1/2(depending on server size)IP's 1 turret factory (electrified for base defense Then i get rez, and no, no armory till after my marines go get me rez and at least a 1 hive lockdown. Then, I drop an armory, and a Ob's and immediately research phasetech. Then goes armslab, with armor 1 then upgrade armory, followed by weapons 1 then nades the just keep teching, getting motion tracking and a protolab(HA for nubs, JP for good players).
I change it up of course for different situations of course, but thats the basic layout.
<!--QuoteBegin-[BFG]-|NiKoN|-+Mar 9 2004, 06:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([BFG]-|NiKoN|- @ Mar 9 2004, 06:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1/2(depending on server size)IP's 1 turret factory (electrified for base defense Then i get rez, and no, no armory till after my marines go get me rez and at least a 1 hive lockdown. Then, I drop an armory, and a Ob's and immediately research phasetech. Then goes armslab, with armor 1 then upgrade armory, followed by weapons 1 then nades the just keep teching, getting motion tracking and a protolab(HA for nubs, JP for good players).
I change it up of course for different situations of course, but thats the basic layout. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Ugh, that strategy is stupid. You waste a lot of res by electrifying that TF (which you shouldn't have anyways).
This is my usual build order (Keep in mind I play mainly on this 20 player server).
1 IP 1 Armory 1 Obs |=Phasetech. 2 RTs (excluding hive RT). After I lock down a hive.... 1 IP 1 Armslab
Then from there, gameplay is too dynamic to have any further build order. Since I get phase pretty damned early, I usually build an outpost at the centermost RT for easy transportation. I aim for map control.
Then I go armour 1, weapons 1, (upgrade armoury). After that, I'll get MT, weapons 2 and/or drop a couple of shotties, depending on the circumstances. I always like to make sure I have the armoury upgrading fairly early in the game, otherwise you lose a lot of ground to higher lifeforms. ):
I've only commed in 3.0 a few times, though, so I don't really have an order, just a general idea.
<!--QuoteBegin-SjN+Mar 9 2004, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SjN @ Mar 9 2004, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 Tfs, 6 turrets then i have to wait some time till i get more res.. then 2 arms labs and ip. no armory. i usually spam ammo. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> LMAO
<!--QuoteBegin-Last.+Mar 9 2004, 07:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Last. @ Mar 9 2004, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SjN+Mar 9 2004, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SjN @ Mar 9 2004, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2 Tfs, 6 turrets then i have to wait some time till i get more res.. then 2 arms labs and ip. no armory. i usually spam ammo. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> LMAO <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> u laff at that but u dont laff at mines?
I get armory/ip, upg the armory, cap nodes, once I have two get al and a1, then get obs for phase when needed (getting far away from base) and keep upgrading and work on getting ha
before you decide to go HA, or JP scan your attack round/hives Do they have walls of lame, and other hive defences. if so. go HA. they prob dont have alot of bigger cretures to chew up your amor if they got like no hive defence. Get jps. they prob have like a coupel of bigger hitters. This is what i have seen taht rases the % of winning against attacking hives.
<!--QuoteBegin-Rapier7+Mar 9 2004, 04:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Mar 9 2004, 04:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-[BFG+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([BFG)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-|NiKoN|-,Mar 9 2004, 06:11 PM] 1/2(depending on server size)IP's 1 turret factory (electrified for base defense Then i get rez, and no, no armory till after my marines go get me rez and at least a 1 hive lockdown. Then, I drop an armory, and a Ob's and immediately research phasetech. Then goes armslab, with armor 1 then upgrade armory, followed by weapons 1 then nades the just keep teching, getting motion tracking and a protolab(HA for nubs, JP for good players).
I change it up of course for different situations of course, but thats the basic layout. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Ugh, that strategy is stupid. You waste a lot of res by electrifying that TF (which you shouldn't have anyways).
This is my usual build order (Keep in mind I play mainly on this 20 player server).
1 IP 1 Armory 1 Obs |=Phasetech. 2 RTs (excluding hive RT). After I lock down a hive.... 1 IP 1 Armslab
Then from there, gameplay is too dynamic to have any further build order. Since I get phase pretty damned early, I usually build an outpost at the centermost RT for easy transportation. I aim for map control. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> im glad we are being so constructive and helpful................. anyway, you just one of those comms who's whole team gets owned by skulk rushes then, you may win one round, but as soon as one of your rines goes aliens, if they are smart, its all down hill. In scrims and pugs, yes, an begining tf is a bad idea, but on pubs, its a different story
IP, armory, arms lab armor1, weapon1, weapon2 observatory, phase tech, armory second IP weapon3, MT, armor2, armor3, protolab, HA
guaranteed win tbh IF your marines are able to / aliens are too stupid to keep RTs alive / take RTs down
and no, i dont electrify, put base defense, or lock both hives down. if id put anything in a hive, itll be the closest unbuilt one. Imagine Veil: aliens have pipeline, hence they will build cargo. they just will. if properly upgraded, cargo will go down, thereby demoralizing the aliens. id not even bother building a phase gate in subsector. Why spend res on a hive the aliens will never build? of course they CAN build it, they just wont.
