If I Had A Million Res Nodes....
SLizer
Join Date: 2003-11-07 Member: 22363Members, Constellation
<div class="IPBDescription">Erm how many actually?</div>
Ive been comming pubs since 1.04 and I can easily hold quite a many res nodes due the fact that skulk`s dont know what to bite allways.(skulk going past RT is allways sad isn`t it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> )
But to point how many Rt`s you need to keep normal advance rate.
I have heard that on cals they have something like 3 or 4 to go with it due the fact rt`s are going down like popcorns, in pubs you can easily obtain 5 res nodes and after that you might have problems if you have _one_ skulk how knows what`s going on.
With 4<Rts you can constantly keep teching and giving weps to troops and naturally on skilled-game thats quite rare. In pubs you can too easily obtain that and due that I have lost my sense how many rts you really need to win(dont tell me as many as your team can get <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Also another thing is how many res you should have "banked" on pugs it has saved me many times saving something like 30 res for sudden setbacks (like 4rts going down allmost sametime) and also for upgrades.
So how many you need those Gazzy-headed fellas to keep you alive out there?
Ive been comming pubs since 1.04 and I can easily hold quite a many res nodes due the fact that skulk`s dont know what to bite allways.(skulk going past RT is allways sad isn`t it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> )
But to point how many Rt`s you need to keep normal advance rate.
I have heard that on cals they have something like 3 or 4 to go with it due the fact rt`s are going down like popcorns, in pubs you can easily obtain 5 res nodes and after that you might have problems if you have _one_ skulk how knows what`s going on.
With 4<Rts you can constantly keep teching and giving weps to troops and naturally on skilled-game thats quite rare. In pubs you can too easily obtain that and due that I have lost my sense how many rts you really need to win(dont tell me as many as your team can get <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
Also another thing is how many res you should have "banked" on pugs it has saved me many times saving something like 30 res for sudden setbacks (like 4rts going down allmost sametime) and also for upgrades.
So how many you need those Gazzy-headed fellas to keep you alive out there?
Comments
Or you could just go with forum tradition and right a 3page essay on "But if a lerk is sporing 4 out of 5 marines, and you have 8 res, and an income of 5, but you need to drop a resnode for one guy recapping, but theres also 2 resnodes under attack near him, and theres 2 skulks walking towards base, you might want to save up for a phasegate at their hive and you can afford one med for the guy under the most spores, 8 seconds into the described situation - which shouldn't matter, since you can safely afford one person out of the main group to die to spores in that case, as he'll end up spawning in base."
Thats fun too, if you've got way too much time.
Or you could just go with forum tradition and right a 3page essay on "But if a lerk is sporing 4 out of 5 marines, and you have 8 res, and an income of 5, but you need to drop a resnode for one guy recapping, but theres also 2 resnodes under attack near him, and theres 2 skulks walking towards base, you might want to save up for a phasegate at their hive and you can afford one med for the guy under the most spores, 8 seconds into the described situation - which shouldn't matter, since you can safely afford one person out of the main group to die to spores in that case, as he'll end up spawning in base."
Thats fun too, if you've got way too much time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
ERm is there actually anything uselful. Sounds like my Philosophy essay i did today on school. Salzt how many res nodes you have(1-10) when you win a decent fight. I want a post with the number _only_ due the fact that your post was absolutely horrid. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
yet any skulk with brains (ok, thats a contradiction usually), should attack RTs.
and I am a res**** comm. I like res, I wanna hug it. If my res gets below 100I get nerves, if it gets below 80, I am seriously cutting down on handing out stuff.
Nothing is better then to have a spare 80 res for insane strong asaults.
also, early welders ftw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<span style='font-size:8pt;line-height:100%'><span style='color:red'>[c]oma slaps D.C. Darkling for 1337 damage</span></span>
because here mate, you don't have admin powars! hahahahahahahahaha <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Those numbers are quite fuzzy with age but the ratio is somewhere around there and just serves to demonstrate that marines need a lot more than aliens. <i>Before anyone huffs and wahs</i>, this doesn't mean marines are unbalanced. On the contrary. Marines are more powerful, generally, and needing more res to advance is what balances them with aliens.
So to answer your question, marines need to cap every resource available in order to grease the wheels. If the commander isn't capping and capping for the entire game, he's probably falling behind. This is not the only consideration.
If, as marines, you lose all of your res except for one or two, don't panic. The "pooled" nature of marine res means it will not take long for you to recover and rebuild a bunch of nodes. If aliens are taken down to one resource, it takes them a lot longer to recover because their res points are distributed one at a time throughout the entire team, even though only gorges can spend them. This means that alien nodes are worth effectively much more than 15 res.
This should suggest a res strategy very clearly. For humor value and so people will remember it, I call it "cap and burn." Since the marines can spam nodes all over the map and rebuild them quickly if they're lost, they should build nodes whenever it is convenient (on the way to their goals). Their first goals in the game should be to limit alien nodes. A good course of action might be to send a group of marines straight towards a node that is controlled by aliens and at the same time drop all the nodes along the way.
You cap. And then you burn.
Learn it, love it, master it.
Or you could just go with forum tradition and right a 3page essay on "But if a lerk is sporing 4 out of 5 marines, and you have 8 res, and an income of 5, but you need to drop a resnode for one guy recapping, but theres also 2 resnodes under attack near him, and theres 2 skulks walking towards base, you might want to save up for a phasegate at their hive and you can afford one med for the guy under the most spores, 8 seconds into the described situation - which shouldn't matter, since you can safely afford one person out of the main group to die to spores in that case, as he'll end up spawning in base."
Thats fun too, if you've got way too much time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
As crazily cooky as that sounds... that **** goes thru my head constantly when i comm... Even if it really only hinders me..
Made me laugh pretty hard thouhg
Yea... just cap every node whenever a rine is there... and ull win almost all the time... case closed
I generally can win on 4 nodes, 5-7 is better tho (lol)
Ive pulled off a few wins with 3 nodes on average, but usually it comes down to taking out that second hive, and since i like to do the tech rush, we are always short in the gun department..
~Jason
and if I had a million res nodes... we could win!
and if I had a million res nodes... we could win! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If by funny you mean "demeaning and entertaining at the same time", then yes.
Naturally, no offense, but <i>absolutely not</i>. Just from much experience, competitive comms have their current res spent, or are saving up to spend it, and have a real plan for spending their future res as well.
Ignoring experience, it's just a matter of efficiency. If you save 50 res that means you have to wait longer to spend something. If you're waiting longer you're not getting things done fastest which is basic efficiency. And if you finish the round in a win with 50 res that's res you wasted in not executing your goals during the round. Sometimes that's unavoidable if you're dominating and can't spend it fast enough <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->... but it's never good.
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Seems I need to slap someone with 1337 dmg again the next time he hits the xs4all servers. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
By competitive, you mean "on LSD", right?
2's pushing it, but it's still within the realm of feasable possibility.
Edit:
Please note that if you have more than 40 resources at any given time (except from gametime 0 to 40 seconds in) then you suck.