Who Feels Armour1 Is Limiting Marine Choices

MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Almost always the first choice</div> Marines have a large number of opening tech choices:
-MT
-PG
-Armour 1
-Weaps 1
-Hand Nades
-Catalyst
-Adv Armoury

They can have the following openings:
-Balance between tech and RTs
-RT rush
-Relocation
-2 IPs
-Shotguns for fast RT hunting

And several others that I probably missed.

But armour1 seems to be a pre-requisite for almost everything. If a commander goes weapon 1 instead of armour 1, how many of you scream NOOB!!! If the commander tries PG or MT first, and the marines not up to par, a lot of dead marines will just end up in the spawn queue, not making full use of the tech.

2 bite marines are really easy to kill, even without the need to ambush.

Marines are forced to spend 45 res off the bat just for armour1, which limits the pace of the game. They are locked into armour1 - then anything else, much like the kharaa favour DMS.

Marines have decent firepower, so their longevity is the greatest issue. And armour1 solves that. And limits the diversity of the game.

I'm going to post a suggestion in I&S, tell me what you guys think if you feel the same way as I do about this.
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Comments

  • AudaxAudax Join Date: 2003-09-20 Member: 21025Members
    Then you have people like me who suck at being a marine, and need it.

    Then again, I just plain suck.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    See my suggestion here. Also explains why it should not imbalance the core gameplay.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=86623' target='_blank'>Suggestion to break Armour First Trend</a>
  • BadMouthBadMouth It ceases to be exclusive when you can have a custom member titl Join Date: 2004-05-21 Member: 28815Members
    marines dun always have to get armour 1 first. MT is quite gd agaionst aliens too.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Please read through my entire post before posting replies. In particular, I refer to this:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the commander tries PG or MT first, and the marines not up to par, a lot of dead marines will just end up in the spawn queue, not making full use of the tech.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • BerettaBeretta Join Date: 2003-08-16 Member: 19794Members
    edited January 2005
    Well, look at the figures, lvl 1 lmg makes a minute difference on the amount of shots needed to kill? (1 shot less IIRC (someone will prove me wrong on that))

    whereas Armour 1 increases a marines lifespan 1.5times

    MT is viable first upgrade but MT is EXPENSIVE for a first upgrade <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    PG is different, not really comparable, should really be done about the same time.


    I like to get MT first, but its not always needed either as some marines are good at hearing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Also, you can get A1 AND phase tech for the same price as MT

    catalyst is VERY expensive ESPECIALLY early game.

    2 IPs are not needed due to marines dominance against skulks early game.

    Hand nades, lol (need buffing devs)

    adv armoury is not needed that early as you wont have the res in 3 minutes to get proto and/or hmg unless you team is dominating.

    Shotguns for fast RT hunting only works in clan games or small pub games, because if you give 1 or 2 people a shotgun ina normal sized pub the whole team sits in base saying CORNMANDOR WE NEED SHIRTGUNS TOO YOUR NOT NICE!!!111oneone

    Relocation, ugh, beacon doesnt work.

    RT rush can be done at the same time.



    Also how are the marines LOCKED into armour one, they arent, the aliens are LOCKED into defense chambers if they get them because the chambersare chained (keep them that way please devs). Its not as if rines wont get A1 during the game sometime.


    Edit:

    Also Adv Armoury and PTech dont give your rines that edge in the field that can win the early game.
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    I don't really like getting mt, It's not really needed.
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    I really think the basic tech upgrades (armour and weapon) are really moot and not really as intended.

    I think the concept is good, but it seems like it needs more significance. they're neccesary upgrades, but as it is they feel more like nuisance upgrades.

