Lvl3 Armor Lvl0 Weps
SLizer
Join Date: 2003-11-07 Member: 22363Members, Constellation
<div class="IPBDescription">once again lovely tech thread</div>
I played commed yesterday (surprise, surprise)
and i thought to try something new so forgot the weps upgrd and took quick lvl3 armor. It worked wonders. After we had lvl 3 armor i hushed every1 to use welders i dropped because lvl3 armor is like ha. So i allso forgot the proto for quite long time and just gave them guns. Only problem was the ppl to get understand that you can weld La to...
Lefting proto saved me 80 res which i spend on guns and the aliens were quite freaked because they got the impression that skulk`s can easily kill LA so my marines just took few bites all time and got welders started.
So how do you think that this would work?
Few traps i see in good lerk coming in and sporing the hell out or that you have some time underpowered guns for that first fade.
Sry for grammar dont have time for it
I played commed yesterday (surprise, surprise)
and i thought to try something new so forgot the weps upgrd and took quick lvl3 armor. It worked wonders. After we had lvl 3 armor i hushed every1 to use welders i dropped because lvl3 armor is like ha. So i allso forgot the proto for quite long time and just gave them guns. Only problem was the ppl to get understand that you can weld La to...
Lefting proto saved me 80 res which i spend on guns and the aliens were quite freaked because they got the impression that skulk`s can easily kill LA so my marines just took few bites all time and got welders started.
So how do you think that this would work?
Few traps i see in good lerk coming in and sporing the hell out or that you have some time underpowered guns for that first fade.
Sry for grammar dont have time for it
Comments
Lerks are more of a pain in the arse than a game winning alien.
They just seem to run away all the time.
Anyway, I dont wanna go down the lerk debate again but I wouldnt have thought that lerks would have seriously damaged this strategy.. if it did, well.. there are ways to keep them occupied <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
SADE-yX
It's easily worth 20 + 30 + 40 = 90 res for a permant 30% increase in damage. Even if you're going to be cheap, at least go for level 1 (come on, it costs 20 res), but you should eventually max it out.
Best way to manage it: drop a few toys as needed, ensure that they get into good hands, but otherwise concentrate on investing in improvements that will last.
Level 0 hmg = 20 dmg
Of course, you should get those weapon upgrades eventually, if the game lasts long enough, but it certainly isn't something you need to concentrate on. Of course, if you have a long enough game, you should have every upgrade. I do agree that early weapons upgrades aren't very important, unless you are going for a shotgun rush on the starting hive. The extra damage dealt by a single shotgun blast will go up noticeably when taking out that hive, and it will speed up the assault drastically. Otherwise, armor upgrades are certainly a better investment.
*OFF TOPIC*How much does the shotgun do per PELLET at lvl 0 dmg?
weapon upgrades make almost no difference against skulks.
But in my experience you really need weapon upgrades to kill fades, now more than ever.
But I'm going ot fully agree that armor 3 is not always nessesary. My personal way to go is armor 2 then weapon 1, then save for weapons and welders.
The funniest thing is, if your team is too bad skill-wise for this strategy, it's not their aim that will likely kill them - it's their lack of understanding of when they should weld eachother and when they should just take the medpacks while continuing to watch the surrounds with weapons drawn. But with decent skill, it works wonders - one lvl0-lvl1 HMG marine is easily worth 2 lvl3 LMG marines when in groups of at least 3-4 people.
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That`s soooooooooo murderous i have owned too many game`s taking lvl3 armor first because you have the psychic advantage With your not-so vulnerable LA
Reason: I understood the true power of lerk as somebody said there isn`T anything more annoying than good lerk. spore spore ballerina ballerina....
You also need good team for thisone to get your ppl really welding each other.
Some1 mentioned that you should make that lvl1 wep after the armor2.
I think not the problem is then that THE LERK can take too easily off the advatage of the high armor.
The biggest power of this I think lies in the area holding. You won`T die so you won`t lost your marines capping rt.
and those rambo`s allso rambo less cus they get nothing done
Decent fade<lvl3 armor`s welders
Armor1/Armor2/Weapons1/Weapons2/Weapons3/Armor3
Though I don't know how much it matters when Weapons3/Armor 3 are done.
Plus, its just easier to get the cheap and fast upgrades first (1/1 and then just go for whatever you prefer).
Decent fade<lvl3 armor`s welders <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What's the fade going to run from? Marines haveing a welder orgy? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
lvl 2 armor and weapons its lot better than lvl 3 armor.
Give weapons to rines always but u must know that those weapons welders can easily be lost upgrades r always there so they r always a safer investment.
Balance is the clue to the game i think lvl 3 armor doesnt give this balance
not a good tactic for pubs tbh but not a bad one at all
Decent fade<lvl3 armor`s welders <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What's the fade going to run from? Marines haveing a welder orgy? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
No, he'll die to marines masturbating their HMGs' triggers while poor fade tries to stroke them with his swipes with little effect (it takes the ~same time to take 3 swipes needed to kill lvl2 rine that it takes 3 lvl0 HMG rines to take down a hive 2 carapace fade).
Now, can we get less pornograhpic? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Armour2 still dies in 3 swipes, and after 3 skulk bites, is left with 5 hp. It takes 2 FF LMG bullets, 1 parasite, 1 spike, a second of sporing to negate A2. So, armour3 is definitely superior.
Also, Weapon1 delays Armour3 by 60 seconds. That's quite a big difference. Of course, as stated, weapon1 gives mines insta-skulk kill advantage, and also allows OCs to be LMGed in 2 clips and not 2.25 clips.
Using and losing heavy weapons should be expected. The aliens spend res to build hives, get lerks, get fades. If you use passive upgrades that cost little res (i.e. weaps/armour/mt), it's expected that you should and do in fact lose to res heavy investments.
To counter, use your own. Shotguns, HMGs etc etc. Easily kills fades. Or is it doesn't, easily chases them away. Also, skulks become lethal again at hive2 as they can leap. However, 4 bite marines can survive long enough to kill the skulks and weld up, whereas W3A1 marines even with big guns will die too fast and are a waste of res.
Also, on 3 rts, and with some RFK, it takes only 12 seconds to produce 1 shotgun from 0 res. That 1 shotgun can massacre aliens. As, in most cases, by the time fades come, commanders can have up to 50 res stockpiled. That's enough for 3-5 shotguns and 3 welders. Point and click with the mouse trusting in your armour keeping you alive is MUCH easier than blinking in correctly, swiping, watching your health and then deciding when to run away! Result: Fades will usually die after killing at most 1-2 shotgunners.
Seriously, the part about trusting your rines with guns is the same with kids. When they are new/young, you don't let them wander on their own. You guide them along, give them things which won't break or be lost easily. But when they are more experienced/older you can trust them with money, with responsibility.
You don't expect a 5-year old to drive a car the same way you don't expect a NS newbie to own a fade with a shotgun. But you can trust a responsible 20-year old with that same car as you expect an experienced NS player to know how to weld and aim at unique kharaa movement.
but that idea was just silly...
17 damage per pellet... it can casue up to 220 damage with lvl 3 weps (dunno about 0 wep... maybe 160-190?) and all pellets into an alien or a alien building... in other words, aim for da onos's hide up close and u got kill in say... 7 shots meaning 1 round to spare for that annoying skulk lol
Add 2nd hive bonuses and shotgunners become worthless due to their effective range being shorter then range of the stomp.