Rushing Mt
j3st
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?)
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
edit: These are the advantages.
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.
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. .
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.
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
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....
So, is it worth rushing MT...
No.
Simply because 35 res is just far to much early in the game.
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...
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.
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.
#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
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-->
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.