IP, armoury, arms lab, armour 1, obs, then phase tech, weapon 1, up armoury.
After armour 1 i'll do those things in any old order, as long as they're all done quickly i don't mind. Generally at the very start i won't bother with a TF, when i get a hive rt/a few important places with rts i'll put a tf down and elec then, maybe. I'll definately elec the hive rts, any forward bases with rts will get eleced too but not every res node i cap.
I used to elec and fork out on base defense a lot but it only takes one fade to cripple my entire economy and all the res saved on not elecing can be used on hmgs/shotguns to kill the fade before he pisses me off.
I rely on spawning marines or the beacon for my base defense. With MT it's possible to get all marines back in base before any major onslaught on the base, and if it's a skulk eating the IP then someone will deal with him when they spawn or i'll just make someone run back. Last resort, depending on where the IP is, i'll just get out and pop him myself.
Maybe mines for the res nodes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, if they get sensory, you're probably better off just sticking with armor 1 and teching weaponry, as both take 2 focus hits to kill.
I normally start off by dropping 1 or 2 ips depending on team size , armoury and arms lab then armor 1 first then wep 1 wep 2 wep 3 then armor 2 and drop some mines close and inbetween structures to catch any sneaky skulks
when you can, give youself a HMG. ive killed many onos when comm cause I brought a HMG into the chiar with me. and when they attack a undefended base, I drop a catpack pop out. and nail him. resulting in a very dead onos, an dmaybe even a very screwed alien team if that was thier only one
<!--QuoteBegin-Gecko God Of DOOOM+Mar 10 2004, 11:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gecko God Of DOOOM @ Mar 10 2004, 11:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when you can, give youself a HMG. ive killed many onos when comm cause I brought a HMG into the chiar with me. and when they attack a undefended base, I drop a catpack pop out. and nail him. resulting in a very dead onos, an dmaybe even a very screwed alien team if that was thier only one <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> good advice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. i had a bunch of people call me a nubass commander for dropping myself stuff tho <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
i know its not being helpful but once again too many undecided factors here.. (1 what type of rines, good ,bad ,ugly (2 what kind of aliums chompchompchomp, or camp behind corners and wait for a tastee marine snak to come walking along (3 what map is it! ahhh too much data to compile! heres my list , 2 ips armory obs res hopefully if ppl follow orders armslab upgrades definitely guns before armor... coz if your marines are gonna get eaten, they are gonna get eaten so i would personally rather do more damage then be tougher to 3 hit by the bitegun lol
i always start with 2 ips tf 2 turrets <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> and an armory (i dont like to build it at start but rines feel they gonna get owned if they cant hump the armory) then i send rines for rts build an obs phasetech armslab a1 w1 mt and upgrade armory. i usually elec some rts (the ones not near ms) so idsont have skulks bitting them.
the reason why i build tf 2st so my base its protectted from solo attcks (dont want an skulk to bite my ips down) and so i cant send all the team all around the map as fades usually dont attack base. maybe u think its a waste of 30 res but its to make sure to me an to my rines that base is secured.
i never put defenses on hive only an elec rt and a pg because cos elec should keep solo skulks away my pg and im bigger lifeforms attack (or they make a massive attack) i say "pg!" and if the arent nubs they usually now what that means <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
It depends how you like to play, if you like to be super agressive (like I do)
1 IP Armory Arms Lab---Armor 1 (you it should start teching before the 1:00 mark, but don't worry if its not)
After armor 1, make sure you keep the arms lab cooking at all times, get weapons 1-3 then finish with the armor. Between weapons 2-3 depending on the res, I would upgrade the armory, if your team is pressuring great you might have the res to do it early. Mines depending on how passive the alien team is.
send most of the team at the beginning (a lot just run off anyway, instead of fighting go with it), tell them to goto neighoring hive RTs, and try and get that gorge that will most likely be building that RT. Send the rest to go around cap res.
The key to this strategy is that you have to be super aggressive, because there is no electricity to protect your RTs, your marines have to put up such an attack that the aliens cannot worry about your RTs, they have to worry about their hive. ALWAYS pose a threat to the hive at any given point in the game, even if you do not shoot it, try and contain the exits and force them to get a lerk, or to do a massive rush so that one can break free.
