Prototype Lab

p00psm1thp00psm1th Join Date: 2003-02-14 Member: 13558Members
<div class="IPBDescription">to toy or not to toy</div> More and more often, I find prototype labs appearing right after arms labs. I find this to be a very bad tactic because:

1) The resources required to build the proto lab, research upgrades, and hand out toys could be used more effectively in other ways. For example: getting another arms lab for faster upgrades, actually getting those armor and weapon upgrades, building more outposts, etc. These are all one-time upgrades. Marines can spawn for free and use weapons/armor upgrades and MT. If you can keep your outposts welded, they will hold off the aliens for quite some time.

2) It costs way too many resource points for the toys to actaully be put to use. Once the jetpacks and heavy armor suits start falling, every marine "needs" a HMG or grenade launcher too. If you get heavy armor, you will need welders for most of your team so they can stay alive (hopefully they know how to use welders). You will also need to supply your players with medpacks to avoid buying new equipment. However, when your marines feel invulnerable with their new toys and go wandering to all parts of the map, they die and reappear in base asking for more stuff.

3) Once the proto lab shows up, you are almost guaranteed to have marines standign around begging for toys. If you do give out toys, they will end up going to the lame base-campers, not your more experienced marines out guarding your phase gates and outposts.

The only time I could actually see having a proto lab useful early in the game would be to research the upgrades so thet you do not have to later. However, usually it is wiser to put those resources to use like in number 1.

There was one particular game in which I realized that building a prototype lab as soon as possible is stupid. On ns_bast, instead of trying to secure hives or anything for that matter, our commander dropped two RTs in atmospheric. As soon as we had the resources, an arms lab and prototype lab had shown up. Later, HA suits were dropping. I picked one up and noticed I only had 200 armor. Then he dropped some HMGs. I had HA and HMG, but no welder and no armor upgrades. We asked for welders but our commander didn't seem to understand the concept of heavy armor. By that time the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> were rolling in. I'm telling this to show how some people don't think about it when they build the prototype and to try to encourage people to do so.

Comments

  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    Good point, poop. And it's nice to see another fan of Home Star Runner while you're at it.

    It's a strange situation, the begging and pleading for Ha/Hmg has spilled over into commander strategy to the point that somehow it's hard wired in most comms brains, "If I can get those up, It's all over". Nice of you to point out what I started playing NS beliving, and take with me into any rts.

    The upgrades that you spawn with are worth 10 times more than the ones you are given.
  • monstermonster Join Date: 2003-02-12 Member: 13443Members
    its just that it seems a lot of comms get to the point of having TOO much res (u know.. reaching the 100-200 range) mid/late game
    yet they haven't got an arms lab / adv armoury yet.. sometimes no MT too..

    so they just chuck arms lab/ proto and upgrade armoury all at the same time once some1 shouts "use ur res omg comm"
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    As a rule, i never build the prototype lab until i have Lvl 3 everything, the only exception is when I REALLY need jetpacks.

    If you want to prevent base camping, build your prototype lab in one of your expansions. THen if losers want to camp for equipment the have to stand around in a alien infested area.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Pvt|Lohne+Feb 23 2003, 02:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pvt|Lohne @ Feb 23 2003, 02:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good point, poop. And it's nice to see another fan of Home Star Runner while you're at it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    At least, we *hope* you're a fan of HSR with that nickname. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • p00psm1thp00psm1th Join Date: 2003-02-14 Member: 13558Members
    yup. most of us in p00n1s have h*r characters as our handles <img src='http://homestarrunner.com/hsicons/hsrun.gif' border='0' alt='user posted image'>
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    <!--QuoteBegin--GWAR+Feb 23 2003, 08:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GWAR @ Feb 23 2003, 08:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you want to prevent base camping, build your prototype lab in one of your expansions. THen if losers want to camp for equipment the have to stand around in a alien infested area. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The downside of this is that if that outpost gets destroyed, that proto lab cost as much as the PG and the TF by itself and it has little/no effect on the defence (unless your playing with stupid twats, in which case going comm is pointless anyway). The way I work it is 'dont follow orders, dont get toys' so rambos play with LA LMG the WHOLE game, no point splashing out 50+res for a HA HMG when he goes off on his own. However the guys who do their work get all the toys they want, and sooner or later the rambo's learn to join the pack and then they get their toys.
  • p00psm1thp00psm1th Join Date: 2003-02-14 Member: 13558Members
    <!--QuoteBegin--Pugsley+Feb 23 2003, 06:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pugsley @ Feb 23 2003, 06:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The way I work it is 'dont follow orders, dont get toys' so rambos play with LA LMG the WHOLE game, no point splashing out 50+res for a HA HMG when he goes off on his own. However the guys who do their work get all the toys they want, and sooner or later the rambo's learn to join the pack and then they get their toys. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    or, once you've got the team off to a good start, they hijack the comm chair, waste all the resources on toys for themselves, and promptly go an die. then, they blame you because they "could have taken out the whole alien team if you just dropped a jetpack n00b comm"
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    As marines, you can have one of three goals. The first is to have fun losing, a noble but otherwise worthless tactic. There are lots of ways to do this, but most seem to involve turrets.

