Armor Vs Weapons, what to research?

JCDentonJCDenton Join Date: 2013-03-07 Member: 183768Members
I get Armor 1 always makes sense first, but what else decides which you should go for, if you are at 1/1?
What things make sense to keep in mind?

Comments

  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    It's more practical to go for armor 2 before any weapons upgrades. If you don't have at LEAST Armor 2 before fades appear..
    Expect either a painful game or an instant loss.
  • CuelCuel Join Date: 2013-01-22 Member: 181295Members, Reinforced - Shadow
    edited August 2013
    Press TAB;
    Marines can kill -> w2
    They die alot -> a2
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Armor 2 weapons 2 at 8 mins, otherwise you lose to fades.
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    Weapons 2 was usually the better choice after a1w1, but now that a2 makes both skulks and fades need to hit a marine four times, it's pretty powerful.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    @cruel Marines that can kill skulks isn't marines that can kill fades. Skulks are fragile, fades, are not so fragile.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    I like to have A2, that extra swipe on a fade can make a huge difference.
  • CuelCuel Join Date: 2013-01-22 Member: 181295Members, Reinforced - Shadow
    It's Cuel and yes while killing skulks is possible for most marines, their KD might tell a different story.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited August 2013
    Cuel wrote: »
    Press TAB;
    Marines can kill -> w2
    They die alot -> a2
    Know pain wrote: »
    Armor 2 weapons 2 at 8 mins, otherwise you lose to fades.

    ^ This. My usual build for average teams:

    a1 > second ip > a2 > shotguns > phase tech > w1 > mines > AA > w2 > w3 or proto. With an epic team you can do fast PG and w1 > w2 first and usually be okay.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Are we talking about pub or comp here?
  • frantixfrantix Join Date: 2013-03-18 Member: 184063Members, WC 2013 - Supporter
    edited August 2013
    I also tried successfully A1 - A2 - Armory Upgrade - (or A1 - Armory Upgrade - A2) which will give you FT and GL that don't profit from weapon upgrades anyway.

    Without researching shotguns (20 res), A1 (20) and A2 (30) you have now 70 spare res to go for Proto and JP.

    It is important tho that your marines weld each other and move in groups, because without shotguns killing fades is harder, even with flamethrower and JP.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited August 2013
    Therius wrote: »
    Weapons 2 was usually the better choice after a1w1, but now that a2 makes both skulks and fades need to hit a marine four times, it's pretty powerful.

    Nope, if you're gonna get armor 1, you might as well get armor 2. This is why.

    Armor 0/1: 3 Bites, 3 Swipes, 2 Gores
    Armor 2/3: 4 Bites, 4 Swipes, 3 Gores

    So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.

    Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.

    Either go to Weapons ups first, or go straight to Armor 2.
  • RedDogRedDog Las Vegas Join Date: 2013-02-22 Member: 183267Members, NS2 Playtester, Squad Five Gold, WC 2013 - Shadow
    In competitive play, ideally you want to be at a2,w2,shotguns once fades come out around the 7-8 minute mark. TW@T pulled this off nicely the other day where shotguns just finished researching as the first fade popped out of the egg at around 8 minutes in. Now, just because you have the TECH against fades, doesn't mean you'll always win lol. The other factor here is the skill and accuracy of your marines USING that tech ;)
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    Marines do well early game = a2w2 during fade pop.
    Marines loose engagements early game = a1w1 fade pop.

    Really depends on how well you are doing.
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    Ghosthree3 wrote: »
    Therius wrote: »
    Weapons 2 was usually the better choice after a1w1, but now that a2 makes both skulks and fades need to hit a marine four times, it's pretty powerful.

    Nope, if you're gonna get armor 1, you might as well get armor 2. This is why.

    Armor 0/1: 3 Bites, 3 Swipes, 2 Gores
    Armor 2/3: 4 Bites, 4 Swipes, 3 Gores

    So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.

    Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.

    Either go to Weapons ups first, or go straight to Armor 2.

    A0 = 2 bites, if the aliens have half a clue of what they're doing. Any stray lerk spike or a pre-combat parasite (that will always happen if the skulks now their shait). A1 negates this, makes early game much easier.

  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    @F0rdPrefect

    I think about 90% of the posts here are on pub play since the masses play pub not competitive.
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    Ghosthree3 wrote: »
    Therius wrote: »
    Weapons 2 was usually the better choice after a1w1, but now that a2 makes both skulks and fades need to hit a marine four times, it's pretty powerful.

    Nope, if you're gonna get armor 1, you might as well get armor 2. This is why.

    Armor 0/1: 3 Bites, 3 Swipes, 2 Gores
    Armor 2/3: 4 Bites, 4 Swipes, 3 Gores

    So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.

    Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.

    Either go to Weapons ups first, or go straight to Armor 2.

    A1 + 1 medpack = 4 swipes
    A0 + 1 medpack = 3 swipes
  • CrushaKCrushaK Join Date: 2012-11-05 Member: 167195Members, NS2 Playtester
    A part of me misses the Nano Armor upgrade from the early days of the Balance Test mod…
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    nachos wrote: »
    Ghosthree3 wrote: »
    Therius wrote: »
    Weapons 2 was usually the better choice after a1w1, but now that a2 makes both skulks and fades need to hit a marine four times, it's pretty powerful.

    Nope, if you're gonna get armor 1, you might as well get armor 2. This is why.

    Armor 0/1: 3 Bites, 3 Swipes, 2 Gores
    Armor 2/3: 4 Bites, 4 Swipes, 3 Gores

    So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.

    Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.

    Either go to Weapons ups first, or go straight to Armor 2.

    A1 + 1 medpack = 4 swipes
    A0 + 1 medpack = 3 swipes

    That's true, if you want to med every fade encounter. I think paying for a2 is probably more worth.
  • JCDentonJCDenton Join Date: 2013-03-07 Member: 183768Members
    Are we talking about pub or comp here?
    Pub
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    2nd IP and A1, you shouldn't be able to drop an arms lab on 1 IP.
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    Ghosthree3 wrote: »
    nachos wrote: »
    Ghosthree3 wrote: »
    Therius wrote: »
    Weapons 2 was usually the better choice after a1w1, but now that a2 makes both skulks and fades need to hit a marine four times, it's pretty powerful.

    Nope, if you're gonna get armor 1, you might as well get armor 2. This is why.

    Armor 0/1: 3 Bites, 3 Swipes, 2 Gores
    Armor 2/3: 4 Bites, 4 Swipes, 3 Gores

    So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.

    Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.

    Either go to Weapons ups first, or go straight to Armor 2.

    A1 + 1 medpack = 4 swipes
    A0 + 1 medpack = 3 swipes

    That's true, if you want to med every fade encounter. I think paying for a2 is probably more worth.

    Oh yeah I agree. I just wanted to share the info.
  • frantixfrantix Join Date: 2013-03-18 Member: 184063Members, WC 2013 - Supporter
    Ghosthree3 wrote: »
    That's true, if you want to med every fade encounter. I think paying for a2 is probably more worth.

    Both must be done. Medkits + Nanoshield is an easy way to kill fades. Example, (mixing together pres and tres tho):

    No meds: upo to 55 fade res still alive, 20 shotgun res lost. So with dopping up to 74 medkits to kill a fade, you still have profit. So yes: Meding fade encounters makes sense, if the marine has a 1v1 encounter or better.


  • carnage-wp-carnage-wp- Join Date: 2012-10-13 Member: 162250Members, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Supporter
    frantix wrote: »
    Ghosthree3 wrote: »
    So with dopping up to 74 medkits to kill a fade, you still have profit.

    I could get down with 74 meds.
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