A Begining Strategy That Works For Me
spiffjbug
Join Date: 2003-04-23 Member: 15791Members
<div class="IPBDescription">short starting strat</div> I dont command often, I find that on the server that I play on almost always someone else wants to command, but when I do I always use this begining statagey
Infantry portal then Armory then Arms Lab Then Armor upgrade 1
I find that this gives my marines a big advantage in the early game
I dont like spending 45 res in the begining for motion tracking I like to wait until i get 4 or 5 res towers up before I spend that much on an upgrade that might not help everyone.
Let me know what you all think
Infantry portal then Armory then Arms Lab Then Armor upgrade 1
I find that this gives my marines a big advantage in the early game
I dont like spending 45 res in the begining for motion tracking I like to wait until i get 4 or 5 res towers up before I spend that much on an upgrade that might not help everyone.
Let me know what you all think
Comments
it isn't the extra hitpoint that matters, it is the room for error. nobody is perfect, and the ability to mess up ONCE as opposed to NEVER is really quite a change. It's like tripping over your own feet, it happens, armor 1 lets you have a chance to recover.
it isn't the extra hitpoint that matters, it is the room for error. nobody is perfect, and the ability to mess up ONCE as opposed to NEVER is really quite a change. It's like tripping over your own feet, it happens, armor 1 lets you have a chance to recover. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
While MT makes sure you will never trip... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
agreed, but in response to
<!--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-->While MT makes sure you will never trip... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That is not what i meant by trip...i meant making a mistake in combat, and getting hit when you shouldn't.
As a grunt, because I'm used to assessing the "big picture" I guess, and because I like to be the point man/path clearer/fatty hunter, MT would also be my first upgrade of choice. So if you know the maps well you can tell if there's a skulk about to chomp on a res node 2 rooms away before the comm tells you, you can be very stealthy if you need to be, hunting gorges is 10x easier.. etc etc etc
But if you're going for a tech rush then armslab -> armour upgrade would probably be better. Arms lab leads to Proto lab (teching up) whereas Obs leads to Phases (expansion/subbases)..
I'm pretty sure I see blips before researching MT when I command.
I find mt to be more beneficial to me as a fighting comm (its the pubs, sometimes you just gotta get out and fight). Either way you go, you're gonna need resources. That is the main thing that I don't think many comms understand. Capping as many rts as you can is almost always a sure guarantee of a win, and a fun one at that (hmgs, jps, HA, etc). And if you manage to take a hive, then its even more fun (for the marines, obviously <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
I like the point meatshield brought up:
<!--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--> MT also helps the COMM out a lot. He can see every single alien movements...so he can get the big picture. Besides, it can helpy ou make tactical decisions as well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
soooooo true! just one example: i was comm on eclipse, and decided to assault keyhole (which happened to fail spectacularly do to messed up wps, well organized aliens, etc). As this attack was failing, i saw on my minimap that EVERY single alien was over defending maint hive, and quickly issued orders to all my respawning marines to take the back way into cc hive from eclipse hive. <span style='color:red'> boom</span>, phase up. <span style='color:red'> boom</span>, mines (fades not up yet), <span style='color:red'> boom</span>, tf and 5 turrets, <span style='color:red'> boom boom boom</span>, sieges take that hive down! booyah, gg, thank you mt, quick thinking, and a little teamwork.
If only this was done more, it would win SO many games <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
With the motion tracking for commander b4 researching thing... it's not really mt, they only show up as blips when they're in LoS of marines, or in range of the obs... I think. Buildings in range of the obs always show up as blips.
Can't wait for 1.1... it sucks how red/blue dots for enemy/friendly buildings stay on the minimap (as comm) after being destroyed. Gets really confusing later in the game when it just ends up a mush of dots that don't actually mean anything <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
This is a dynamic RTSFPS game. It really isn't up to you how the strategy works out. If your opponents get on a wall and SIT STILL then 95% of marines will just run right by, and motion tracking only works in a frontal arc. Armor is great but then you really have to help out your team by watching them wherever they go, letting them know if a skulk or gorge is nearby using your overhead sound advantage. The worst part about both of these strategies is that your first buildings you put up are totally defenseless with a huge resource sink. Killing an OBS is only 25 but it only takes what, 10 chomps? Arms labs are hardly better and a whopping 45 when they go down. Sure, mine this, mine that... wall this, avoid that.
Essentially, your strategy will fail/succeed depending on who you are fighting, how experienced they are in the class they are playing, and how many times they turn on the "OMG UBER "elite" haX of DOOooomM!!!11 O.o"
-OldManRipper
Small Games (Gorge Huntin')
IP > Amory > OBs > MT
I can't always see how good my marines will be in a small game, but if they at least listen to where I tell them where the gorge is, the game is in the bag! I only need one vet player to actually do this tho. In large games, the probability of running into skulks is too high for gorge huntin'.
Medium-Large
IP > Amory > Armslab > Armor 1
Get that extra hit straight off the bat to help with early rushes and just plain verstatile upgrade.
As you can see all start builds always end in an upgrade. Upgrades = good.
<!--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--><<<Some stuff this way..... Sure, mine this, mine that... wall this, avoid that.
Essentially, your strategy will fail/succeed depending on who you are fighting, how experienced they are in the class they are playing, and how many times they turn on the "OMG UBER "elite" haX of DOOooomM!!!11 O.o"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
... if your team sucks, no strategy will work ...
Well the little thing called sound doesn't help you, if you are in to a room where are many entrances. You will hear the sound, but you can't know exactly where those sounds are coming from. With MT, no problemo.
And if there is a skulk waiting you somewhere, for example in atmo at ns_bast, the sound doesn't help you at all. With MT, if that skulk moves just even an inch, you will immediatelly see his hiding place.
IMO the MT is the most important upgrade which marines can get.
<!--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-->As you can see all start builds always end in an upgrade. Upgrades = good.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
upgrades help EVERY guy out there, and depending on the guy, it is more or less helpful depending on what you upgraded. in pubing, it is really hit or miss, and it doesn't matter too much what you get as you don't know many of those under you. but if a marine with his face in the dirt sees an upgrade go up early on, you can bet he'll give you some slack when you need it. I mean, hey....he can't be all bad...
Armor level 2 does though.
Motion tracking is extremely useful. Not only does it make the marines more relaxed and confident, it also helps the commander (as mentioned above)
Not if, as I usually do when playing skulk, they upgrade to add silence to their repertoire. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
add some mines to it for defense at base
I like it, rines with armour are very hard to kill for skulks without any kind of upgrade (I can know, I spend 99% of my games as skulk)