Build Order
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">how do you build stuff?</div> Any of you commanders out there want to share your build orders? Normally I go inf port, armory, turret fact, 2-3 turrets, expand, observatory, armslab, upgrade armory for hmgs.
This is the part I'm bad on, I don't realluy know if I should upgarde armory for hmgs or build armslab and upgrade stuff...
Any ideas? And why? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
This is the part I'm bad on, I don't realluy know if I should upgarde armory for hmgs or build armslab and upgrade stuff...
Any ideas? And why? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
While 2 guys stay behind to build up the main, the rest of the guys run to a nearby resource nozzle and build that.
By now, my Observatory is done, so I do a scanner sweep on Hive locations, and tell the guys at the resource nozzle to rush over to the nearest empty one, where I drop a Turret Factory, Resource Nozzle, and Armory.
Meanwhile, the guys at the main base are laying down some mines to deter any early Skulks.
As soon as I can after this, I build up Phase Gates between the two bases.
Once I build up and secure the secondary base, I build a Turret Factory and secure the first base.
After this point, once I get a few more resource nozzles, I upgrade the Armory at my main base, build an Arms Factory, and upgrade the Turret Factory at the second base.
This seems to work very well, as long as you can keep 1 or 2 guys at your main base until the Phase Gates are done.
2 IPs, Armory, TF and a few SGs to start out. My next real purchase fluxuates between Observatory and Arms Lab. If it's a small game and I can't afford to have any marines die to ambushes I get the Observatory and Motion Tracking quick. Otherwise I'll go for Armor/Weapon upgrades and leave the Observatory until a little before getting the Prototype Lab. I'll usually upgrade my Armory after getting my first advanced structure.
2 Infantry Portals, Turret Factory, Armory, 2-3 Turrets... In that order at spawn.
Then i like to move as fast as possbile to secure 4 Nodes, 1 of which is in an empty spawn, and have each node protected by 4 turrets.
This is usualy gives a large resource pullin and keeps it going and goin while hindering the aliens abit, its kinda hard to pull off tho in a good amount of time (i like to within 5 minutes) because you got NO HELP from your Rines, they just want you to get the Prototype lab up and upgrade that armory.
After that you can start to go for the HMGs and get up phase gates, the seige turrets on a new hive. As long as you got your team working together you can easily sweep through an unprepared alien force. The rines just gotta be carful.
This is a good idea, and is what I tried to do when I first started commanding. It does give you a considerable foothold on your section of the map, but you start lacking resources really quick with all the turrets being built, not to mention it takes a massive amount of time to do this, even if you build up one sub-base at a time.
In the games I've tried to do this, the Aliens usually wind up overpowering my troops due to lack of upgrades. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
-Grail
Nah actually you have plenty of resources if you dont have a moron team. The last game i played as command on Eclipse we owned right up until i had the 4 nodes and 1 hive and then my team decided it was time to go CS style again and i just left i didnt wanna deal with 6 guys asking for HMGs and HA every 5 seconds but..
YOu can secure 2 nodes fast if your marines play smart. You dont need turret defenses RIGHT away at the first 2 expansions because you marines can gaurd. In the last game which was 7v7 i had 3 at each expansion and because the aliens needed gorges to expand the didnt have enough skulks to take down the 3 guys at each, which is usualy the case. Then i got the defenses when we had resources, but only started with 2 turrets at each place. After we expanded into another node and the hive i had them build 4 at each of those spots and then go back to build 2 more at the others. Just before they decided to go CS style i actually had 120 RPs saved for ARMORY upgrade, PROTOTYPE lab, and i had already gotten ARMs lab and had lvl 1 weapons upgrade.
RPs isnt the problem, its moron Marines.
and RESOURCES ARE LIFE.
portal>factory>turrets>resource find many build many>factory support resources>armoury some where in the meantime (at this time resources should be coming in nice, quick, and steady)>turrets defend your resources>the upgrading chain
That's true, but I can almost never get 'em to stay there. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Even when you build up resource areas, you may be ahead in the resource game, which is definately beneficial, but it gives the aliens more time to secure a 2nd Hive. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
I haven't seen many "resource bases" (one nozzle w/ turrets, armory, and factory) stand up very long against some Fades and Onos.
By taking a Hive before the scattered resource locations, you have more time in which your marines are in fairly close proximity.
I haven't really ever done much as Commander because all the marines do this:
<span style='color:blue'> RESOURCES: 2 </span>
<i>"HMG plz! HMG plz! OMG NEED MHG NOW!!"</i>
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And this is still before the first skulk rush. -_-;
If I ever get to mid-game, I try to build a seige cannon in my base, then go from turret farm to turret farm adding a seige or two apiece. Prevents aliens from building healing stations and wearing down our defenses. I once served under a commander who took back a 3 hive map in this way. We were sealed in our base, he gave us armor and welders and had to keep telling us to stop going toe to toe against OCs and to cover each other while building. Once we started listening, it worked. Soon we couldn't afford armor anymore, but we perservered. We would secure one small outpost against all odds, set up seiges, and guarded the T-factory by hand, welding the heck out of everything. Once the seiges stopped firing, we'd move to the next waypoint. It wasn't as easy as people think seige cannons make everything. You gotta defend those things!
Eventually, incredibly, we won the whole darn game by slowly gaining ground. A lesser commander would have bailed. I know I sure would have. I think <i>he</i> would have bailed on us if we hadn't been following his orders to the letter.
With Skulks coming in early, I now get a Portal, Factory, another Portal, turrets, Armory, more turrets. This gets turrets up much earlier in my main than I would normally get them, and another Portal in case the first gets destroyed.
On any other map, I still try and stick with my fast-expansion build order.