Lvl3 Armor Lvl0 Weps

SLizerSLizer 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
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Comments

  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    As you mentioned if lerks starts to appear you will have problem keeping that armor up. If lerks do not appear and you already have heavy weapons you really shouldn't have too much trouble with the higher lifeforms anyway. However this look like a defensive strat rather than offensive, I would guess that you would have trouble fending off early fades if they did appear with your lvl 0 lmgs.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    sounds good, but yeah, you might miss that little bit of punch for fades and possibly early oni
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    Buggy, its a great strategy! I've tried this a few times myself with variable success. The marines have to weld each other or its pointless though. Trying to get the marines to stay grouped was a problem quite often.
  • SADE-yXSADE-yX Join Date: 2003-08-30 Member: 20392Members
    <!--QuoteBegin-XCan+May 25 2004, 05:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ May 25 2004, 05:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If lerks do not appear and you already have heavy weapons you really shouldn't have too much trouble with the higher lifeforms anyway. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    edited May 2004
    This is what I've been preaching for a while - weapon upgrades are worse then heavy weapons, so LA marines with lvl2-3 armor and welders can play almost as well as HA's, as long as welding keeps up. The main problem for this strat, as mentioned, are lerks and their spores, but generally you don't NEED weapon upgrades - decent players can decimate the enemy just as well with fully unupgraded HMGs as well, as long as they live long enough to unleash the bullets, and armor upgrades certainly help there far more then a few weapon upgrades.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    The same people who can do well with lvl 0 hmgs will also do well with lvl3 lmgs, but can play more aggressively when they have nothing to lose (chase down and kill that onos). Then you have people who will waste whatever toys you put in their hands, but their power is still improved by weapons upgrades.

    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.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Level 3 lmg = 13 dmg
    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.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I would make that lvl2 armor lvl1 weapon. Simply cause armro2 vs skulk keeps you alive aslong as armor3
  • ANdreW1ANdreW1 Join Date: 2003-11-18 Member: 23125Members
    i once in combat (i was bored) got lvl 3 armor first before anything, i simply owned and got my JP in 2 more points, lvl 6 JPer with lvl 3 armor, it was great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    *OFF TOPIC*How much does the shotgun do per PELLET at lvl 0 dmg?
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    if the enemy only has skulks armor is awesome.

    weapon upgrades make almost no difference against skulks.

    But in my experience you really need weapon upgrades to kill fades, now more than ever.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Actually even fades are far more vulnerable to armor upgrades+HMGs/SGs then weapon upgrades - the 20 dmg with wider spread and 2.5 times bigger clip murder fades that have to take 3 swings at the enemy even after sporing (lvl2 armor). If your squad has at least 3 members with HMGs that can aim worth anything, the fade dies after 3 swings (killing one of your marines) or runs away after 1-2 swings, in which case you weld/med hte hurn marine up and they resume their assault, while fade takes at least thrice as long to lick his wounds. This tends to drive even the experienced fades to desperate action, costing them their lives.
    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.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Shotgun pellets do 17 damage each (there are ten) and also do full damage to structures. That's 170 damage per shell on a hive.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    edited May 2004
    Basically welders are all that makes this strat worth doing. LA marines with heavy weapons running around without welders will eventually die. You can pass out welders at the beginning of the game and you'll see tremendous results with even so-so marines. As the upgrades keep coming the marines can keep armor at full, you give meds, and they never die.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-ANdreW1+May 25 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANdreW1 @ May 25 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i once in combat (i was bored) got lvl 3 armor first before anything, i simply owned and got my JP in 2 more points, lvl 6 JPer with lvl 3 armor, it was great <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->

    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
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    While i realized this strat and actually before that i started to play lerk allmost only.

    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
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Decent fade>no weapon upgrades
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--QuoteBegin-CommunistWithAGun+May 27 2004, 05:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ May 27 2004, 05:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Decent fade>no weapon upgrades <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->

    Decent fade<lvl3 armor`s welders
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    I really like to upgrade in this way:

    Armor1/Armor2/Weapons1/Weapons2/Weapons3/Armor3

    Though I don't know how much it matters when Weapons3/Armor 3 are done.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited May 2004
    Its 20 armor per level and 10% damage. But mines kind of suck without W1, they tend to not insta-kill Skulks all the time.

    Plus, its just easier to get the cheap and fast upgrades first (1/1 and then just go for whatever you prefer).
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-SLizer+May 27 2004, 05:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ May 27 2004, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CommunistWithAGun+May 27 2004, 05:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ May 27 2004, 05:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Decent fade>no weapon upgrades <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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-->
  • PilgrimPilgrim Join Date: 2004-02-18 Member: 26678Members
    lvl 3 upgrades should only be researched at late game cos of its 40r/time

    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
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    edited May 2004
    <!--QuoteBegin-NGE+May 27 2004, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NGE @ May 27 2004, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SLizer+May 27 2004, 05:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ May 27 2004, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-CommunistWithAGun+May 27 2004, 05:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CommunistWithAGun @ May 27 2004, 05:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Decent fade>no weapon upgrades <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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-->
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    BTW buggy, I'm sure you told me to stay out of the com chair when I suggested something similar not too long ago =)
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Dubbya-dubbya-werd. Even if you have level three weapons you will need shotguns and a little luck to take down the really good fades. The only difference is that you have to aim a little better without them. 30% better in fact, and also 20+30+40 is equal to 9 shotguns. Or even better would be upgraded armory, 2 hmgs and 3 shotguns. Suck that, fade.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Armour 3 is really good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. I've been using it for some time now, and it's nice to see that i wasn't a freak in that. There are reasons going for Armour3 instead of staying at Armour2, and getting Armour3 instead of delaying for weapon1.

    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.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-ShotgunEd+May 27 2004, 06:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShotgunEd @ May 27 2004, 06:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BTW buggy, I'm sure you told me to stay out of the com chair when I suggested something similar not too long ago =) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    but that idea was just silly...
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    edited May 2004
    <!--QuoteBegin-ANdreW1+May 25 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ANdreW1 @ May 25 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *OFF TOPIC*How much does the shotgun do per PELLET at lvl 0 dmg? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    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
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    An hive1 onos without carapace has the equivalent of 1900 hp, and a W3 shotgun clip does 1760 damage, so it will take a 9th shot to kill the onos (of course, it will take more when the onos has regen).
  • ANdreW1ANdreW1 Join Date: 2003-11-18 Member: 23125Members
    That's why you always have at least 2 shotgunners to kill an onos. I like chasing down onos as a Jet Packer with at least a lvl 2 shotty. They get frantic and usually die because they too slow.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    Don't forget regeneration on the onos which will tick at least once during the firefight, and the fact that the first shotgunner will be likely devoured or gored to death by the 3rd-4th shot tops. As such, at least 3 shotgunners are nessesary to make any effect on onos, and even so, lack of range on shotgun's part makes it easy for onos to make hit and run attacks decimating entire squads of shotgunners. Which is why you need HMGs when encoutering oni.

    Add 2nd hive bonuses and shotgunners become worthless due to their effective range being shorter then range of the stomp.
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