Armor 3 Rush
Rapier7
Join Date: 2004-02-05 Member: 26108Members
<div class="IPBDescription">Big Pub Strat Only</div> I've taken to haunting the NSA classic server now, and I've been doing Armor 3 rushes.
Why?
It's just that I've noticed that people start gestating to fade around 4:30, and finished and are ready to go at about the 5 minute mark. Armor 3 lets marines take three hits before dying, instead of the two that armor 1 and 2 provide.
Get an IP, armory, and arms lab respectively and rush A1 30 seconds in the game. It'll be done at 1:30, where you then rush A2. Then at 3 minutes into the game, you'll rush A3. It'll be done at the five minute mark.
So, why rush A3? Longevity. A1 is an obvious first upgrade, but if you go to A2, it'll take four hits to kill a marine (unless they para first), and in tight corridors with fast action, not many people will parasite. You increase the longevity of your marines using less medpacks.
When fades are usually done baking in the oven, you'll have armor 3 ready to go and shotguns too. I figure that the shotguns will provide enough firepower to ward off fades while welders can keep your armor up. And after the 5 minute mark, just another minute gets you W1.
Besides, researching Weapons 1 doesn't do much to skulks, in fact, you can argue it's actually harder to kill skulks with weapons 1 on the LMG due to the slightly higher spread.
What do you guys think?
Why?
It's just that I've noticed that people start gestating to fade around 4:30, and finished and are ready to go at about the 5 minute mark. Armor 3 lets marines take three hits before dying, instead of the two that armor 1 and 2 provide.
Get an IP, armory, and arms lab respectively and rush A1 30 seconds in the game. It'll be done at 1:30, where you then rush A2. Then at 3 minutes into the game, you'll rush A3. It'll be done at the five minute mark.
So, why rush A3? Longevity. A1 is an obvious first upgrade, but if you go to A2, it'll take four hits to kill a marine (unless they para first), and in tight corridors with fast action, not many people will parasite. You increase the longevity of your marines using less medpacks.
When fades are usually done baking in the oven, you'll have armor 3 ready to go and shotguns too. I figure that the shotguns will provide enough firepower to ward off fades while welders can keep your armor up. And after the 5 minute mark, just another minute gets you W1.
Besides, researching Weapons 1 doesn't do much to skulks, in fact, you can argue it's actually harder to kill skulks with weapons 1 on the LMG due to the slightly higher spread.
What do you guys think?
Comments
u could try squeezing w1 in there, propably after a1. dunno.
but with level 0 weapons u wont be able to kill a fade with skill, even with shotguns (unless your marines get lucky)
although i agree a3 combined with welders could be very powerful, it will definatly make it extremly hard for skulks to kill your marines.
the only problem i see with your strategy is your sacrificing phase gates, which also means hive locations, this is bad <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
and also you would have to trust your marines had some sense and actually weld each other...
personally (sorry to go off topic slightly) I still dont think you can beat the good old 2 hive lockdown in public servers.
IP -> Armoury -> obs -> phase tech, rush into both enpty hives, getting rts along the way, secure the hive with a pg next to the RT, TF, turrets and electrify.
Once you control both hives you can just sit on them and upgrade at your liesure. pretty much **** all aliens can do about it.
but as i said, ill give it a go next time i comm.
IP -> Armoury -> obs -> phase tech, rush into both enpty hives, getting rts along the way, secure the hive with a pg next to the RT, TF, turrets and electrify.
Once you control both hives you can just sit on them and upgrade at your liesure. pretty much **** all aliens can do about it.
but as i said, ill give it a go next time i comm. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yea...it works, at the expense of the fun of the game. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
A1 = 3 swipes
A2 = 3 swipes
A3 = 4 swipes
I think anything after A1 vs fades is a usless upgrade compared to W1/2/3. Why spend 70 res to survive an extra swipe when you can drop welders, meds and kill the fades with weapons tech by shooting them rather than boring them to death.
That's assuming the marine team isn't nub. It takes one marine to build stuff in the hive, but a shotty rush takes most of the team to move in a group toward the hive. Not that I'm saying a 2-hive lockdown is a good thing, I just disagree with your assessment.
