Rushing Mt

j3stj3st Join Date: 2004-06-28 Member: 29602Members
<div class="IPBDescription">advantages/disadvantages of it</div> i've been comming for a few games now and usually i try to get armor 1 up very soon and find that marines stay up much longer and can take down many skulks before a squad dies.

however, lately i've been trying to get motion-tracking very soon. I found that this enables the marines to kill a lot more skulks than expected and in addition (what the quick armor 1 doesn't seem to do) is give my marines much more confidence in going to an area and following orders.

with the early obs, i would then get phase tech fast and end up locking key points soon as well. It is then that i get my arms lab and proceed to upgrading.

are there any major disadvantages to this? (or is this quite a standard build which some comms go for?)

Comments

  • MamboKingMamboKing Join Date: 2004-03-06 Member: 27169Members
    The only disadvantages is if skulks actually get into ambush position your rines have no armor 1 to defend themselves with. But no one does that on pubs, so its not an issue. If they get sensory first and you wait too long to get armor 1 you're boned. You can pretty much do anything as a comm in a 10v10 and win, as long as you get the arms lab upgrades.
  • MamboKingMamboKing Join Date: 2004-03-06 Member: 27169Members
    edited August 2004
    While you are taking down alien rts you can see any alien defenders coming from a mile away. It makes it a pain for skulks to stop any kind of siege on their hive (unless of course they use their brain and kill the rines before they get to a siege spot). It is the counter to silence. Those are the only ones I can think of at the moment, good day.

    edit: These are the advantages.
  • MetoMeto Join Date: 2004-04-26 Member: 28216Members
    I've seen it done quite a few times on pub games and it works quite effectively, however if you are amending a great strat to fit in MT then it's generally not worth it.

    It has the biggest effect when you have 1 or 2 decent players on your team as it ramps their skill up a lot more (if they can't aim then MT doesn't really give that much of advantage, in the end you have to kill them at some point). A decent player will be able to kill the skulks more quickly as they emerge avoiding those annoying ambushes and also be able to go alone more effectively. They'll be more happy to cap RTs knowing that they can tell when the enemy is about to leap on them.

    Worth it? Well it can be fun but imo it's one of those "nice to have" upgrades, not the essential kind.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    edited August 2004
    Motion Tracking rush is useless against sensory because focus will own your non-armor'd one marines. I only do it if I have confidence in my marine's shooting and judgement abilities. If they are excellent at both, MT is much better than armor 1. With MT rush, speed is the key: If you got the obs up and have 30 res, and some marines are waiting on the res node, you should restrain yourself until you get enough res for mt. You need something to compensate for the lack of armor 1, and as soon as possible.

    MT must also be followed by armor 1 as soon as possible.

    Advantages:

    ->Your marines know where every thing is at any time as long as its moving (turning does not show up on motion tracking.) via the minimap. This is useful for formulating strategies (like ninja phasegates ie: Aliens nowhere near thier hive? ninja a phasegate there and take it without any trouble), and gathering other intelligence like a second hive (a red blip in a known empty hive), Res nodes that will be hit, the list just goes on and on
    ->No need for covering marines! Double your build time by having all marines building while watching mt on the minimap.
    ->More res for kills; marines are always prepared because they know whats coming which means:
    ->Less need for medpacks (which might lead to more need for ammo packs) which leads to:
    ->Less marine deaths. A live marine is a good marine which means:
    ->Shorter beginning-game spawn queues.
    -> about the same research time than armor one, but comes from a building thats only 20 res!
    ->Is much much much more useful than armor 1 if used with skilled marines

    Disadvantages:

    ->Completely useless against early sensory aliens
    ->35 res is a large investment; especially early in the game
    ->Your marines are very vulnerable until this upgrade takes effect.
    ->The obs is one of the weakest bulidings in the game, and can be taken down very quickly and easily by a ninjaskulk. If this happens while it is upgrading, you can kiss the game goodbye.
    ->Not universally useful skillwise. That is, this will benefit a skilled marine MUCH more than a less skilled marine, while armor 1 benefits both equally.
    ->Usefulness degrades quickly when aliens start buffing up; most notibly the 4 minute fade. Which means that arms lab upgrades must follow very quickly with this upgrade.

    So to sum it all up: Can't shoot? Marines suck? don't touch this strat.
    Decent shooters? Known good players? MT > armor 1. .
  • silveracesilverace Join Date: 2003-03-12 Member: 14444Members
    I personally love motion-tracking. i kinda disagree with it being useless against sc. After all they have to get close enough to bite you before they can make use of focus, and if you can detect them a mile away, decent aim should put the advantage on your side. mt also allows marines to ambush skulks, instead of the other way around (except against SOF i guess).
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    cloaked skulks don't show up on motion.