    I don't know how (haven't read the suggestion yet), but it seems the concept should be further examined and somehow adjusted to make the basic marine grunt upgrades more significant to the game.

    same goes for the "three chamber" concept for the kharaa, both ideas are right (three for the upgrade to be maxed), but the means to achieving the end seem to be off.
  • EggmanEggman Join Date: 2004-09-05 Member: 31423Members
    <!--QuoteBegin-Beretta+Jan 16 2005, 02:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beretta @ Jan 16 2005, 02:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, look at the figures, lvl 1 lmg makes a minute difference on the amount of shots needed to kill? (1 shot less IIRC (someone will prove me wrong on that)) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, I'll prove you wrong. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    Weapons 1 doesn't even affect how many shots it takes to kill a skulk. It's still 9 shots because 8 only do 88 dmg, not enough to kill the skulk. I think it helps against Lerks though, but I rarely see early lerks.
  • themakefunofpplacctthemakefunofpplacct Join Date: 2005-01-12 Member: 35170Members
    i think if you do that everyone's just going to go MT first, since it helps the most in early game and now that marines will basically start out with armor 1 there's not that much of a downside. It still is a good idea though and it'll force aliens to get chambers a lot earlier.
  • BerettaBeretta Join Date: 2003-08-16 Member: 19794Members
    Hmm sure I read somewhere it takes 1 bullet less, maybe in CO because aliens start with 2 hive lvl armour and take 11 shots to kill? <!--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-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Beretta+Jan 16 2005, 12:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beretta @ Jan 16 2005, 12:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm sure I read somewhere it takes 1 bullet less, maybe in CO because aliens start with 2 hive lvl armour and take 11 shots to kill? <!--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--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In 3.0b5 it takes 9 bullets whether you have w0 or w1. Aliens have hive1 armor values in combat (I watch the damage I take closely enough that I am sure of it). In 3.0b6, w1 will reduce the number of bullets by 1 (because innate regen will mean that w0 needs an additional bullet). I am completely sure of all of that.

    As far as the actual topic, I disagree. It's not like getting a1 prevents the marines from doing other things at the same time. They can still get phase tech, or even drop a second arms lab and get w1 simultaneously if they want.
  • BloodBallBloodBall Join Date: 2003-07-11 Member: 18098Members
    People might scream noob if you get weapons 1 first becuase weapons 1 doesnt do anything. By the time you get weapons 2, you'll need armor 1. So there is all that time wasted with an upgrade that doesnt do anything.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    in b6 lmg takes 10bullets to kill a skulk w1 will take 9 bullets so it will be slightly useful

    i like this idea though, sounds good especially as 1 para will nullify it (skulks should really learn to para early marines) also while i agree a1 is the most useful first upgrade atm it really isnt the be all and end all unless you have a competant team and go for early welders, once you've taken a bite or some spores from an early lerk it's back to good old two bites again. Thats not to say it isnt very useful to break through ambushes.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    Armor 1 seems to be a must have only because players refuse to adapt

    If players were to slow down... listen for aliens... not just rush into rooms... let the aliens come to them... GOD FORBID WAIT OUTSIDE A ROOM... NOT FREAKING DIE LIKE FLIES..... wait for orders... HOLD THE RESNODE RATHER THAN RUN INTO TE ALIEN STRONGHOLD IN AN ATTEMPT TO GET ANOTHER... maybe you wouldnt always need that extra bite...

    Case in point.... Hera entrance on ns_hera... i can cap that res and freaking hold it all day all by myself never sustaining a bite... same thing with laser drilling on origin, or chemical on tanith..

    People just wanna keep rushing

    As soon as ur dead.. there are suddenly no marines behind you... and all the res you have capped go down in seconds...

    Lay off, cap and HOLD...and ull realize that you dont NEED armor 1 because you are never bitten!!

    that is all

    ~Jason
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-SDJason+Jan 16 2005, 10:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJason @ Jan 16 2005, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Armor 1 seems to be a must have only because players refuse to adapt

    If players were to slow down... listen for aliens... not just rush into rooms... let the aliens come to them... GOD FORBID WAIT OUTSIDE A ROOM... NOT FREAKING DIE LIKE FLIES..... wait for orders... HOLD THE RESNODE RATHER THAN RUN INTO TE ALIEN STRONGHOLD IN AN ATTEMPT TO GET ANOTHER... maybe you wouldnt always need that extra bite...

    Case in point.... Hera entrance on ns_hera... i can cap that res and freaking hold it all day all by myself never sustaining a bite... same thing with laser drilling on origin, or chemical on tanith..

    People just wanna keep rushing

    As soon as ur dead.. there are suddenly no marines behind you... and all the res you have capped go down in seconds...

