Level1 Armor\phase Tech Rush.
Marq
Join Date: 2003-08-07 Member: 19153Members
<div class="IPBDescription">best starting tactic period.</div> lvl0 armor = 2 bites\slashes per kill
lvl1 = 3 bites\slashes per kill.
Get 2 ips... armory and arms lab and at the very beginning you'll have just enough to research this at the beginning. Marines will live longer allowing for more reliable early res/hive seizure. You can give them 2 medpacks once thier health hits around 10 alowing them to take 2 more bites\slashes.
Once you have a hold of preferably 4 res nodes... you then build an observatory and get phase tech at a hive or a double node.
Don't build turrets...unless your afraid of skulks.
lvl1 = 3 bites\slashes per kill.
Get 2 ips... armory and arms lab and at the very beginning you'll have just enough to research this at the beginning. Marines will live longer allowing for more reliable early res/hive seizure. You can give them 2 medpacks once thier health hits around 10 alowing them to take 2 more bites\slashes.
Once you have a hold of preferably 4 res nodes... you then build an observatory and get phase tech at a hive or a double node.
Don't build turrets...unless your afraid of skulks.
Comments
The only real flaw is that w/o 3-4 turrets in mian base your troops are spread too thinly to adequetly protect everything
And...what were you saying about marines not being able to be everywhere? If a marine team can't guard the first 4 res nodes I get... that's just lack of skill =)
oh and the thing about marines not being able to hold 4 rts? well ok lets assume u got 8 player teams, and u got two per node/base, what if the kharaa team is smart enough to attack in a pack? 2 marines wont hold off vs 4-5 skulks unless there is a big open pathway they can fire upon them, that or unless the skulks have no ups
The wiser comm knows when to do each.
While your strat is good for *taking*, it falls flat on holding, since any skulk can rape a TF or RT.
Second, most tech rushes result in alien onos/fade rushes, which rather unfortunately totally commit you to the tech rush in order to counter.
How so?
I always start a game with 2 IPs, and usually I get a third one in a few minutes aftwerwards. If you want your marines out in the field against a skilled alien team, they will be dieing often. Too often have I seen have the team in spawn que and the comm only builds one IP.
Do you mean 1 IP and another a few minutes after? I can live with that. But unless you have a team of super-humans, 2 IPs is the way to go.
How so?
I always start a game with 2 IPs, and usually I get a third one in a few minutes aftwerwards. If you want your marines out in the field against a skilled alien team, they will be dieing often. Too often have I seen have the team in spawn que and the comm only builds one IP.
Do you mean 1 IP and another a few minutes after? I can live with that. But unless you have a team of super-humans, 2 IPs is the way to go. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It all depends, usually I just find it too much to spend at the start of the game, I may bring another one into play depending on the other teams skill level, it all depends.