Armor 3 Rush

13»

Comments

  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Armour 3 LA can be problem opponents in their own right - skulks just can't take them down fast enough. Worst case scenario, they have welders, which means they lose 1-2 people every time you rush them, then the rest just weld back up and keep on coming. Combine with shotties for pain.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Whenever my team has armor 3, I always ask the comm for a welder. I almost always get one, and it is very helpful in keeping my team alive. If there's one person on the team willing to weld me, then aliens have a hard time killing anyone, especially when the whole team has jetpacks and can run away to get welded.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    I like this too try pushing 2. Al to get that w1 to ease shotty-skulks.(thread necrmonacy ftw!)
  • m4dm4d Join Date: 2003-07-25 Member: 18419Members
    i loved the old times when a3 was bugged so heavys with a3 didn't make sounds while walking <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    Made A3 even more usefull ;P
  • ScyllaScylla Join Date: 2003-08-05 Member: 18942Members
    A3 rush only works well if you upgrade your armoury just in time.

    With a WU0-HMG you can kill a Fade faster than with a WU3-Shotgun.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited April 2005
    I think people aren't taking into account one of marine's most powerful abilities... the power to recycle their weapondry. Whenever i see weapons being handed out its always in groups. it seems everyone has a rambo mindset till weapons are on the field then its suddenly "time" for teamwork. I always wondered why wasn't one shotty dropped along with welders once in a while. With armor upgrades the chances of a marine making it out of any situation increases, so at least one marine would have the shotty.

    A skulk can't climb into a dead fade can he?

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I do HMG+ armor2 rushes, a tad different from a armor3 rush but also VERY effective, atleast in pub games.

    I'd say this idea would work
  • GigabaneGigabane Join Date: 2005-04-02 Member: 47263Members
    <!--QuoteBegin-Trevelyan+Apr 25 2005, 11:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Apr 25 2005, 11:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A skulk can't climb into a dead fade can he? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ahahahahah! Oh man thats the best analogy I've ever heard <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    I gotta try this whole strat out sometime soon. I basically always rush lvl 3 weap, then cat, and give everyone shotties.
    I never really bothered to put the effort into putting a good lvl 3 armor rush before.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    If your teams welds and you get those a ups right after each other its ownage.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    The only main problem with Armour rush is that A2 gives a very slim advantage. Fades still kill in 3 swipes, and the 4 bites from skulks is easily lost the moment the marine loses 5 hp for whatever reason.

    So in between A1 and A3 your advantage is almost negligible.
  • Chr9isChr9is Join Date: 2005-03-27 Member: 46664Members
    About the weapon up's increasing the size of the lmg firing cone, can anybody verify that? Perhaps with some screenies? I havent got the time to test it right now, im about to sleep.

    Thanks.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--QuoteBegin-MistenTH+Apr 26 2005, 08:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MistenTH @ Apr 26 2005, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only main problem with Armour rush is that A2 gives a very slim advantage. Fades still kill in 3 swipes, and the 4 bites from skulks is easily lost the moment the marine loses 5 hp for whatever reason.

    So in between A1 and A3 your advantage is almost negligible. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ah, but now its 15 hp. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> Small difference, I know, but 1 para vs 2 paras can be important now that skulks are actually using para on a regular basis.

    And Chris, someone posted a link to the mantis bugdatabase a few pages back that listed this problem. But apparently its just a visual effect, and has no impact on actual cone-of-fire.
  • meepmeep Join Date: 2004-02-04 Member: 26034Members
    You know, I just got done playing a game where we had w1 a3 before 8 minutes. I wouldn't have credited it to myself, but I really found it helpful. I slowdanced with a lerk for over a minute and realized I still had 50 armor left. With armor 1, I would have been 2 bites.

    So, unseen benefit, armor 3 is a soft counter to lerk spores even without welders on the field.
Sign In or Register to comment.