I guess everyone misses where I said to throw down a pack of mines with the turert in base... can't circle strafe a turret that has a mine or two covering it on the ground...
I agree with most of this strategy but i don't think that building a TF with beginning resources is that good. Assuming you have 1-3 good marines, I would keep one good marine with another marine gaurding base (don't have to buy mines or the TF for the short game) then send out two squads, with each good marine as squad commander, to lock down resources. The mines and the TF really dent the marines momentum in the beginning of the game which is extremely important to get key resources int he beginning of the game.
On a side note, I've seen lock-down 1 hive strategy and total lockdown 5 resource node strategies popping up in games i have been playing. In otherwords locking down a hive and 3-5 resource nodes with a turret factory and 4-8 turrets at each lock down point. Granted this slows the game down, but how do you think this strat works to help gaurauntee more resources to upgrade and give enhanced weapons? I am tlaking long game maybe for a 30min-90min game here. Please give me your thoughts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--OldManRipper-nC-+Apr 17 2003, 09:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OldManRipper-nC- @ Apr 17 2003, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Second level is 40 resources. If you're really interested in killing skulks it is much better to let your marines take 3 bites instead of the normal 2 and then go for the weapon upgrades. There have been many sorties I would have lost had I not had the extra 20 armor from the start.
-OldManRipper <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Some people feel that weapon upgrades are better first despite armor's nice (50%) toughness boost because most of the time a marine beats a skulk it's when he kills the skulk before the skulk gets to bite range; once the skulk's cicle-strafing you at melee they're a pain to hit. Since the marine is drastically weaker once the skulk gets to melee, rather than trying to make a bad situation better you're better off getting weapons upgrades so the skulk dies before getting to bite range. Obviously, armor's nicer for ambushes but if you get MT reasonably early ambushes shouldn't be a major factor. Also, if you do use turrets the boost to turret effectiveness is nice. Finally, if you're going to try to do a surprise JP on a hive, weapons upgrades lets you dish out more damage before any hive defenders arrive; again, the idea is to better exploit situations where the enemy isn't dealing damage back rather than trying to slug it out.
I've tried it both ways, and it's hard to tell; inconsitant bands of marines make testing tricky. In general, if it looks like turrets are going to be a major part of my strategy or if I'm going to be wealthy enough to get MT early I get weapons first. If I've got enough defending marines to reduce the need for turreting important locals, but not enough res to get MT easily, I'll go for armor. The former occurs more than the latter.
(also, as much as I hate "because everyone does it", weapons first is more popular on the server I frequent. Getting that weapons upgrade first improves morale, which makes people fight better and more willing to follow my orders. That alone is pretty much worth it, since armor 1's not hugely more useful than weapons 1.)
Comments
-OldManRipper
On a side note, I've seen lock-down 1 hive strategy and total lockdown 5 resource node strategies popping up in games i have been playing. In otherwords locking down a hive and 3-5 resource nodes with a turret factory and 4-8 turrets at each lock down point. Granted this slows the game down, but how do you think this strat works to help gaurauntee more resources to upgrade and give enhanced weapons? I am tlaking long game maybe for a 30min-90min game here. Please give me your thoughts
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-OldManRipper <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Some people feel that weapon upgrades are better first despite armor's nice (50%) toughness boost because most of the time a marine beats a skulk it's when he kills the skulk before the skulk gets to bite range; once the skulk's cicle-strafing you at melee they're a pain to hit. Since the marine is drastically weaker once the skulk gets to melee, rather than trying to make a bad situation better you're better off getting weapons upgrades so the skulk dies before getting to bite range. Obviously, armor's nicer for ambushes but if you get MT reasonably early ambushes shouldn't be a major factor. Also, if you do use turrets the boost to turret effectiveness is nice. Finally, if you're going to try to do a surprise JP on a hive, weapons upgrades lets you dish out more damage before any hive defenders arrive; again, the idea is to better exploit situations where the enemy isn't dealing damage back rather than trying to slug it out.
I've tried it both ways, and it's hard to tell; inconsitant bands of marines make testing tricky. In general, if it looks like turrets are going to be a major part of my strategy or if I'm going to be wealthy enough to get MT early I get weapons first. If I've got enough defending marines to reduce the need for turreting important locals, but not enough res to get MT easily, I'll go for armor. The former occurs more than the latter.
(also, as much as I hate "because everyone does it", weapons first is more popular on the server I frequent. Getting that weapons upgrade first improves morale, which makes people fight better and more willing to follow my orders. That alone is pretty much worth it, since armor 1's not hugely more useful than weapons 1.)