2 Arms Labs With Obs

L3onL3on Join Date: 2002-10-24 Member: 1589Members, Constellation
edited August 2003 in Frontiersmen Strategy
<div class="IPBDescription">Would be good except for bugs.</div> A little strat that is intented for a Marine Commander, works well on most maps.

2 Arms Labs Build Order:

*Game Start*
- Have 1/3 of your players stay behind to guard rush and build IPs (If you have 6 or less players only drop 1 IP)
- The other 2/3 of your players immediatly rush to the first node, or a double node if possible.
- Build the nodes first. (If on a 2.01a server you may want to electrify cause its cheap and easy).
- Back at base drop the armory and your first arms lab asap, if you have the res you may want to drop a obs too.
- Depending on your res you could do a number of things:
+ 1 res nodes: Upgrade Weapons 1, Save for phase tech.
+ 2 res nodes: Upgrade Armor 1, Save for phase tech.
- Once phase tech is done, save for the second arms while continuing to capture more nodes.
- Prefferably drop a phase to your first node area especially if its a double node.
- About 5-7 mins into the game you should have enough for the second arms lab and the phases (if you have been speedy and your marines listen to you)
- Then begin saving for upgrades, constantly upgrade weapons and armor until they are both done.
- There is a bug that if you recycle one of the arms labs you can't build a proto even though you still have a second arms lab sitting there, so remember to build your proto before recycling your first arms lab.

Notes:
- Shotguns are the best weapon for this strat to conserve res.
- This strat works the best when you can capture a double node first.
- I've won as a commander 5 times now with this double node strat, so it still is reasonably new, if you have any questions or comments feel free to post feedback.

Bugs:
- Recycling 1 of your 2 arms labs prevents you from building a proto. If you recycle 1 of them you have to rebuild it in order to get the proto up.

Comments

  • AssistendAssistend Join Date: 2003-04-19 Member: 15658Members, Constellation
    <!--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-->
    - Depending on your res you could do a number of things:
    + 1 res nodes: Upgrade Weapons 1 (20 res), Save for phase tech.
    + 2 res nodes: Upgrade Armor 1 (40 res), Save for phase tech.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I think Weapons lvl 1 cost 30 and Armor lvl 1 cost 30 either...
  • L3onL3on Join Date: 2002-10-24 Member: 1589Members, Constellation
    Sorry mistyped those, I just took them out.
  • kidakida Join Date: 2003-02-20 Member: 13778Members
    why would u need 2 arms lab again?
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--kida+Aug 6 2003, 10:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kida @ Aug 6 2003, 10:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why would u need 2 arms lab again? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So you can work on 2 upgrades at once, having them ready before the aliens get enough res for advanced evolutions.
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