    It can work either way, really. You can either get focus and stay within the range of a sensory chamber, or just get cloaking and give out the two bites. Either way, its very hard to combat sensory with just motion tracking.
  • PilgrimPilgrim Join Date: 2004-02-18 Member: 26678Members
    the best advantage of mt is knowing when they r goign to make a team attack and team attacks dont usually occur in the first minutes.

    if u need mt to kill skulks u r just crap
    skulks r like cannon fodder thrown to marines ull better waste ur res/time in giving more mobility to ur rines (pg) and preparing your team to succesfully counter fades and the 2 building hive

    my opinion: reasearch mt when a1 w2 pg and adv armory r up
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Obviously the biggest dis.A. is that you have no res on rt`s at start.
    That leads to point which might decide the game if aliens make enough rt start (less likely nowdays.....) your screwed.

    Allthou as soon as you get that mt up you can say you worries goodbye by the time mt goes online you should have maybe 4 or 5 rt? and fighting at the second hive/ res w"""" fade

    Whats the SC boom here sc is _very rarely_ first chamber before they unchain those thingys....
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    Motion Tracking = dead skulks, especially at the start of the game before they get leap, it is however useless against fades and onos. It is very usefull to have as commander tho, you can track onos movement across the map, and prepare for alien rushes etc

    So, is it worth rushing MT...

    No.

    Simply because 35 res is just far to much early in the game.
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin-keep it *G*angsta+Aug 12 2004, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (keep it *G*angsta @ Aug 12 2004, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it is however useless against fades and onos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Not totally useless... I always check for MT blips on Map when a fade is encountered a group of marines and escaping with low health... It is possible that Fade is blinking towards somewhere near me... MT sometimes gives you a good chance of finishing off that bastard...
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    mt rush doesnt mean you have to forego armour to any significant degree, any match strat without mt will find ambushing a bastard even with an leet comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    <!--QuoteBegin-j3st+Aug 11 2004, 06:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (j3st @ Aug 11 2004, 06:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've been comming for a few games now and usually i try to get armor 1 up very soon and find that marines stay up much longer and can take down many skulks before a squad dies.

    however, lately i've been trying to get motion-tracking very soon. I found that this enables the marines to kill a lot more skulks than expected and in addition (what the quick armor 1 doesn't seem to do) is give my marines much more confidence in going to an area and following orders.

    with the early obs, i would then get phase tech fast and end up locking key points soon as well. It is then that i get my arms lab and proceed to upgrading.

    are there any major disadvantages to this? (or is this quite a standard build which some comms go for?) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Mt is great. It provides so much intel, allowing marines to react to any alien organization quickly. The problem is you have ~1 minute after Mt finishes, before its nearly useless. I think its important that comms get Mt, but its probably better to get midgame.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    MT is great as a prelude to PG rushes, because you can see on the map where all the scuttlers are.

    If you get real lucky, you can have a ninja stick a pg in the active hive and you can phase the whole team in for a L1 LMG phase rush.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    Armor 1 & MT are my favorite upgrades.

    #1 My rines can have 3 bites
    #2 My rines don't get as much ambushed anymore
    #3 Any marine can see on the map what the kharaa are doing
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    who says you can't get an Arms lab and a Obs at beggining and get both ups? I mean just hold off on the second IP don't throw away any RTs and you'll be fine
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Placing both leaves little to no res for either one to get upgrades. Whichs means that one of them is sitting there collecting dust whereas that 20-25 res coudl've been spent elsewhere.
  • Kevlar_GorillaKevlar_Gorilla Join Date: 2004-04-20 Member: 28048Members, Constellation
    Motion tracking first gets my thumbs up.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    MT has always been godlike. I prefer it over Armor 1. People tend to underestimate the advantages of knowing what the alien team is doing at all items.

    It's even better than wallhacks, since you can see the whole level. How could it not the be the best upgrade? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    if anyone wants a pub mt build, (why the hell would they?) here goes:

    ip, armoury[send teams to res point/choke whaterver] > obs > mt > arms lab > armour 1 > (by now you should have 4 rts with a choke capped to stop them going down or something similar, most pub games you can just fast cap without a worry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ) > phase tech + armoury upg + weapons 1 > pg at choke point(s) with pgs less marines needed to hold res if you have to :x > weapons 2, attacking to siege position on hive


    due to the retarded nature of alien teamwork any build works, i recommend this one though.
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