I've seen games where armour has been rushed, but without welders a fade can simply hit and run. Trying to kill a 2 hive fade with bare basic weapons is not pretty. Yes, it can be done, as all things can, but its not a fun experience.
Why?
It's just that I've noticed that people start gestating to fade around 4:30, and finished and are ready to go at about the 5 minute mark. Armor 3 lets marines take three hits before dying, instead of the two that armor 1 and 2 provide.
Get an IP, armory, and arms lab respectively and rush A1 30 seconds in the game. It'll be done at 1:30, where you then rush A2. Then at 3 minutes into the game, you'll rush A3. It'll be done at the five minute mark.
So, why rush A3? Longevity. A1 is an obvious first upgrade, but if you go to A2, it'll take four hits to kill a marine (unless they para first), and in tight corridors with fast action, not many people will parasite. You increase the longevity of your marines using less medpacks.
When fades are usually done baking in the oven, you'll have armor 3 ready to go and shotguns too. I figure that the shotguns will provide enough firepower to ward off fades while welders can keep your armor up. And after the 5 minute mark, just another minute gets you W1.
Besides, researching Weapons 1 doesn't do much to skulks, in fact, you can argue it's actually harder to kill skulks with weapons 1 on the LMG due to the slightly higher spread.
What do you guys think? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The problem with this strategy is that you consistently need welders to keep the armor advantage. If you have level 3 armor, and no armor points as a marine, you have 0/0 upgrades.
Welders can add up, Especially when combined with shotguns. To save money on meds and keep the longevity of the marines, you need welders.
This is a sound plan, but if the other team is smart, they will get atleast one cara lerk to drain the armor. Since your main advantage is armor, with no weapons upgrades to provide some extra unF against the lerk(s), there can be a problem.
Its best to keep a balance between weapon and armor upgrades, but this is a sound strategy provided welders can be used effectively.
This is just all an assumption that the other team is 'nub' and in pubs it's not too uncommon.
Against a good team you're going to succumb to the might of 2 hive aliens or 1-hive fades if you don't tech weapons first.
If it doesn't work agaisnt good teams or isn't outragously funny or hard. then I personally don't comm it.
even skulks are hard to kill with shotgun w0 - it takes to hits usually : /
this continues to amuse me
Works well in maps where marines are a short distance from 2 hives, like tanith and eclipse
btw
no obs
Back on topic, I rely on rushing dmg lvl 3. It's way much better and I got good results with it.
let me spell it out to you nice and simple.
armour 1, you now take 3 bites to die instead of 2, this makes you 33.3% more effective against skulks.
ammo 1, makes u kill a skulk in one shot less, this makes you more or less the freaking same as you were without upgrades
comprende?
Pardon me but what? All I was aware of was that weapon upgrades give you +damage and more tracers.
Also, we're laughing because w0 = w1 as far as skulks go. Same number of bullets until you get to w2. Everyone should know this by now, especially people who consider themselves hard core NS players.
Weapon upgrades increase the cone of fire for the LMG? Post proof plz? Who told you this? Listen, I read your posts Rappy, and while you sort of grasp pub play, stuff like telling marines to go die and feed the aliens makes me wonder if you're entirely correct about this latest revelation. No grief, I just want to know where you heard this.
<a href='http://www.unknownworlds.com/ns/comm_manual/basic/damageCalculator.htm' target='_blank'>yet another damage calculator</a>
Edit - Furthermore, rushing armour 3 puts you further and further away from having decent weaponry in the midgame. I don't agree with rushing weaps 3 either, but on balance getting weapons FIRST means you can have a bit more leeway midgame. You'd only have to research once more in order to get W2, whereas if you'd went nuts for Armour then you'd have to suffer while your weapon ups came online. Hence, I'd rather have my foot on the gun ladder first.
Well, the point is that you use shotguns and HMGs to cover your deficit (6 minutes for W1, anyways) until you've gotten enough weapon ups.
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I must have missed this somewhere, can you point me to the post or whatnot where they test this out? thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I'd go with church and get 2 arms labs and tech rush.