Is It A "waste" Of Res To Build 1 Dc?
killswitch
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.
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
but if I'm a skulk I wouldn't upgrade until I knew there were 3
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.
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.
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-->...
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.
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-->
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.
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.
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?
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.
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
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