    Your other two options are secure two hives or go and kill hives before fades appear. Jetpacks are incredible tools for taking out hives quickly, and HA only really has a place when you have two hives locked down. If you're shooting for tech, but not actually using it for anything, you're doing something wrong. Therefore, don't bother to drop anything unless you expect to use it in the near future.

    Also, keep in mind upgrade times. Static upgrades don't really matter time wise, cuz you can keep at it all the time and it will never really be a waste. Jetpacks take hardly any time to research, and it hardly takes long to build a protolab, so don't bother until you're ready actually drop them. HA takes forever to research, but by the time you'll be able to use them time won't really matter much anymore. You might as well get MT as soon as you have the res, unless you don't plan on needing an observatory. The armory is a good thing to upgrade a few minutes in advance, so you can have firepower when you need it. You can get ammo during upgrade now, and the upgrade takes a while, so if you expect to need GL or HMG in the next 5 minutes I suggest getting the upgrade over with.
  • ZhangZhang Join Date: 2002-11-01 Member: 2477Members
    Proto lab is completely essential midgame against 2-hive aliens like fades. In teh hands of experienced jetpackers, a hive can quickly go down.
    HA is just as uselful in killing hives and fades. however, it is always bad to go for proto early game unless you plan to jp rush, and as a rule of thumb i only expect the proto to show up after we attain 1/1 upgrades and are in the process of getting another upgrade.
    The proto is the best money you can spend with an experienced team; just make sure you give the armor and jp's to people who actually follow orders.
    There's nothing like a HA welding mass that welds everything from base to hive and back again.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    1. After a certain point in the game, "toys" are simply necessary.
    2. If your marines start whining for equipment the moment they see other people with it, you're playing on the wrong server. Find better servers, they are out there.
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    jetpaks are cheap, and will give advantage to good jetpakers, but they are not as effective as a good ha push against a capable gorge webber.

    Of course, good ha pushes are even harder to pull off than jetpak hive assassinations, because people have now seen and know about the jetpak rush, and any good player who happens to be on the server can probably pull it off, but ha push requires group coordination, letting the bad seeds show through :/
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Protolabs are more importand that phasegates turret factors and even observatorys.
  • CalldownCalldown Join Date: 2003-02-12 Member: 13478Members, Constellation
    The funny protolab thing is that I never really see HA masses anymore. The few times I've commed, they've never ceased to wipe out every living khaara I can send them to. I guess they're just not as 'sexy' as being a jetboi, but man does it cut through khaara like butter! =)

    -calldown
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    Calldown, I wouldn't mind playing on those servers you do. I've yet to go two games in a row in my NS /carrer/ without seeing an HA rush or some sort to end a match that isn't given up. The Proto lab is still used the exact same amount, even though the newest strategy is to go with JPs instead, and if you ask for HA, you're now a n00b, which isn't true at all seeing as there are any number of viable scenarios for needing "Protection", but.....you know.

