Our Friend Arms Lab
SLizer
Join Date: 2003-11-07 Member: 22363Members, Constellation
<div class="IPBDescription">What to research and when.</div> I just thought making one of these armslab threads once more
So heres few strats some og regual some bit exotic:
<b>A1 w12(cat)3 A23:</b>
This one is probably the most well-known and used order to up. It gives your troops ability to withstand one more bite and quite soon overrun them with lmgs.
Pros:
-powerful guns
-pub friendly
-lets you concetrate somewhere else
Cons:
-you rines are easily killed-encourages ramboing
-costs lots of res due W4 quite soon
Catpacks after w2 so you can cat your rines who are at hive
<b>A123 w1(cat)23:</b>
Here we have one of bit more exoticity. If your team has some teamwork i suggest trying this. Idea is to get your rines equipped with sg and welder --->armor3=fast ha without real ha
Pros:
-you can easily make assault groups
-you can safely equip your troops
-powerful
Cons:
-might be bit hard at pub
-res eating
-A3 need to be researched fast
-you must keep eye on ups (to land next upgrd immediatly)
Catpacks after w1 so you can still use them before you have your whole team on ha.
<b>A1 W123 (cat) A23:</b>
this is one of the other usually seen strats. Going middleway with defence and offence. Fine for average pub team, this is also the most neutral one
Pros:
-Doest need watching
-Dont make anyone angry
-Good for tight games and Ha`s
Cons:
-you wont get powerful on either side O/D
-migh be too slow
Catpack is here to even more increase firepower
<b>A1 W23 A2(cat) A3:</b>
This one lays bit to offence side. W2 is often the key to kill those skulks and after that you can concentrate on weps
Pros:
-You get enough fire power
-armors quite soon
-good for non-ha sieges
Cons:
-armors are bit late
Catpack is here propably on most neutral place
<b>A1 W1 A2 W2 (cat) W3 A3:</b>
the holy middle. What can you say here everything is balanced. good for tight equally skilled game:
Pros:
-you wont lack anything
Cons:
-you wont shine anywhere
<u>And to end few basic things:</u>
-A1 ALLWAYS FIRST
-W3 is good to get before A3
-Dont give ha`s unless your at 2/1 or 1/2
Add you own!
So heres few strats some og regual some bit exotic:
<b>A1 w12(cat)3 A23:</b>
This one is probably the most well-known and used order to up. It gives your troops ability to withstand one more bite and quite soon overrun them with lmgs.
Pros:
-powerful guns
-pub friendly
-lets you concetrate somewhere else
Cons:
-you rines are easily killed-encourages ramboing
-costs lots of res due W4 quite soon
Catpacks after w2 so you can cat your rines who are at hive
<b>A123 w1(cat)23:</b>
Here we have one of bit more exoticity. If your team has some teamwork i suggest trying this. Idea is to get your rines equipped with sg and welder --->armor3=fast ha without real ha
Pros:
-you can easily make assault groups
-you can safely equip your troops
-powerful
Cons:
-might be bit hard at pub
-res eating
-A3 need to be researched fast
-you must keep eye on ups (to land next upgrd immediatly)
Catpacks after w1 so you can still use them before you have your whole team on ha.
<b>A1 W123 (cat) A23:</b>
this is one of the other usually seen strats. Going middleway with defence and offence. Fine for average pub team, this is also the most neutral one
Pros:
-Doest need watching
-Dont make anyone angry
-Good for tight games and Ha`s
Cons:
-you wont get powerful on either side O/D
-migh be too slow
Catpack is here to even more increase firepower
<b>A1 W23 A2(cat) A3:</b>
This one lays bit to offence side. W2 is often the key to kill those skulks and after that you can concentrate on weps
Pros:
-You get enough fire power
-armors quite soon
-good for non-ha sieges
Cons:
-armors are bit late
Catpack is here propably on most neutral place
<b>A1 W1 A2 W2 (cat) W3 A3:</b>
the holy middle. What can you say here everything is balanced. good for tight equally skilled game:
Pros:
-you wont lack anything
Cons:
-you wont shine anywhere
<u>And to end few basic things:</u>
-A1 ALLWAYS FIRST
-W3 is good to get before A3
-Dont give ha`s unless your at 2/1 or 1/2
Add you own!
Comments
armor1
weapons1
weapons2
armor2
weapons3
Very solid. Usually though it depends on the skill of your troops and not any predetermined configuration.
EDIT: I like Armour 1 first or second depending on the marines. If they get lots of deaths then armour 1, if few then wep 1.
Very solid. Usually though it depends on the skill of your troops and not any predetermined configuration.
EDIT: I like Armour 1 first or second depending on the marines. If they get lots of deaths then armour 1, if few then wep 1.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yep and the beauty is, you can see quite quickly which one you need based on how your troops gather your initial nodes.
Your marines have to live long enough to get medpacks. If you're just going to have them stand on a big pile of meds, why did you give them jp to start with? They can walk if they're just going to stand there.
Level 1 armor will cost you 20 whole res, and will massively increase the longevity of your marines for the rest of the game. You would have to try extremely hard to lose res on that investment.
Any of the arms labs upgrades are good investments. Even cat packs are only an exception if you use them horribly or not at all.
edit: notably absent from the big list is a1 a2 a3 (plus welders). Weapons upgrades only help so much with an lmg, but being nearly unkillable helps greatly. Few or zero deaths per encounter makes keeping the teamwork hax in operation very simple. Obviously it requires at least a few marines who know how welders work.
edit2: okay, despite me going over the list of strats several times, I <i>still</i> didn't see the armor rush. Break out the bold or something, man.
edit: notably absent from the big list is a1 a2 a3 (plus welders). Weapons upgrades only help so much with an lmg, but being nearly unkillable helps greatly. Few or zero deaths per encounter makes keeping the teamwork hax in operation very simple. Obviously it requires at least a few marines who know how welders work. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It is there right on second.
