Comm Position
way2bord
Join Date: 2004-07-19 Member: 29981Members
<div class="IPBDescription">Initial build order</div> For marine COMM:
I was wondering what everyone prefers as an initial build order - the things to
build right off the bat at the base - and why?
(ie. 1st thing to build is an Infantry Portal (IP) ... but what's next? Turrets for base
protection or jump straight to a res tower?)
I was wondering what everyone prefers as an initial build order - the things to
build right off the bat at the base - and why?
(ie. 1st thing to build is an Infantry Portal (IP) ... but what's next? Turrets for base
protection or jump straight to a res tower?)
Comments
I hope theres a some kind of warning sign for new players saying "DO NOT EVOLVE GORGE OR GO COMMANDER UNTIL YOU ARE SOMEWHAT FAMILIAR WITH THE GAME". Would kill about 50% of n00b bashing, I think. Commander and gorge are the classes which enable n00bs (meaning people who don't talk and more importantly don't listen) to do most damage to their own team.
Also, would be cool if some playtester/veteran wrote a small guide on the basics of command in 1.1. You have to build IP first everytime so why not just write it to a guide flat out? Same with armory. The guide could also contain some tips on how to expand, tell that upgrades are crucially important and have to be researched as fast as possible, how to put mines into your base etc. Doesn't have to be detailed like "When playing ns_eclipse, go to Station Access nozzle first for RT...", but something like "Advance aggressivly and capture resource nozzles, it is absolutely vital for victory".
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Just found this in one of the stickied topics. This WOULD be really helpful <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
First time I played I wandered up to the chair hit E and sat there in confusion (or rather, sat there reading descriptions - while panicking - as marines spam requests
<a href='http://members.optushome.com.au/sektor/nscommand/index.htm' target='_blank'>http://members.optushome.com.au/sektor/nscommand/index.htm</a>
Also check out the Frontiersmen Strategy Forum on these boards, there was a discussion there yesterday about Build Orders...
That's the way I've played...
obs as soon as you have the res -> pg tech.
upgrade armory at 3 minutes (if everything goes as planned).
if you have spare res and arms is upgrading then do mt, it helps your job as well as your marines.
hotkey obs and armslab. second ip if/when needed. when you are going to rush a hive then a second ip is needed at least. drop it before any weapons to ensure that it is built.
no need for proto unless you fail drastically at some point and still have 4-5 rt's.
IP > armory > armslab > armor 1 > at least 2 RTs > obs > PG > 1st hive
You should have the A1 going within the 1st minute of the game, the obs/PT in 3 and the hive in 6 with a competent team of marines.
Just to let you know, RTs are very important - especially if you intend to rush upgrades (a good idea). Always drop an RT if 2 or more marines ask for it; be more wary if it's just one.