Commander Strategy

semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
<div class="IPBDescription">Questions</div> I'm 0-2 in 2.0, a loss on Tanith and one on Eclipse.

Neither was a miserable failure, they both were about 35-45 minutes long. I get the feeling that I'm doing SOMETHING right, but not everything that needs to be done right. Well, here are the questions:

<b>Weaponry.</b>

Do you guys go for upgrades first, or new weaponry? I always have level 3 weaponry and armor by th endgame, and I always have it on my priority list. Though, I don't often get the HMGs or HAs. Should I put these on a higher priority?

<b>Fades.</b>

On Tanith I had two of them wipe out my entire team several times. Not to mention, I had a TF with 5 turrets and 2 marines present, and he took out the TF without taking a scratch. Is this considered an exploit? How do I deal with fades?

<b>Technology.</b>

I would like a few suggestions here. I'm not sure where to go first, but as I've mentioned, I always go for weapon tech. Should I be preparing for a proto lab instead, or maybe Observatory tech, or what? Sometimes I don't build that Observatory until I remember that I need it for Phase Gates. Any help?

<b>Turrets.</b>

Several questions on turrets. Do I put one in main base to get electrical defense for RTs, or does it take too much time? How many turrets should I build in res node rooms and hives, if any?

Thanks in advance for any help.

Comments

  • CombatJoeCombatJoe Join Date: 2003-09-11 Member: 20768Members
    Weaponry.

    Every upgrade has a value, but as a personal thing I always get lvl1 weapons researched first, then armor1, then weapon 2. That usually takes care of upgrades till early mid-game. Instead of spending further resources on armor2 and 3, and weapon3, I think it's better to hand out a few shotguns now and then. They only cost 10 rez, and if you give them to the best few on your team they can make a HUGE difference. Armor3 is probably the lowest priority upgrade, weapons 3 is definetly worth it, but it can take a backseat to other spending like shotguns for a time.

    Fades.

    Shotguns own fades, there isn't much else to it. even with 3/3 upgrades, LMG marines have a very very hard time killing a good fade. The 2-hive fade still uses melee as its attack, and shotguns are just unbelievable at that range. Something like 3 or 4 shells with semi-competent accuracy usually takes care of business. Of course, one lone marine with a shotgun might get killed before he puts out enough lead, so again, don't hand out one shotgun every 2 minutes, hand out 3 shotguns every 6 instead. These three shotguns can even decimate the early onos, you'd be surprised, just make sure you give em to the better players on your team and have them stick together.

    Technology

    It depends who you ask. My personal favorite thing to do is throw a turret factory in base so that I can electrify nodes when I need to, they only cost 15 and might as well build it while you have the men there to do it, and electrify is a great option to have. After that? It's a tough choice, usually I go weapons lab next and send the marines out for rez nodes, and then later on get the upgrades going, other times I do the observatory so I can get phase tech. I am a big advocate of phase gates, when my marines are securing a hive, the first thing I drop is a phase gate, then work on the turrets and any rez nodes. Being able to constantly throw fresh marines into the fight is a lot better than having a lone turret factory and reinforcements a long walk away. Again, there isn't one way to go with technology, there is no always correct choice, it depends on your impression of how the battle is going and you have to just weigh which upgrades will help you more. That's what being a commander is all about, tough choices.


    Turrets

    I always do a turret factory in base for start, at the least just for electrify, but I usually go further and build no more than 3 turrets in base that can cover all of my current structures (ips, tf, and probably 1 side of the command chair). As far as putting up turrets elsewhere... a single rez node usually doesn't warrant that much defense, it would take a long time for the resource node to pay back enough resource to offset a turret factory and the 5 or 6 turrets you might want to build. Double rez nodes are worth holding onto, and I defend those like I would a hive; phase gate, turret factory (maybe put a second factory up late game, it's only 15, and having a backup can do wonders), and enough turrets to scare away fades, and delay the Oni till my marines with shotguns get there (again, you decide as commander what feels like a good number.


    So... that's my reply, to your specific questions, now it's my turn to add a little:

    One way to become a better commander is to become a good alien player. While playing aliens you learn exactly what each marine upgrade and weapon can do, sometimes even better than while playing as marine. You learn how many turrets are simply too many to attack, how quickly a shotgun can kill you, how to find blind spots, how to curse marines when they get motion tracking and own you as skulk, how to laugh at marines with no weapon upgrades during mid-game, you learn all sorts of things.

    There are two sides to every battle, and plenty to learn from both of them.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Upgrades almost every time. Why make a (even small) investment in something that most likely will be wasted in 2mins. Upgrades last forever so are well worth it.

    HA should be quite a high priority but I think if you have less than lvl2/lvl2 you should concentrate on getting that first. HA's main use for me is to counter spores.

    If you are getting upgrades then Fades are already in a much more difficult position but they are super vunerable to shotguns. However good fades still leave you little chance to kill them without HA/HMG.

    Obs is so critical its not even funny. I get it asap without it you are stopping phase tech and free intel from scans. Before you make any moves you should scan around to find the best course.

    TF in base is OK after you have capped 2 extra res. Then you can afford it. If you just want elec put it in a corner with 1 turret to defend it. Puts off lons skulks and is only 10 res. If you want to defend base better to wait a bit and put 3-4 turrets at least. If the TF can be taken down without hurting the aliens it might be due to a 'blind spot' not covered by turrets check you placement also consider elecing the TF.

    And finally TWO COMMS!!!! THAT ALL? For my first 2.0 comms I was about 10-0 before I got a win.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    You want adv. weapons/HA/JP to be done researching by the time you're ready to drop it (and can afford to drop it). If you don't plan to make use of any of them for a while, work on the arms lab upgrades instead (or MT).
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Thanks for the feedback! These ideas sound like stuff to keep in mind next time I hop in the chair.

    <!--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-->And finally TWO COMMS!!!! THAT ALL? For my first 2.0 comms I was about 10-0 before I got a win. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I commed plenty of times in 1.04, but that's something completely different. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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