The key here being is that whenever the aliens want to do something, you give them a hard time, because you are on the offensive. Thats not to say you should be suicide rushing the hive at all times, but by throwing a pressure based offense at the aliens, you save res and can tech faster.
Before you attack though, make sure you have a squad and your players wait to move out in a team, you are always offensive, but you choose when to attack which specific points with whom.
Stay offensive, force them to do things they do not want to (such as early lerking).
1 IP=20 res 1 Armory=15 res 1 tf =10 res 1x mines =10 res
Then I recycle the armory and get 3 nodes around the map and get my rines to guard them while I electrify. then I get a hive + it's res node, total of 5 res nodes. then I just work on upgrades...
Respekt to Firewater ! Finally someone else who understands res should go to upgrades and weaponry instead of some flashing stuff around res nodes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I usually go for 2 IPs if the skulks rush constantly. Usually I relocate to the alien hive. They are too busy looking for things to chew and I spawn 2 IPs and a TF near the hive. I electrify the TF to protect the IPs, and to attack the hive. I upgrade my TF while the marines knife the hive, and build siege turrets.
Of course, there is always the variable : The ennemy.
If the ennemy do something you didnt think about, it is all in dust. But usually if you are fast and if the skulks are dumb ( On pubs, of course ) it works well.
When I get an arms lab, I go for armor1, armor2, and then 3 if they got sensory. I upgrade weapons1, and then wait for early fades or onos to upgrade weapons again.
I don't want to waste res if no big mommas are coming yet.
Usually they get another hive, so I send some scouts to get the other hives. By then, I get rushed by an onos while I research phase tech, I build the phase, and use it before my base gets pwned, after recycling all the things inside it.
Then if I'm lucky, I can repeat the above procedure to siege the other hive.
But that is...If the ennemy doesn't go outside of what I thought of.
btw, Juan311bond, I took your AIM in note, I will take this "Knowledge Class". Mostly about commanding...I hope it gets good results.
my order tend to change... but the basic start at least: 1/2 ip's tf 2 trt's protecting the whole base (20 res instead of 30 and if you place them right they cover everything) armory (or they will whine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
placement: <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> I = IP, T = TF, R = TRT, A = armory. -R I-T-I --A ------R <!--c2--></td></tr></table><div class='postcolor'><!--ec2--> just get the angles between the two trt's right, and you got yourself the best start base def. later on in the game i would add alot more trt's and mines. depends on the res flow
then i tend to get 3/4 rt's and a hive or 2 if possible and asap phasetech. IMO phasetech is the most important aspect of marine play. after i build obs i get arms lab, and start teching up w/e i can afford... 2wep 1armor is a must at start though.
I also tend to get good relo points. By good i mean, a central place in the map, where all 3 hives are accecable and has 1 RT. In most maps, you can get a place like that without aliens even knowing your going to relo there (unlike ns_caged dbl). a place like that gives you the advantage of alot of RT's nearby, and fast access to hives.
I tried this relo in a few maps. ns_agora the labs rt relo, allways won. ns_ayumi 1 lost 1 win to that starchild RT relo, but then again, i never commanded a decent bunch of marines there (decent=1 on 1 with a skulk the marine will kill...). and a few more... just check the minimaps and most maps you will find right away a center RT place.
Maybe mines for the res nodes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Well, if they get sensory, you're probably better off just sticking with armor 1 and teching weaponry, as both take 2 focus hits to kill. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, yeah, but people hardly ever get sensory ;O
Most of my comm strat really relies on aliens not doing anything unpredictable and marines doing things smoothly.
Comments
1 turret factory (electrified for base defense
Then i get rez, and no, no armory till after my marines go get me rez and at least a 1 hive lockdown.
Then, I drop an armory, and a Ob's and immediately research phasetech.
Then goes armslab, with armor 1
then upgrade armory, followed by weapons 1
then nades
the just keep teching, getting motion tracking and a protolab(HA for nubs, JP for good players).
I change it up of course for different situations of course, but thats the basic layout.
mines!!!
spam the whole map full of mines, so when an alien even moves he dies
1 turret factory (electrified for base defense
Then i get rez, and no, no armory till after my marines go get me rez and at least a 1 hive lockdown.
Then, I drop an armory, and a Ob's and immediately research phasetech.
Then goes armslab, with armor 1
then upgrade armory, followed by weapons 1
then nades
the just keep teching, getting motion tracking and a protolab(HA for nubs, JP for good players).
I change it up of course for different situations of course, but thats the basic layout. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Ugh, that strategy is stupid. You waste a lot of res by electrifying that TF (which you shouldn't have anyways).
