Level1 Armor\phase Tech Rush.

MarqMarq Join Date: 2003-08-07 Member: 19153Members
<div class="IPBDescription">best starting tactic period.</div> lvl0 armor = 2 bites\slashes per kill

lvl1 = 3 bites\slashes per kill.

Get 2 ips... armory and arms lab and at the very beginning you'll have just enough to research this at the beginning. Marines will live longer allowing for more reliable early res/hive seizure. You can give them 2 medpacks once thier health hits around 10 alowing them to take 2 more bites\slashes.

Once you have a hold of preferably 4 res nodes... you then build an observatory and get phase tech at a hive or a double node.

Don't build turrets...unless your afraid of skulks.

Comments

  • DFAVengeanceDFAVengeance Join Date: 2003-09-23 Member: 21145Members
    edited September 2003
    I wouldn't say the best starting tactic. because there really is no best tactic. However, that seems pretty good.
  • MarqMarq Join Date: 2003-08-07 Member: 19153Members
    .....I said it was the best tactic for early seizure of res/hive. Who wouldn't want that?
  • DFAVengeanceDFAVengeance Join Date: 2003-09-23 Member: 21145Members
    yeah, hive/rt are always good, but there is a flaw to your strategy, your marines can't be everywhere at once and even if you have an armor up, like if u got all your marines taking res or defending base whats to stop skulk sfrom chowing down on the rts you built earlier?

    The only real flaw is that w/o 3-4 turrets in mian base your troops are spread too thinly to adequetly protect everything
  • MarqMarq Join Date: 2003-08-07 Member: 19153Members
    edited September 2003
    ooo...damn I forgot to mention that I get motion-tracking after I get phase tech! MT practicly tells the marines where to go for me because they can see a skulk heading for a res tower...

    And...what were you saying about marines not being able to be everywhere? If a marine team can't guard the first 4 res nodes I get... that's just lack of skill =)
  • DFAVengeanceDFAVengeance Join Date: 2003-09-23 Member: 21145Members
    edited September 2003
    aahhhh motion tracking, now that changes everything <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    oh and the thing about marines not being able to hold 4 rts? well ok lets assume u got 8 player teams, and u got two per node/base, what if the kharaa team is smart enough to attack in a pack? 2 marines wont hold off vs 4-5 skulks unless there is a big open pathway they can fire upon them, that or unless the skulks have no ups
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Two ips is a bit much for start :-\
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    There is taking, and there is holding.

    The wiser comm knows when to do each.

    While your strat is good for *taking*, it falls flat on holding, since any skulk can rape a TF or RT.

    Second, most tech rushes result in alien onos/fade rushes, which rather unfortunately totally commit you to the tech rush in order to counter.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    It is a very very good strategy if the aliens are following a fairly normal alien pub strat. That said, that's not always the case, and the best strategy you can have in hand is: adaptation.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    <!--QuoteBegin--Xzilen+Sep 23 2003, 09:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Sep 23 2003, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Two ips is a bit much for start :-\ <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How so?

    I always start a game with 2 IPs, and usually I get a third one in a few minutes aftwerwards. If you want your marines out in the field against a skilled alien team, they will be dieing often. Too often have I seen have the team in spawn que and the comm only builds one IP.

    Do you mean 1 IP and another a few minutes after? I can live with that. But unless you have a team of super-humans, 2 IPs is the way to go.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Keyser59+Sep 24 2003, 07:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Keyser59 @ Sep 24 2003, 07:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Xzilen+Sep 23 2003, 09:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Sep 23 2003, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Two ips is a bit much for start :-\ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    How so?

    I always start a game with 2 IPs, and usually I get a third one in a few minutes aftwerwards. If you want your marines out in the field against a skilled alien team, they will be dieing often. Too often have I seen have the team in spawn que and the comm only builds one IP.

    Do you mean 1 IP and another a few minutes after? I can live with that. But unless you have a team of super-humans, 2 IPs is the way to go. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It all depends, usually I just find it too much to spend at the start of the game, I may bring another one into play depending on the other teams skill level, it all depends.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    A second IP can easily wait until you've got an rt or two up, unless you either have very large teams or marines that die alot.
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