Orders are for games you play against computers. Real strategy is mutable. Get whatever you need at the time. About the only thing you should always do is take care of phase gates and armor one early. Everything else is your call.
<!--QuoteBegin-THe FLuffy Duck+Mar 2 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (THe FLuffy Duck @ Mar 2 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also in the latest version does it still pay not to recycle res points when under attack? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I'm not sure when it ever paid to do this except as a distraction for the skulks that are biting it.
Phase gates aren't a necessity depending on what strat you're using. Motion tracking is viable again with the added features and lowered cost (especially if you're already planning on the obs for phase gates).
I haven't seen any risky rushes or interesting tactics on marines, either, for that matter. Most people just tech when you can, expand when you can.
<!--QuoteBegin-THe FLuffy Duck+Mar 2 2004, 11:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (THe FLuffy Duck @ Mar 2 2004, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> for clan play on the latest n3.0 what is the optimum building order and research order?
Also in the latest version does it still pay not to recycle res points when under attack? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Lets see...
Optimum build orders I've noticed for marines, this would be for the upgrades at the arms lab:
You still get roughly the same production of res from a node by not recycling as you do by recycling, but with the added bonus of wasting their time, which is very important in a 6v6. If its more than one skulk then you wont be able to recyle anyways. The gap between what you get during that time and how much you get for recyling is a little larger now, but the time always makes it worth it.
You want to have a1 before 4 minute mark, becuase fade rushing is very good against many common strategys nowadays. Never use turrents anywhere but a hive, or many base unless you have rines that can't aim =\
NOTHING is worse than being ejected for not using turrets ><
Turrets are not an effective defence. Mines, on the other hand, can prove very effective (especially with FF on so fades get half-killed by a pack of mines set close together)
As for weapons and armour upgrades, research order is best tailored to the skill difference between the two teams. If the marines are kicking **** and the aliens don't have sensories then weapons upgrades are superior as a good team of marines can stay alive for ages with medspam and level 3 lmgs. Otherwise, armour 1 is an essential upgrade, with armour 2 coming before weapons 1 if they don't have sensories (for a skulk it is extremely hard to get 4 hits on a single marine unless they suck ****)
I just realised I wrote a paragraph for what forlorn summed up in a few words :<
The build order I would personally use for matches and scrims is
IP->Armory->Arms Lab-> mines
Send 2-3 guys to pressure, send 1-2 guys to expand and cap res.
Armor 1
Weapons 1-3 (between 1-2 or 2-3 upgrade armory, depending on how fast the other team is taking down RTs)
Armor 2-3 (before 3 get proto start teching JPs)
The reason I go for the 3 weapon upgrades after armor 1 first is because in order for armor to be effective, you actually need armor points, meaning if you lose your armor, the upgrade is useless. The weapon upgrade never gets useless, as every bullet you connect with does increased damage. Armor is only good while you have it, now I know marines can get welders, but at 5 res a pop its kinda costly to keep equiping them. Also lerks have becomming more of a trend to counter the high armor levels because their gas spores can take just enough down so that it can take off that extra bite, or swipe of the marine to successfully kill him.
Comments
I'm not sure when it ever paid to do this except as a distraction for the skulks that are biting it.
Phase gates aren't a necessity depending on what strat you're using. Motion tracking is viable again with the added features and lowered cost (especially if you're already planning on the obs for phase gates).
I haven't seen any risky rushes or interesting tactics on marines, either, for that matter. Most people just tech when you can, expand when you can.
Also in the latest version does it still pay not to recycle res points when under attack? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lets see...
Optimum build orders I've noticed for marines, this would be for the upgrades at the arms lab:
If they have defense or movement first:
- Armor 1
- Armor 2
- Weapons 1
- Weapons 2
- Weapons 3
- Armor 3
If they have sensory:
- Armor 1
- Weapons 1
- Weapons 2
- Weapons 3
- Armor 2
- Armor 3
Hope that helps you
NOTHING is worse than being ejected for not using turrets ><
As for weapons and armour upgrades, research order is best tailored to the skill difference between the two teams. If the marines are kicking **** and the aliens don't have sensories then weapons upgrades are superior as a good team of marines can stay alive for ages with medspam and level 3 lmgs. Otherwise, armour 1 is an essential upgrade, with armour 2 coming before weapons 1 if they don't have sensories (for a skulk it is extremely hard to get 4 hits on a single marine unless they suck ****)
I just realised I wrote a paragraph for what forlorn summed up in a few words :<
IP->Armory->Arms Lab-> mines
Send 2-3 guys to pressure, send 1-2 guys to expand and cap res.
Armor 1
Weapons 1-3 (between 1-2 or 2-3 upgrade armory, depending on how fast the other team is taking down RTs)
Armor 2-3 (before 3 get proto start teching JPs)
The reason I go for the 3 weapon upgrades after armor 1 first is because in order for armor to be effective, you actually need armor points, meaning if you lose your armor, the upgrade is useless. The weapon upgrade never gets useless, as every bullet you connect with does increased damage. Armor is only good while you have it, now I know marines can get welders, but at 5 res a pop its kinda costly to keep equiping them. Also lerks have becomming more of a trend to counter the high armor levels because their gas spores can take just enough down so that it can take off that extra bite, or swipe of the marine to successfully kill him.