This is my usual build order (Keep in mind I play mainly on this 20 player server).
1 IP
1 Armory
1 Obs
|=Phasetech.
2 RTs (excluding hive RT).
After I lock down a hive....
1 IP
1 Armslab
Then from there, gameplay is too dynamic to have any further build order. Since I get phase pretty damned early, I usually build an outpost at the centermost RT for easy transportation. I aim for map control.
armory
mines
armslab
a1
occassionally either fast adv armory or fast pg.
Then I go armour 1, weapons 1, (upgrade armoury). After that, I'll get MT, weapons 2 and/or drop a couple of shotties, depending on the circumstances. I always like to make sure I have the armoury upgrading fairly early in the game, otherwise you lose a lot of ground to higher lifeforms. ):
I've only commed in 3.0 a few times, though, so I don't really have an order, just a general idea.
then i have to wait some time till i get more res.. then
2 arms labs and ip. no armory. i usually spam ammo.
then i have to wait some time till i get more res.. then
2 arms labs and ip. no armory. i usually spam ammo. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
LMAO
then i have to wait some time till i get more res.. then
2 arms labs and ip. no armory. i usually spam ammo. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
LMAO <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
u laff at that but u dont laff at mines?
scan your attack round/hives
Do they have walls of lame, and other hive defences.
if so. go HA. they prob dont have alot of bigger cretures to chew up your amor
if they got like no hive defence. Get jps. they prob have like a coupel of bigger hitters.
This is what i have seen taht rases the % of winning against attacking hives.
1 turret factory (electrified for base defense
Then i get rez, and no, no armory till after my marines go get me rez and at least a 1 hive lockdown.
Then, I drop an armory, and a Ob's and immediately research phasetech.
Then goes armslab, with armor 1
then upgrade armory, followed by weapons 1
then nades
the just keep teching, getting motion tracking and a protolab(HA for nubs, JP for good players).
I change it up of course for different situations of course, but thats the basic layout. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Ugh, that strategy is stupid. You waste a lot of res by electrifying that TF (which you shouldn't have anyways).
This is my usual build order (Keep in mind I play mainly on this 20 player server).
1 IP
1 Armory
1 Obs
|=Phasetech.
2 RTs (excluding hive RT).
After I lock down a hive....
1 IP
1 Armslab
Then from there, gameplay is too dynamic to have any further build order. Since I get phase pretty damned early, I usually build an outpost at the centermost RT for easy transportation. I aim for map control. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
im glad we are being so constructive and helpful.................
anyway, you just one of those comms who's whole team gets owned by skulk rushes then, you may win one round, but as soon as one of your rines goes aliens, if they are smart, its all down hill.
In scrims and pugs, yes, an begining tf is a bad idea, but on pubs, its a different story
armor1, weapon1, weapon2
observatory, phase tech, armory
second IP
weapon3, MT, armor2, armor3, protolab, HA
guaranteed win tbh IF
your marines are able to / aliens are too stupid to
keep RTs alive / take RTs down
and no, i dont electrify, put base defense, or lock both hives down. if id put anything in a hive, itll be the closest unbuilt one. Imagine Veil: aliens have pipeline, hence they will build cargo. they just will. if properly upgraded, cargo will go down, thereby demoralizing the aliens. id not even bother building a phase gate in subsector. Why spend res on a hive the aliens will never build? of course they CAN build it, they just wont.
After armour 1 i'll do those things in any old order, as long as they're all done quickly i don't mind. Generally at the very start i won't bother with a TF, when i get a hive rt/a few important places with rts i'll put a tf down and elec then, maybe. I'll definately elec the hive rts, any forward bases with rts will get eleced too but not every res node i cap.
I used to elec and fork out on base defense a lot but it only takes one fade to cripple my entire economy and all the res saved on not elecing can be used on hmgs/shotguns to kill the fade before he pisses me off.
I rely on spawning marines or the beacon for my base defense. With MT it's possible to get all marines back in base before any major onslaught on the base, and if it's a skulk eating the IP then someone will deal with him when they spawn or i'll just make someone run back. Last resort, depending on where the IP is, i'll just get out and pop him myself.
Maybe mines for the res nodes.
