Armslab
pako
Join Date: 2002-11-03 Member: 6681Members
<div class="IPBDescription">I think its often built to late</div> Early game is hard for marines, and it becomes much easier if you have upgrades already.
But most times my Commanders have build the AL at the time the aliens got strong fades.
And if they start building the armslab @that time, we got fully apgraded amor @the time aliens got Onos.
I know its not very cheap, but it workx, I ve done it several times with IMHO good comms.
He saved the money in not building that much turrets, and we killed those chomping skulks much faster.
But most times my Commanders have build the AL at the time the aliens got strong fades.
And if they start building the armslab @that time, we got fully apgraded amor @the time aliens got Onos.
I know its not very cheap, but it workx, I ve done it several times with IMHO good comms.
He saved the money in not building that much turrets, and we killed those chomping skulks much faster.
Comments
Teeth.
Not true. Against any relatively GOOD alien players, there will always be a battle for the second hive. Fades are not the end of the world.
If the comm lets them get *3* hives, THEN something is wrong.
As for the Arms Lab, I usually try to get that once I've secured my first hive. Once that is done, I'll get a prototype lab and start researching heavy armor/jetpacks to combat Fades.
the 50rp for the weapons fact, and the 20+ resources for each upgrade really is more then you can spare early game. If you are piling up resources try using it to move faster and take the 2nd hive!
whenever i'm commander, i always try to have minimal defense at home (turrets cost 19 res) and use it to expand in a hive instead. i usually try and keep all marines concentrated at home base to take out the first skulk rush and then advance. get all essenials then get observatory (Motion Tracking) and my marines usually thank me for that. taking hte 45 res to upgrade MT is much more valuble in the long run when u can actually see the aliens. then i'll try and get armor/weapon upgrades. it cost 50 res just for the structure itself...i think thats why. and by the time they have the res, they are somewhere else tending a hive.
But I will agree that Arms is built too late. More than half of the time I need to make a specific request to make one [soon], plus get them to keep making upgrades after the first one ;p Armor 1 is very useful, especially for a tight area such as Computer Core hive in ns_eclipse. It's dark, has many entrances, and not even motion tracking will help you see those skulks through your muzzle flash. But in all reality, Obs + MT should ALWAYS come before Arms + Armor 1. I don't care WHAT you're doing. Obs first.
Most good games do consist of a battle for the 2nd hive, where a pack of souped up skulks take out a siege turret encampment to claim that 2nd hive, because the marines didn't have HMGs yet. 4-5 minutes transpire. "HMG please commander" "Oh **obscenity** Fades" "CHARGE!". The few Fades that there are, die. Siege encampment is reconstructed in a very tense situation, with motion tracking reporting 5 skulks advancing to your position from multiple points. Ya, that's good.
But in all reality, Obs + MT should ALWAYS come before Arms + Armor 1. I don't care WHAT you're doing. Obs first.
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k, MT is great, but I know already where they are (if they are near), because I can hear the steps
(well not only me, but everyone)
I think is amor is more usefull...
<!--QuoteBegin--Dr_Teeth Posted on Nov 26 2002+04:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dr_Teeth Posted on Nov 26 2002 @ 04:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Most pro skulkers (including myself ) get freaked out if an LA marine doesn't drop after 2 bites! wtf! did I miss him!?! argh! hehe
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yeah I think its really annoying if that marines dont die..
and both require obervatory
im with motion tracking first here, simply because sometimes the noise level is up, like when your building or fighting one already.. its good to notice the reinforcements coming before you get there. Plus i like to know just how many are coming.
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Thats a good argument.. => I cant decide want I want first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Ya, that's what I thought. Motion Tracking isn't just to save YOUR **obscenity** in THAT room. It's also for giving your team information of enemy movement. More information than ANY human could make in a scout report, let alone be understood in time. MT saves lives and entire operations. Better armor only saves your worthless **obscenity**.
Motion Tracking first, please. Plus the ability to make Phase Gates is pretty hard to ignore.
(Don't let this happen!) HEHEhe dumb dee dum... no
aliens..
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AFAIK Motion sensing does not show unmoving aliens, but it DOES show active hives (which don't move). I'm torn, as a Marine I like knowing where the active hives are, but as an alien I can't help but think that I'd rather it didn't show them.
The commander can just move his/her viewpoint on top of a hive location and hear if there's an active hive in there anyways.
(well not only me, but everyone)
I think is amor is more usefull...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I use Silence as I often go as a skulk. And besides, fades can crouch. No sounds from a crouching fade (not a marine either, for that matter).
I always prefer getting more upgrades rather than new weapons. The savings add up after a while.
If you had waited an extra "sweep," the circle would probably have disappeared. . . . though I think the commander can see stationary aliens within range of the observatory.
I've been ambushed aplenty by stationary Skulks that didn't show up on motion tracking.
It doesn't show still aliens. It fades away after they stop moving. If they are still moving a teensy bit (even slowly) or if they only JUST stopped moving, then the indicator will remain.