3.0 Beta - Usefuless Of New Marine Upgrades

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Comments

  • WarhogWarhog Join Date: 2003-12-08 Member: 24161Members
    the guy told me to igore the post, bt frankly I found his picture to be scary than a Onos <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->

    anyway, I usually play as comm, but I like the HG, a low tech and cheap alternative to the GL. As for the Cat, I personally prefere to save it for later, and by the time you have enough RT to use cat casually, you're already won.

    I would like it if it work like the hg, every marine start with one, and he can inject himself when necessary.
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    I'll try catpacks one day... but they're not used all too often. I see comms upgrade hand nades all the time, but I personally dont think they're that useful. They do as much damage as one grenade launcher nade, and takes a few seconds to throw out. I'd rather be shooting.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Hand grenades are extremely useful, but people seem to misunderstand their purpose. There's really no point using them against WoL's, unless you have 4-5 marines throwing their nades at once, you can practically empty an LMG clip and reload in the total time it takes to nade. Mostly it's for killing skulks hanging around corners, skulks using WoL's to help them ambush, or gorges healing the WoL. Basically when you know there's an ambush, but knowing really doesn't do you much good. The sound of it hitting the ground will distract the aliens and force them to retreat a bit, allowing your squad to get the upper hand. Basically for early game when all you have are LMGs on the field, they give your team a lot more offensive versatility. IMO they're not very effective against lerks in vents, as any smart lerk could hear it and get away instantly, and they can usually survive a blast anyway.

    As far as I've seen the cost of catpacks makes them useless except as a late game toy, as if the marines already needed something to make the game end faster. How come the marines get catpacks, and primal scream lasts like .1 seconds? <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • kiwikiwi Join Date: 2003-09-13 Member: 20803Members
    i agree cat packs are a bit to expensive to use early on. i never want to tech it till im 3/3. i have used it before to help some la/lmgs take down an onos. but i can ussualy only waste res on it when im sieging the last hive with a full ha team and 8 rts <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    I always go phase, nades, w1, a1, w2, mt&advanced armory, w3, a2, a3.

    there is always a debate against what first, weapons or armor. shure its nice to beable to take 4 bites from a skulk, but its better to beable to kill it before it even touches..
    second if you have better wapons, you use less ammo.
    third. if you have lvl 2, or 3 weapons, you can kill up to fades efectivly with a LMG,
    and skulks are almost useless after reens get lvl3 weapons.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    edited February 2004
    ignore post, admin delete this one pleaze
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    For the discussion of w1 or a1 first, it should always be a1. Against skulks, you get one additional bite, whether or not they have focus with a1, whereas w1 lets you kill them one bullet faster, which isn't much. Weapons upgrades are important against fades, but you should have w1 and a1 by the time you see a fade.
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