Maybe mines for the res nodes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, if they get sensory, you're probably better off just sticking with armor 1 and teching weaponry, as both take 2 focus hits to kill.
good advice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. i had a bunch of people call me a nubass commander for dropping myself stuff tho <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
i usually elec some rts (the ones not near ms) so idsont have skulks bitting them.
the reason why i build tf 2st so my base its protectted from solo attcks (dont want an skulk to bite my ips down) and so i cant send all the team all around the map as fades usually dont attack base. maybe u think its a waste of 30 res but its to make sure to me an to my rines that base is secured.
i never put defenses on hive only an elec rt and a pg because cos elec should keep solo skulks away my pg and im bigger lifeforms attack (or they make a massive attack) i say "pg!" and if the arent nubs they usually now what that means <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
1 IP
Armory
Arms Lab---Armor 1 (you it should start teching before the 1:00 mark, but don't worry if its not)
After armor 1, make sure you keep the arms lab cooking at all times, get weapons 1-3 then finish with the armor. Between weapons 2-3 depending on the res, I would upgrade the armory, if your team is pressuring great you might have the res to do it early.
Mines depending on how passive the alien team is.
send most of the team at the beginning (a lot just run off anyway, instead of fighting go with it), tell them to goto neighoring hive RTs, and try and get that gorge that will most likely be building that RT. Send the rest to go around cap res.
The key to this strategy is that you have to be super aggressive, because there is no electricity to protect your RTs, your marines have to put up such an attack that the aliens cannot worry about your RTs, they have to worry about their hive. ALWAYS pose a threat to the hive at any given point in the game, even if you do not shoot it, try and contain the exits and force them to get a lerk, or to do a massive rush so that one can break free.
The key here being is that whenever the aliens want to do something, you give them a hard time, because you are on the offensive. Thats not to say you should be suicide rushing the hive at all times, but by throwing a pressure based offense at the aliens, you save res and can tech faster.
Before you attack though, make sure you have a squad and your players wait to move out in a team, you are always offensive, but you choose when to attack which specific points with whom.
Stay offensive, force them to do things they do not want to (such as early lerking).
1 Armory=15 res
1 tf =10 res
1x mines =10 res
Then I recycle the armory and get 3 nodes around the map and get my rines to guard them while I electrify. then I get a hive + it's res node, total of 5 res nodes. then I just work on upgrades...
I will help anyone as long as they are willing to listen.
ip
armory
arms lab
then when the marines leave base, i drop them their nodes to keep the occupied while i recycle base
then i drop myself a shotgun and some mines
make a little ladder of mines to some part of the map
then when all the marines ask me to drop an ip, i pretend like im swedish and knife the wall
Of course, there is always the variable : The ennemy.
If the ennemy do something you didnt think about, it is all in dust. But usually if you are fast and if the skulks are dumb ( On pubs, of course ) it works well.
When I get an arms lab, I go for armor1, armor2, and then 3 if they got sensory. I upgrade weapons1, and then wait for early fades or onos to upgrade weapons again.
I don't want to waste res if no big mommas are coming yet.
Usually they get another hive, so I send some scouts to get the other hives. By then, I get rushed by an onos while I research phase tech, I build the phase, and use it before my base gets pwned, after recycling all the things inside it.
Then if I'm lucky, I can repeat the above procedure to siege the other hive.
But that is...If the ennemy doesn't go outside of what I thought of.
btw, Juan311bond, I took your AIM in note, I will take this "Knowledge Class". Mostly about commanding...I hope it gets good results.
1/2 ip's
tf
2 trt's protecting the whole base (20 res instead of 30 and if you place them right they cover everything)
armory (or they will whine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
placement:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
I = IP, T = TF, R = TRT, A = armory.
-R
I-T-I
--A
------R
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
just get the angles between the two trt's right, and you got yourself the best start base def. later on in the game i would add alot more trt's and mines. depends on the res flow
then i tend to get 3/4 rt's and a hive or 2 if possible and asap phasetech.
IMO phasetech is the most important aspect of marine play.
after i build obs i get arms lab, and start teching up w/e i can afford... 2wep 1armor is a must at start though.
I also tend to get good relo points.
By good i mean, a central place in the map, where all 3 hives are accecable and has 1 RT. In most maps, you can get a place like that without aliens even knowing your going to relo there (unlike ns_caged dbl). a place like that gives you the advantage of alot of RT's nearby, and fast access to hives.
I tried this relo in a few maps. ns_agora the labs rt relo, allways won. ns_ayumi 1 lost 1 win to that starchild RT relo, but then again, i never commanded a decent bunch of marines there (decent=1 on 1 with a skulk the marine will kill...).
and a few more... just check the minimaps and most maps you will find right away a center RT place.
Maybe mines for the res nodes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Well, if they get sensory, you're probably better off just sticking with armor 1 and teching weaponry, as both take 2 focus hits to kill. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, yeah, but people hardly ever get sensory ;O
Most of my comm strat really relies on aliens not doing anything unpredictable and marines doing things smoothly.