Arms Lab Rush

ElricElric Join Date: 2002-11-13 Member: 8448Members
edited December 2002 in Frontiersmen Strategy
<div class="IPBDescription">Would it be a good idea?</div> Since I've heard of hmg rushes being supposedly so powerful, how about something along the lines of, IP, IP, Armory, TF, Arms Lab, recycle the TF to get lvl 1 armor, while rushing the hive work? It and weapons one would research pretty quickly and has the benefit of not being a total loss if your marines die since the upgrades are permenant. 1/1 marines are very evil vs non-upgraded skulks. I should try this but I just wanted to get some input to see if someone else has had success with it. I'd just have to let my guys know what I'm doing ahead of time so they don't freak when they see the TF in spawn, heh. Obviously you can't take a hive immediatly, you either have to win the rush or delay them long enough to get the cash for observatory and 2 phase gates.

Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I've seen a tech rush, and won. however an armslab rush i dont know. A tech rush is pretty much getting jetpacks and maybe upgrading the wpns once or twice. And just getting into their hive and shooting it down w/ jetpacks.
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Last time I trust that manual, seems prereq for arms lab is armory, not TF which makes more sense. I don't know, I'll have to just try this a few times and see how it works out. It's only 105 RP for the arms lab, 119 when 1.4 rolls around. Cheaper than the phase gate path by 15 RP in any case.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Arms lab rush awesome, teching to level 1 armor requires a skulk to land 3 successful bites instead of 2, which believe it or not, makes all the difference, especially when trying to end the game early via rush. After the level 1, send 4 people to attack a hive, 1 person to mine the Base (assuming 6v6, if you have more send them to attack). Build 2 rts (except maybe on eclipse because they are so spread out), and mine them as well (yes it will take a few trips back and forth but its worth it). In case the marines fail, you have 2 rts pumping and can upgrade weapons or maybe get the protolab going. (i prefer upgrading weapons, but JPs are VERY useful).

    The problem is without getting an Observatory in the early game is that you can't

    A)scan for hive

    B)scan for gorge (VERY important).

    so marines could potentially wander around 2 hives before reaching the third, and that takes time but all in all having that level 1 armor helps a LOT
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    I dunno, I would personally rather have a wallhack (MT) over being able to take one more hit... MT makes you not get hit in the first place... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • travtrav Join Date: 2002-11-06 Member: 7417Members
    commander doesn't have to scan for gorges or hives, he just has to pan over the area and listen for the building/splashing sounds. you can hear these even if you cant see anthing. you can also see gorge shots. i've seen many a bored gorge give away it's position by jumping around / shooting tin cans
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    ah
    what makes that plan even better is that you don't need to make the TF, and the fact that you can only build 1 IP, and save 20 res for something else.


    still, the jetpack/HMG rush (we seemed to have managed it twice, in the same map, in a row... it took maybe like 5 minutes until we got HMGs, i think.. really wild, the skulks kept accusing us of cheating.. even after we did it twice in a row...

    either way, a marine rush will usually win
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    The main problem with this strat is, you cant afford any Turret cover, and without that, youre screwed...basically

    the skilled skulks get in behind you and start eating your base...HMGs and lvl2 armour isnt going to help alot if you have no spawn...

    Its risky, but it might work...adds one way to the diversity, a good commander needs to be diverse, or hes toast after one game
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Geronimo+Dec 30 2002, 02:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Dec 30 2002, 02:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The main problem with this strat is, you cant afford any Turret cover, and without that, youre screwed...basically

    the skilled skulks get in behind you and start eating your base...HMGs and lvl2 armour isnt going to help alot if you have no spawn...

    Its risky, but it might work...adds one way to the diversity, a good commander needs to be diverse, or hes toast after one game<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well base can be defended by marines y'know. Gotta weigh what you want. All out assault with hmg and empty base with no turrets? No, then leave a detachment at home.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    <!--QuoteBegin--Geronimo+Dec 30 2002, 08:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Dec 30 2002, 08:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The main problem with this strat is, you cant afford any Turret cover, and without that, youre screwed...basically

    the skilled skulks get in behind you and start eating your base...HMGs and lvl2 armour isnt going to help alot if you have no spawn...

    Its risky, but it might work...adds one way to the diversity, a good commander needs to be diverse, or hes toast after one game<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Do you honestly think 3 turrets is going to stop your base from a skulk? I can solo 3 turrets with level 3 carapace and come out alive =/
  • freeofreeo Join Date: 2002-11-03 Member: 5518Members
    <!--QuoteBegin--AcKz+Dec 30 2002, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AcKz @ Dec 30 2002, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Do you honestly think 3 turrets is going to stop your base from a skulk? I can solo 3 turrets with level 3 carapace and come out alive =/<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i think they're talking about early-early game here. i doubt you'll get 3 defense chambers up right at the start of the game.
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    I never build an early tf in the base and very rarely lose a game because of it. Usually if we lose to a rush, it's before the armory is even finished building.

