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.
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.
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
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.
<!--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.
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.
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.
<!--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.
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.
Comments
Made A3 even more usefull ;P
With a WU0-HMG you can kill a Fade faster than with a WU3-Shotgun.
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-->
I'd say this idea would work
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.
So in between A1 and A3 your advantage is almost negligible.
Thanks.
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.
So, unseen benefit, armor 3 is a soft counter to lerk spores even without welders on the field.