
-Shotguns
-Mines
-Welders
-Observitory
-(scans)
-Motion Tracking
-Phase Gates
-Arms Lab
-Armor and Ammo upgrades
<i>What can it respond too?</i>
Level 1 tech gives access to much greater offensive power, and mush more mobility. Shotguns can cut down upgrade skulks, gorges, and even give fades a run for their money. Welders and Phase Gates give the marine team much more mobility, which can be used for offence (welding open new pathways and Phase Gate rushing) or the mobility can be used defensivly (welding closed vents, and building Phase Gate to hop between bases). The Observitory gives the Commander an all-seeing-eye, that can be VERY helpful for planing your next move. At the highest part of the level 1 tech is the arms lab. Which has some very helpful upgrades.
<b>Level 2 Tech</b>
This tech level is the upgraded armory stage
<i>New Tech</i>
-Prototype Lab
-Jetpacks
-Power Armor
-HMGs
-Grenade Launchers
<i>What can it respond too?</i>
The highest marine Tech can trample single hive aliens. Even the onos fears a squad of Power Armor marines with HMGs, Shotguns, and Grenade Launchers. This tech level, combinded with the 1st tech level upgrades can still give two hive aliens a run for their money. However, against three hive aliens, this tech level can only "hold its own".
----------------------------------------------------------------------------------
Now, to put the above rambling in prospective, think how long you (as a commander) stay on each tech level. And what your priorities are for that tech level.
-Boomers tend to stay on level 0 tech longer then average, but stay on level 1 tech the shortest amount of time.
-Rushers jump strait to level 1 tech, but often go for arms lab upgrades instead of early Power Armor or Jetpacks.
-Defenders tend to be somewhere in between. Some times they are Boomers who get level 1 tech because they need phase gates. Other times they are Rushers, who don't want to take a huge risk on an all-or-nothing attack
--------------------------------------------------------------------------------
In general, most people skip level 0 tech and drop an armory down at the very start. This gives the Commander the ability to draw on the power of shotguns, should his marines need a bit of extra power to get through skulks. However, when I command, I tend to stay on level 0 tech for awhile. Since I don't build an armory, I have 20 more resources to use for building and electing resource nodes. My highest priority when I reach level 1 tech, is to upgrade the armory. Since the upgrade takes 3 minutes I make an effort to start it as soon as I can. As soon as I hit level 2 tech I get a Prototype lab and get Power Armor for my whole team.
Anyway, that is my general tactic, but what is yours? How long do you stay on each tech level, and what do you get first? Do you agree with my system of tech levels, or do you have a differnt way?
Comments
I drop the armoury, and then an obs... but I don't get other upgrades until at I take as many RPs as possible (4 or 5 total at the least)
Then again, I only drop 1 IP, cause you don't need 2 so soon.
The reason I get the obs is because scans let you know what the aliens are doing (what chamber, for example, though your marines whould beable to tell) and if those aliens put up some pesky sens, your ready. If also allows me to get Phase tech earlier, so if marines stumble upon open critical locations (hive, double res) then I can drop a phase, which is the best defense you can have.
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I dont drop an armory until I have secured whatever it is I need, IE a hive or a double res node. Until that area is secured my marines dont get an armory. This pretty much makes or breaks morale.
If aim is something foreign to them, I usually try to hunker down a bit, get armor upgrades first, TFS holding key chokepoints with marine backup (Turrents can kill a skulk, I hope even the guy with the WORST aim can hit an onos' broadside, or a fade's body.) I tend to play defensively, making sure I get motion tracking to give them as much response time as possible to any and all treats coming their way: as apparently they need it.
This promotes 2 things:
->Less armory humping, which means
->More objectives completed.
If worst comes to worst you can spam a little ammo packs. i think the res is worth a hive and a few res node, in return.
As for levels, while its always good to have level 2, level 1 is probably the most you'll ever need in most cases. Alot of the games i win are the times that i didn't even have to use heavy armor or jet packs. However, i always upgrade the armory, no matter the situation.
I like to jump straight to level 1 tech for the shotguns and a quick 1/1 upgrade (1 armor, 1 gun) for that extra punch and to take that extra bite. Phase gates are a must for me, because turrets alone won't suffice. You need marines whereever they're attacking, and you need them there a.s.a.p.
This promotes 2 things:
->Less armory humping, which means
->More objectives completed.
If worst comes to worst you can spam a little ammo packs. i think the res is worth a hive and a few res node, in return.
As for levels, while its always good to have level 2, level 1 is probably the most you'll ever need in most cases. Alot of the games i win are the times that i didn't even have to use heavy armor or jet packs. However, i always upgrade the armory, no matter the situation.
I like to jump straight to level 1 tech for the shotguns and a quick 1/1 upgrade (1 armor, 1 gun) for that extra punch and to take that extra bite. Phase gates are a must for me, because turrets alone won't suffice. You need marines whereever they're attacking, and you need them there a.s.a.p. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
thats one thing man...
Ah! a convert! True, on larger games an armory at the start is needed (since you won't beable to keep track of all the conflicts your soldiers get into. Also, some aliens are bound to rush and get shot up by your whole team).
However, on smaller games, staying on level 0 tech can help you match the alien res expansion.
On of the great things 2.0 did was create the whole idea of level 0 tech. In 1.04 the only thing on level 0 was ips and chairs.
If only the obs was a level 0 building....but oh well.
(btw, you need an armory BEFORE you can get an obs)
Personally, my general flow ends up with some mutant version of tech 1 and tech 2... With some upgrades, heavies, and a menagerie of weapons, often without a single phase in place... So, while it's a nice guide, I think, in the end, the best way to think about tech is as as a fluid dynamic that fluxes as the game progresses.