Is It A "waste" Of Res To Build 1 Dc?

killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">The constant 'useless' upgrading I mean,</div> If a gorge builds 1 DC, and then doesnt' build the other 2 for quite some time, to me that sounds like a 'waste' of resources.

Everytime a skulk respawns he'll use 2 resources to upgrade. This can add up. Normally this is very worth it when you have 3 chambers, but is 1 DC beneficial enough to justify a repeated 2 res cost? As a gorge I always put 3 chambers down or no chambers down, rarely anything in between.

Comments

  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    Every little bit helps, but other than that... yes
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    now that you point it out, yeah
    but if I'm a skulk I wouldn't upgrade until I knew there were 3
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Well in my opinion you want to get that <b>Level 3 Carapace</b> a.s.a.p. to take advantage of the time when marines have no weapon/armour upgrades.

    Personally I go for the closest RT to my Hive then go back to build <i>at least</i> 2 DCs. If my skulks are doing a good job containing them I may go for a 2nd or 3rd node and then build the last DC in the Hive I intended to capture.

    If I see wave after wave of my skulks getting slaughter I'll put up 3 DCs a.s.a.p. regardless of how many nodes I have. I do prefer to have at least 1 RT before building DCs but I go with the flow of the game.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    2 dc carapace gives the same stuff as 3. takes the same number(17?) of unupgraded lmg bullets to kill a lvl 2 cara and a lvl 3 cara.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--AIRinc.F|aReZ+Mar 30 2003, 09:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Mar 30 2003, 09:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 dc carapace gives the same stuff as 3. takes the same number(17?) of unupgraded lmg bullets to kill a lvl 2 cara and a lvl 3 cara. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How do you figure that? Level three carapace gives you more armour, and it makes your armour protect you more. It's not just the amount of the armour, it's how much that amount protects you.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    i know. i rmb someone doing some tests leading to a result of a lvl 2 or 3 cara skulk dying in the same number of unupgraded lmg fire. cant rmb where or ill post the url. but im very very sure its the case.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>kitsunes tables?</a>
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--killswitch1968+Mar 30 2003, 07:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Mar 30 2003, 07:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If a gorge builds 1 DC, and then doesnt' build the other 2 for quite some time, to me that sounds like a 'waste' of resources.

    Everytime a skulk respawns he'll use 2 resources to upgrade. This can add up. Normally this is very worth it when you have 3 chambers, but is 1 DC beneficial enough to justify a repeated 2 res cost? As a gorge I always put 3 chambers down or no chambers down, rarely anything in between. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    some clans build their 1st dc right away so they can give their gorg redemption... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->...
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Level 1 redemption or carapace isn't really worth the res it takes to get the upgrade for how little extra it makes you live. The longer you have only 1 dc, the worse it gets. Go ahead and get at least 2, if not 3.

    Also, take in mind that when you drop your first dc, you'll lose the overflow for about 2 resource ticks (the skulks won't have full res anymore). This will delay you in whatever you're trying to do next. It's a short delay, but it makes a difference.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    yup its kitsunes tables. kitsune rocks. every post he has made has been full of useful information that we lazy ppl dont take the time to find out. and btw level one redemption is useful against vanilla marines.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--taboofires+Mar 30 2003, 11:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Mar 30 2003, 11:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Level 1 redemption or carapace isn't really worth the res it takes to get the upgrade for how little extra it makes you live. The longer you have only 1 dc, the worse it gets. Go ahead and get at least 2, if not 3.

    Also, take in mind that when you drop your first dc, you'll lose the overflow for about 2 resource ticks (the skulks won't have full res anymore). This will delay you in whatever you're trying to do next. It's a short delay, but it makes a difference. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ya this is what I was thinking. I build all 3 or none at all. Sometimes I'll even wait till I have 42 res then drop them all, just to save that itty bitty cash <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--AIRinc.F|aReZ+Mar 30 2003, 09:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Mar 30 2003, 09:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i know. i rmb someone doing some tests leading to a result of a lvl 2 or 3 cara skulk dying in the same number of unupgraded lmg fire. cant rmb where or ill post the url. but im very very sure its the case. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Those tables are seriously <b>outdated</b>, they don't apply to version 1.04

    Infact the difference between Lvl 3 and Lvl 2 carapaced skulks are clearly noticeable in 1.04.

    BTW, a Lvl 2 skulk can't survive a mine, while a Lvl 3 skulk can. That Lvl 3 skulk can go back to the hive and heal again, while the dead one is going to claim another 2 res points next time he respawns to upgrade.

    The proper tech rush relies on Lvl 3 Carapace <b>NOT</b> Lvl 2. This means a group of skulks can happily charge through claymores and then have enough health to take out the marine group.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--killswitch1968+Mar 30 2003, 02:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Mar 30 2003, 02:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If a gorge builds 1 DC, and then doesnt' build the other 2 for quite some time, to me that sounds like a 'waste' of resources.