    Lay off, cap and HOLD...and ull realize that you dont NEED armor 1 because you are never bitten!!

    that is all

    ~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No alien that is actually good will rush you, if he's not a higher lifeform.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    edited January 2005
    that's truely awful logic, if everyone just stayed by the first rts they came to the aliens would win regardless becuase you only have 3 rts and they are free to cap as many hives/ rts as they like, marines need to pressure the aliens....surely people realise this.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    Armor 1 is great for pub games with less experienced players.

    Motion tracking is probably the best early upgrade possible for good marines. Its much harder to be ambushed and you know exactly where the aliens are trying to push and you have a good ideal what rts they have. Basically if a marine can aim at all and knows exactly where the aliens are he should never die.

    Weapon upgrades are also very usefull b/c your weapons do more damge in the same time and more damge before you have to reload. Level 1 may not be that good but you can defenatly tell when a marine has level 2 or 3 weapons especialy when fighting early fades. Also shotguns versus skulls usually if you aim decent and the skull doesnt die he has like 10 hp. With 10% more damage the skull would have died.

    Basically for good marines getting mt and weapons 3 asap with a little med pac help owns aliens.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Basically for good marines getting mt and weapons 3 asap with a little med pac help owns aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I hope I never see a comm get w3 before a1.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Gah no, armor 1 is far superior to w1 as first upgrade, regardless of your skill level.
  • BloodBallBloodBall Join Date: 2003-07-11 Member: 18098Members
    <!--QuoteBegin-SDJason+Jan 16 2005, 04:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJason @ Jan 16 2005, 04:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Armor 1 seems to be a must have only because players refuse to adapt

    If players were to slow down... listen for aliens... not just rush into rooms... let the aliens come to them... GOD FORBID WAIT OUTSIDE A ROOM... NOT FREAKING DIE LIKE FLIES..... wait for orders... HOLD THE RESNODE RATHER THAN RUN INTO TE ALIEN STRONGHOLD IN AN ATTEMPT TO GET ANOTHER... maybe you wouldnt always need that extra bite...

    Case in point.... Hera entrance on ns_hera... i can cap that res and freaking hold it all day all by myself never sustaining a bite... same thing with laser drilling on origin, or chemical on tanith..

    People just wanna keep rushing

    As soon as ur dead.. there are suddenly no marines behind you... and all the res you have capped go down in seconds...

    Lay off, cap and HOLD...and ull realize that you dont NEED armor 1 because you are never bitten!!

    that is all

    ~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That is all well and good but why bother holding a room by yourself with an upgrade that doesnt help you at all [weapons 1]? And... GOD FORBID GET ATTACKED BY MORE THAN ONE SKULK... need that extra bite. You're being very one sided here, if the alien team used the patience and teamwork that you speak of, then you being by yourself in hera wont last very long. Armor 1 is much more chosen in the beginning, not because of peoples inability to adapt (though this is true for alien D-M-S imo, but thats a different thread), but rather the contrary is useless in weapon 1 terms.

    A different upgrade order not regarding the armslab at all is a different story though. I've seen comms pull quick exciting and easy victories with a heavy armor rush for example. I myself have, on multiple occasions, gotten MT first and wait along time for upgrades. This, I will give you, is a lack of adaptation.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    hum, i never take a1 as first upgrade..
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Armor 1 is the safe choice just like DC is the safe Alien choice. If the Aliens are better players than the marines then you can gamble on a focus rush, and likewise if the marines are better than the aliens then you can gamble on a weaps 1 sg rush.

    Not many people like gambling, so they take the safer option. Even a hopeless player can make himself valuable by soaking up hits from aliens. Its also good for comms as it gives you more breathing space for medspam and counters an SC focus/cloak/silence rush from aliens.
  • themakefunofpplacctthemakefunofpplacct Join Date: 2005-01-12 Member: 35170Members
    <!--QuoteBegin-Ots+Jan 16 2005, 05:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Jan 16 2005, 05:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hum, i never take a1 as first upgrade.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Comms that dont get a1 first make me angry :<

    The only reason you would want to get w1 1st is so you can rush w2, which most comms dont do. They get w1, and then get a1. Completely illogical. W1 shotgun rush you say? A1 shotty rush would be 10x stronger. W1 makes so little differenc compared to A1 that you'd have to be crazy (or just really nooby) not to get it.
  • SukitSukit Join Date: 2005-01-08 Member: 33712Members
    preach it SDjason,

    The only time a decent player will need armour 1 early game is if your ambushed walking into a room. At all other times using ur ears is sufficiant to bag 5 or 6 skulks without dieng. However since alot of ppl playing ns arnt decent players armour 1 is probably the safest choice to avoid commander flamming and keep the team happy.
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    Armor 1 is just a solid upgrade all the way around. If you don't have it by 5 minutes then those early fades will just be able to deal too much damage for your marines to deal with.