I personally like this most you can get your marines bearly invulnerable and also great 2-men shocktroops
Very very true. Chances are you won't even make it to build your protolab without armor upgrade. Skulks will feed heavily on unarmored marines, resulting in faster fades. We all know that Fades + lvl 0 armory marines = Ouch, Game over man, game over!
becoz it can make kill skulk by lmg easyly(-2hits at W2)
it can be useful to take fade with sg too(A2 can take two hit focus fade)
so i think it's a best way in normal game
Armor2
Armor3
Shotties & Welders for whole team.
Drop medpacks/ammo as needed.
Kill hive.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
Armor2
Armor3
Shotties & Welders for whole team.
Drop medpacks/ammo as needed.
Kill hive.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html//emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
marineanimal you on crack?
I only do that to make my marines mad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I would say A1, W1, A2, W2, W3, and A3 if you've really got the res.
I say A2 between W1 and W2 because A2 makes a skulk have to bite the marine 4 times for a kill (or 3 bites and a 1 parasite). This is really helpful for two reasons<ul><li>Generally, it will take 4 bites, not 3</li><li>If your marine gets bitten once, give him a med and it's another three bites for sure (parasite or not)</li><li>Skulks freak out when 3 bites don't kill a marine (PSYCHOLOGICAL WARFARE!)</li></ul>Although armor 2 is worthless vs a fade, it really helps against those early game skulks. I often will switch W1 and A2 around, depends on my mood.
ever
ever
ever
ever
ever
ever
get W1 before A1.
If you're capping nodes like you should be, A2 comes quickly after A1 is done, and adds an extra bite to marines. You should be dropping welders at this point, even with LMG marines. Welders extend A2 marines for a long period of time if marines are somewhat competent and weld often (meds will also make them nearly impossible to kill). W1 is not for skulks, it doesn't decrease the number of bullets it takes to kill a skulk. W1 is for shotguns, because 1) It does more damage to fades (36 pellets vs 33 with W1) and the inner pentagon of pellets kills a skulk at W1, at W0 it takes 6 pellets, which often results in a marine death (If you don't understand this, go shoot a hive in a LAN with a shotgun, notice the pellet pattern stays the same. That inner set of pellets kills a skulk if all of them connect and its a lvl1 shotgun). Weapons 2 is needed to counter 2 hive skulks (The extra armor absorption and point value increases again, so lvl1 takes 6 pellest, lvl2 takes 5) and increases the damage done to fades (33 pellets lvl1 vs 30 pellets at lvl2 1 hive only, 37 to 34 at hive 2).
The classic A1 to W1-3 is also viable, but I feel early game the extra bite for A2 marines makes it well worth it. However W3 is definitely a powerful upgrade, and when combined with catpacks can become a powerful anti-fade setup. Catpacks + shotguns/HMGs = scared/dead fades.
A1, W1, W2, A2, W3, A3, cats (If team really needs it).
Also, I usually don't get A1 with my opening 100res.
Nowadays w1 actually help against skulks due to innate regen.
Nowadays w1 actually help against skulks due to innate regen. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
no <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
a2
w1
w2
cp
w3
a3
W1 - As soon as A1 is done done before 3 min mark.
AA - Important.
W2 - When this is "going" save res for 2-3 sgs for the best players of the team, kill alien
rts.
W3 - As soon as you can afford it, should be around 5min mark.
A2 - If we're going JPs, A2 is not needed for heawy rush.
Works most the time.
Nowadays w1 actually help against skulks due to innate regen. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
no <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well actually, yes. Because when you try to kill a skulk now a days, it will allways end at 2hp = 10 shots. W1 makes this 9 shots.
But anyway, A1 ftw.
I always do them at the same time.... thats just me...
My best was Every upgrade (including MT, HA, JP, Hand Gren, Cat, ect) by the 8:00 mark, but my usual is W3A3 by 9 minutes all ups by 12.....
Hell sometimes if i want cats real bad ill make 3 arms labs... pisses people off but i dont give a ****......
2 armories to get hand grenades fast is sometimes good too...
How do i do this...
1. I only give u a medpack if u flipping need it.... (Hint.... Armor 1 if u take one bite u still die to two more with or without a medpack....
2. I wont give ammo unless there isnt a dead guy next to u for u to get it from....
3. Upgrades take prioiryt over all... including resnodes....
~Jason
Seen it work, but maybe the teams were just stacked.
its worth expermenting a little more though.
idealy you come out with Sgs after w1 and try and get that fade by surprise. as an added plus you then have catpacks for that ninja phase or sg rush.
I also want to try A1, catpacks (but I have my doubts about it)
What do you mean about a "medic" approach?
The problem is that if you are cut down to even 4 rts your gonna be in trouble. If you know u have stack team go for it!, and my the best you can do is about 7 minutes.... for 3/3 i mean
While CPs can help your rines finish off a hive off with shotties or some random node quickly, they cannot save your marines from getting killed or help them fend off aliens, as CPs, although they increase run/walk + fire speed by 25%, do not increase reloading speed (which imo is unfortunate and a very big flaw). Still, they sometimes serve a useful purpose in killing an occasional pesky fade/onos that is perhaps stuck in a room or running away. But overall, they're costly and not that beneficial in the long run compared to weapon/armor upgrades.
It's best if CPs are upgraded after you tech A2 -> heavies or jps. At that point, you won't have to worry so much about marine health and you should be able to spam CPs at will.
I think sticking with a a1 -> w123 -> a2 -> jp/ha build is better for now.