    Regardless, I need to get off my rear and test this, I've still been doing the standard phase thing.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I like to be able to know-all and see-all, as well as to be everywhere and nowhere. Thus, I like MT and phase gates. Jetpacks are nice, but I can wait.
  • InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
    I've tried this strat once or twice, I can't say how well it worked because I had so many other problems commanding (the usual pub problem, the commander can't try out ANY strategy, because the commander is stuck observing rather than ordering, because no one listens to anything they don't want to hear). In theory, it should be more effective in larger games than smaller ones. For convenience's sake (I'm not saying it's true), let's call an HMG three times as powerful as an LMG. Give out two early HMG's, you have +4 marines. Linear growth. Upgrade armor early, you have +33% in firepower (inderectly, men who live longer have more time to shoot). Exponential growth. So a bigger team will benefit more from upgrades than bigger guns, since everyone benefits. The problem is, at 12 marines, you get +4 marines worth of firepower, same as the HMG's. So for anything other than a freakin' HUGE game, the HMG's are better. This assumes that none of your men die, though. In pubs, men die in droves. So the early upgrade might be worth it since you can't lose upgrades. Not only that, but subsquent upgrades are relativly cheap. You can then get +10% damage per marine for less than another HMG. Throw down an extra infantry portal or two, and you can play kamikazie the aliens all day with your extra-strong basic marines.


    Summery - the early upgrades are most beneficial in larger games, where you're men are too likely to lose HMG's. So it's not much of a rush-the-hive strategy, but it's probably more powerful over longer games. You could easily have level two weapons upgrades and level one armor upgrade by the time you see fades, so you're men can take a few hits, and deal out quite a bit themselves even in basic spawning gear. You also don't have to risk losing half of your resources to a stupid marine trying to take down all of the aliens and their hive on his own (but he'll be able to take on more aliens with the upgrades, so he might even be somewhat useful).
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Well, MT would obviously be the next upgrade to get (when it works) but I'll have to play with it to find out how long it will normally get delayed. Another benefit is that if you fail to get or at least keep both hives early on, you're in a better position to fight fades but the trick will be if 1/1 helps you get enough resources in time to get there.
  • QuietMischief1QuietMischief1 Join Date: 2002-11-06 Member: 7456Members
    a single turret is skulk food

    two turrets are skulk food

    three turrets are skulk food if improperly placed

    four turrets require some carapace and nearby healing chambers

    and you can take down 1-3 turrets with out getting shot once and with no carapace

    as far as motion tracking concerned, it is for newbies who need to have a slight advantage over skulking skulks, it serves no big purpose in a serious game, since the Commander will just be able to scan ahead and call them out, there is no bigger waste of 45 RP's

    Hell, in an non-serious pub, your better off getting Arms Lab with upgrades and getting HMG's, that's all most pubbers seem to udnerstand how to use in the worst ways and still be semi effective

    MT is a waste, Phase backfires painfully, 3 Skulk bites as compared to 2 is a world of difference, and if you got the right system spec's, Jetpacks are <b>murder</b>
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    <!--QuoteBegin--Kilmster+Dec 30 2002, 07:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Dec 30 2002, 07:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[QUOTE=freeo,Dec 30 2002, 06:52 PM
    i think they're talking about early-early game here. i doubt you'll get 3 defense chambers up right at the start of the game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    dc/rt/dc/dc/rt/save for hive.

    In the time it takes to get 3 turret, 1 tf, 1 arms lab, 1 obs, 1 armory, 2 ips; you could easily have that (minus the hive)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not really. Depends on server size - on larger servers it's quite easy to get that much tech before the aliens can get lvl 3 carap (bw, why bother with lvl 3? It's just one LMG shot more than lvl2, since the "fix" to carapace).

    Take a look at <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=18081' target='_blank'>this article</a> and the accompanying excel spreadsheet.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--FireWater+Dec 28 2002, 05:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Dec 28 2002, 05:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Arms lab rush awesome, teching to level 1 armor requires a skulk to land 3 successful bites instead of 2, which believe it or not, makes all the difference, especially when trying to end the game early via rush. After the level 1, send 4 people to attack a hive, 1 person to mine the Base (assuming 6v6, if you have more send them to attack). Build 2 rts (except maybe on eclipse because they are so spread out), and mine them as well (yes it will take a few trips back and forth but its worth it). In case the marines fail, you have 2 rts pumping and can upgrade weapons or maybe get the protolab going. (i prefer upgrading weapons, but JPs are VERY useful).

    The problem is without getting an Observatory in the early game is that you can't

    A)scan for hive

    B)scan for gorge (VERY important).

    so marines could potentially wander around 2 hives before reaching the third, and that takes time but all in all having that level 1 armor helps a LOT<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Why does everyone think you need to scan for a hive, FFS people you have ears don't you? Listen for a second or so over each hive location and you will hear it if it is there.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--AcKz+Dec 30 2002, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AcKz @ Dec 30 2002, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Geronimo+Dec 30 2002, 08:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Dec 30 2002, 08:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The main problem with this strat is, you cant afford any Turret cover, and without that, youre screwed...basically

    the skilled skulks get in behind you and start eating your base...HMGs and lvl2 armour isnt going to help alot if you have no spawn...

    Its risky, but it might work...adds one way to the diversity, a good commander needs to be diverse, or hes toast after one game<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Do you honestly think 3 turrets is going to stop your base from a skulk? I can solo 3 turrets with level 3 carapace and come out alive =/<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    On the average public server this will work and is required.

    I doubt very much you would last more than a few second if the 3 turrets were on lvl 2 or 3. Assuming of course the turrets are in a triangle formation round the TF with nothing inside the triangle other than the TF.
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