    It is, generally, MT or A1 first. Either know that they're coming, or be able to take them if they suprise you. PGs are rushed sometimes, but I find that strat folly as it gives your marines no real edge against those skulks. Upgrading the armory quickly can also be a fairly well exercised strategy if you grab armor 1 as soon as you get the res free. Once that armory is upgraded you have alot more breathing room and can rush jetpacks, heavy, or GL/HMG/Shotty rush a hive at whim. Gives you much more... as SDJASON wants.... adaptability.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    If marines were perfect, a1 would be useless. But marines are never perfect, not even the best one of us. a1 always gives you this edge you really need.
  • themakefunofpplacctthemakefunofpplacct Join Date: 2005-01-12 Member: 35170Members
    <!--QuoteBegin-Sukit+Jan 16 2005, 11:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sukit @ Jan 16 2005, 11:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> preach it SDjason,

    The only time a decent player will need armour 1 early game is if your ambushed walking into a room. At all other times using ur ears is sufficiant to bag 5 or 6 skulks without dieng. However since alot of ppl playing ns arnt decent players armour 1 is probably the safest choice to avoid commander flamming and keep the team happy. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol. even the best ns player in the world would gladly take armor1 over weapon1. What happens if 2 skulks are bhopping towards you from 2 different directions? You really think you could successfully sidestep 2 bhopping skulks without getting bitten more than once? Your chances improve soo much with that extra bite. Rather than just killing one skulk and having the other skulk kill you from behind in 1 second because it only had to bite you twice, you could kill 1, turn around, and probably kill that too if you're good enough and get off with 10 hp.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    Guys, look at your replies. This is exactly what I mean. Armour1 is practically compulsory, causing marines to use up 45 res off the bat just for armour1 instead of opening different avenues of approach to the game. Makes the game more stale.
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    edited January 2005
    what effect does weapon 1 have against carapace lvl 1/2/3?
    People say it makes no difference against skulks...
    But what about an upgraded skulk? becasue by the time a mariene has an upgrade the aliens do too...

    <!--QuoteBegin-themakefunofpplacct+Jan 17 2005, 03:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (themakefunofpplacct @ Jan 17 2005, 03:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lol. even the best ns player in the world would gladly take armor1 over weapon1. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    yes... but what would the best team prefer?
    When groupped together level 1 weapons will definately have a compounding affect making the group much stronger and possibly prevent mele range combat.

    Maybe weapon 1 first should encourage you not to go out rambo style.

    the armour upgrade doesn't get better as rines group together becase most attacks will only hurt one person and only that single person's armour contributes to his own defence. However if the marienes are grouped each individual's weapon upgrade is added the the teams offence.

    I mean you can rush HMG and for example get 2 or 3 of them to go together... With that, even higher level aliens won't get many attacks out.
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    <!--QuoteBegin-Act Chill+Jan 16 2005, 05:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Act Chill @ Jan 16 2005, 05:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Armor 1 is great for pub games with less experienced players.

    Motion tracking is probably the best early upgrade possible for good marines. Its much harder to be ambushed and you know exactly where the aliens are trying to push and you have a good ideal what rts they have. Basically if a marine can aim at all and knows exactly where the aliens are he should never die.

    Weapon upgrades are also very usefull b/c your weapons do more damge in the same time and more damge before you have to reload. Level 1 may not be that good but you can defenatly tell when a marine has level 2 or 3 weapons especialy when fighting early fades. Also shotguns versus skulls usually if you aim decent and the skull doesnt die he has like 10 hp. With 10% more damage the skull would have died.

    Basically for good marines getting mt and weapons 3 asap with a little med pac help owns aliens. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that requires mental processes no doubt lacking for some players
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