    Maybe if in 1.1 they added some more things to research in the Proto, that would open up its validity in more commander stratigies. As it stands it's like

    All Jps - It's either the start of the match, or the end of the match
    All Has - Well....it's not the start of the match.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    <!--QuoteBegin--rebo+Feb 24 2003, 06:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rebo @ Feb 24 2003, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Protolabs are more importand that phasegates turret factors and even observatorys. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think you are smoking dope. Phasegates and motion tracking are essential to the marines, toys almost never are. Most marines underestimate the power of upgraded LMGs and armour. Yesterday, I played a game as marines in which our cdr got MT early, and then devoted the res to wpn and armour upgrades. As a result, fades showed up. How do I know? Well, I killed 5 of them, and my teammates got plenty more. The aliens devoted all their res to buying fades, which we shredded with fully upgraded LMGs.

    Jetpacks are for marines that are afraid of skulks. HMGs are too inaccurate and too slow to reload. HA makes you too slow. Lvl 3 LMG/lvl 3 armour is the way to go. Forget the protolab.
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    Lohne points up a post.

    See? He left out the shot gun or grenade launcher! It's a conspiracy of silence, I say. Nice points, though the JP has much more utilitariian uses than just being anti skulk protection, course...it's also just /fun/.
  • ArdescoArdesco Join Date: 2002-11-09 Member: 7831Members
    I would argue the exact opposite, actually. Phasegates and observatories are nearly useless in clan matches, whereas the prototype lab is one of the most important structures in order to jetpack + hmg rush. Jetpacks aren't "toys", they are a real, viable way for marines to win games.
  • 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--Ardesco+Feb 24 2003, 11:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ardesco @ Feb 24 2003, 11:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I would argue the exact opposite, actually. Phasegates and observatories are nearly useless in clan matches, whereas the prototype lab is one of the most important structures in order to jetpack + hmg rush. Jetpacks aren't "toys", they are a real, viable way for marines to win games. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yea, IP/Armory/minepack/Arms lab/Armor upgrade is what I use. I find that giving my marines that extra armor allows me to drop them health packs while they are still alive, rather than just after they died.

    I never build turrets or phasegates when I comm. In fact, I seldom build the observatory or research MT - it's 60 res that I rather use to do the JP assault a minute earlier.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    <!--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-->
    I think you are smoking dope. Phasegates and motion tracking are essential to the marines, toys almost never are
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I guess you have never played a clan match then.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Vimstl+Feb 24 2003, 06:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vimstl @ Feb 24 2003, 06:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Jetpacks are for marines that are afraid of skulks. HMGs are too inaccurate and too slow to reload. HA makes you too slow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    itty bitty correction here.

    HMG makes you slow.

    HA does not.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--Calldown+Feb 24 2003, 09:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Calldown @ Feb 24 2003, 09:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The funny protolab thing is that I never really see HA masses anymore. The few times I've commed, they've never ceased to wipe out every living khaara I can send them to. I guess they're just not as 'sexy' as being a jetboi, but man does it cut through khaara like butter! =)

    -calldown <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    HA Death Squad is the equivalent of Stacraft's Finger of God... you know how hard it was to defeat that evil strategy. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Anyway, to comment on the topic. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Protolab too early means death. I always want level 2 weapons and level 1 armor as a bare minimum requirement before I take out the protolab. If I need need jetpacks <i>fast</i> I will take out the protolab earlier than usual at about 1/1 upgrades. Too many comms see the armslab as just a roadblock.
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    I'd give the HA more props if it wasn't so expenisve(and I don't JUST mean it's cost, but it's research, the cost of the lab, the cost of the lab to GET the proto lab, people wanting bigger weapons TOO....not that you can justify giving out HA and then keeping the normal guns, though it makes sense), and I"d give Jps more love if there was some other way to control them. Some form of direction control. LIke a switch, that goes from "Horizantal travel" to "3d travel". Like 3d could be how it works now, and horizantl could just zip you a foot off the ground and around corners and such, making it a true mobility enhancer, instead of what amounts to a 60 mph bunny hop at times.
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    <!--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-->I"d give Jps more love if there was some other way to control them. Some form of direction control. LIke a switch, that goes from "Horizantal travel" to "3d travel". Like 3d could be how it works now, and horizantl could just zip you a foot off the ground and around corners and such, making it a true mobility enhancer, instead of what amounts to a 60 mph bunny hop at times. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    Jump first, then wait until you start falling, then hit jump again. You accelerate extremely slowly upwards, yet you get the forward movement boost. If you want to move foward without as much vertical movement, always hit jump when your falling.
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