    Everytime a skulk respawns he'll use 2 resources to upgrade. This can add up. Normally this is very worth it when you have 3 chambers, but is 1 DC beneficial enough to justify a repeated 2 res cost? As a gorge I always put 3 chambers down or no chambers down, rarely anything in between. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it depends on how much your team is dying. Sometimes that one DC (very rarely but it can) keep your skulks alive enough to go on a run and drop a few marines. I usually get one RT than drop all 3 DCs, but if the aliens are ripping apart the marines i will get 2-3 RTs than drop the DCs. It all depends on how your skulks are able to kill the marines (yes sorry to say kills matter =/), if they are getting murdered, build early DCs, if they are doing ok build an RT than drop them.

    Also if there is a tfac in their main base, try to expand 2 RTs quickly and than get that carapace, because they already lost the game.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    i like to build at least just one DC at the hive to make sure it stays healing when the lone scout marines manages to load lmg rounds into early on...
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Problem with one DC is that it doesnt heal itself, if you put down 2 DCs they heal each other while getting knifed/shot so they hold out a little longer so that the skulks can take them out, not only that, as a gorge, you have to waste time running back to the DC to heal it, and you can focus on your objectives.
  • n00by_doon00by_doo Join Date: 2003-01-21 Member: 12534Members
    Whooa Firewater, are you telling me that a hive can't heal a DC under it, only lifeforms?

    I think the hive heals all 'friendlies' around it, so one DC under the hive as was suggested would still work. Need an OC too of course.

    Are you sure?
  • DWGuyDWGuy Join Date: 2003-01-26 Member: 12754Members
    <!--QuoteBegin--killswitch1968+Apr 2 2003, 10:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ Apr 2 2003, 10:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ya this is what I was thinking. I build all 3 or none at all. Sometimes I'll even wait till I have 42 res then drop them all, just to save that itty bitty cash <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I find 1 d chamber useless. It brings hardly any benefit to skulks and robs the gorge of 2 res for each upgrading skulk. I ususually cap 3 res nozzles and then put up 3 d chambers right before i put up the hive. If I don't have exactly 42 res I'll drop the d chambers one at a time, but I only partially build them so that all 3 are complete at the same time. As a skulk, nothing is more annoying than to see the d chamber symbol flashing, grabbing carapace, only to find it's level one and if you had waited 5 more seconds you could have had lvl 2. I always ask my gorge how many d's are up and as a gorge I always tell my team when all 3 are up.
  • Jink_JinkJink_Jink Join Date: 2003-03-05 Member: 14348Members
    1 D chamber ain't worth it, 2 might be if you are just waiting for the res to get a 3rd one. There are those situations yes when it does help to drop one, but not realy in massive games with uber amts. of people. There its just a waste of res, ie:


    Assuming an average players lifespan as a skulk is rougly 1 min (for simpliciys sake):

    Game with 4 people on each team:

    2 x 4 = 8 res used per min.

    Game with 12 people on each team:

    2 x 12 = 24 res used per min.

    Of course with the current resource model, more people = more cash, but if my limited knowledge serves me:

    12 people capped = 12 res going to gorge, = rougly... plus gorge getting his extra share of 3, means rougly speaking 15 res when capped out... that means 3 ticks to make 3 d chambers. that plus the extra 24 that was not wasted earlyer means that skulks cap out faster, and gorge gets more res.

    Now numbers may not be exactly correct, but the idea pritty much works... kinda lol.

    <-- gets lost quickly
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    <!--QuoteBegin--Error404:+Apr 3 2003, 01:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Error404: @ Apr 3 2003, 01:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--AIRinc.F|aReZ+Mar 30 2003, 09:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Mar 30 2003, 09:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i know. i rmb someone doing some tests leading to a result of a lvl 2 or 3 cara skulk dying in the same number of unupgraded lmg fire. cant rmb where or ill post the url. but im very very sure its the case. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Those tables are seriously <b>outdated</b>, they don't apply to version 1.04

    Infact the difference between Lvl 3 and Lvl 2 carapaced skulks are clearly noticeable in 1.04.

    BTW, a Lvl 2 skulk can't survive a mine, while a Lvl 3 skulk can. That Lvl 3 skulk can go back to the hive and heal again, while the dead one is going to claim another 2 res points next time he respawns to upgrade.

    The proper tech rush relies on Lvl 3 Carapace <b>NOT</b> Lvl 2. This means a group of skulks can happily charge through claymores and then have enough health to take out the marine group. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lol. Turns out that were BOTH wrong.

    <a href='http://www.geocities.com/kitsune/' target='_blank'>http://www.geocities.com/kitsune/</a><b>104stats</b>.htm

    1.04 stats. Lol. But im also wrong in saying that Lvl 2 cara gives around the same effect as lvl 3 cara. I think this was the case in 1.03, when lvl 2 cara gave the same amount of armour as lvl 3. lol
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