Exosuit theory
thefonz
Join Date: 2011-06-22 Member: 105847Members
Since one doesn't exist AFAIK, what would constitute an exo centered marine build?
The obvious move is to never waste res on weapon upgrades. Base building could vary,but you want exos as soon as your players hit 50 res. Tech armor hard. I would secure a 2nd chair and IP at it ASAP, skip PGs unless we have the third tech point under control. As the team to do 1/3 rail, minigun and welders. Compliment exos with arcs since pushing into a room with an exo can be very dangerous. Have welders transition to dual exo as original exo die and become welder marines.
The goal is to use arcs to force the aliens to fight on your terms. Make them come at you when you have a distance and firepower advantage.
Back teching PGs is critical to help maintain offensive pressure. Ideally, PGs at the bases, an one right behind the main push. Recycle and move up as needed. You don't want to constantly beacon. Keep a PG as forward as possible.
Other assorted upgrades can take place any time after exos as needed. skulk harassment of RTS will be an issue once you start pushing soo many exo.
If you get base rushed by the whole team order exos into the hive to stomp eggs and kill the hive. Split tails off to stomp eggs at anoter hive if nearby. Beacon welders back TO THE OTHER BASE. Recycle everything at base under attack. You are trying a base trade on a 2:1 ratio. Plus even 1:1 marines recover from base trades better. Having macs would be good for existing and to debased at a destroyed hive.
The obvious move is to never waste res on weapon upgrades. Base building could vary,but you want exos as soon as your players hit 50 res. Tech armor hard. I would secure a 2nd chair and IP at it ASAP, skip PGs unless we have the third tech point under control. As the team to do 1/3 rail, minigun and welders. Compliment exos with arcs since pushing into a room with an exo can be very dangerous. Have welders transition to dual exo as original exo die and become welder marines.
The goal is to use arcs to force the aliens to fight on your terms. Make them come at you when you have a distance and firepower advantage.
Back teching PGs is critical to help maintain offensive pressure. Ideally, PGs at the bases, an one right behind the main push. Recycle and move up as needed. You don't want to constantly beacon. Keep a PG as forward as possible.
Other assorted upgrades can take place any time after exos as needed. skulk harassment of RTS will be an issue once you start pushing soo many exo.
If you get base rushed by the whole team order exos into the hive to stomp eggs and kill the hive. Split tails off to stomp eggs at anoter hive if nearby. Beacon welders back TO THE OTHER BASE. Recycle everything at base under attack. You are trying a base trade on a 2:1 ratio. Plus even 1:1 marines recover from base trades better. Having macs would be good for existing and to debased at a destroyed hive.
Comments
So in the game sizes that the game is unbalanced in
However try telling to your marines that you are rushing to EXO and not getting them PGs,jetpacks,mines and upgrades first.
Most of them would eject you or rage quit...
I guarantee it.
That said, it works well to the same extent that any strat works when you ignore early phase tech. Rushing phase tech is probably the worst mistake marine commanders make. It's a massive investment that doesn't help your marines push any better (note: #1 problem marines have in pubs is offense), and the gains in holding bases with them is drastically overstated. For reference, if you delay phase gates, you can get the following (presuming 4 RTs held which is doable on almost any pub):
Exo tech researched at 6:00
Armor 3 + Shotguns at 6:30
Armor 2 + JP + Shotguns at 6:30
And yet, the majority of pubs people play in, they'll be stuck with the awful commander who gets 4-5 phase gates, and leaves his team with either no upgrades or just armor 1 at 8 minutes into the game. It's really sad, and was a major contributing factor to the screwed up W/L ratios last patch.
Even when he's right, he doesn't contribute anything worthwhile to a discussion.
Actually I prefer to run this and the jp equivalent on mineshaft. I go for ops and repair. Put an ip at each, and an armory in central. When it goes well, you hold 6 RTS an serving a great position. You do need a marine at each base and everyone keep reinforcing central.
I've been in many games that were lost because of too many exos and not enough footsoldiers, though. Perhaps if you leave 1 exo + infantry behind at each base. But that takes 4 people out of the front line, so it'll have to be a quick and deadly strike. And exos are far from quick.
I think an exo at each base would only be necessary if the bases were under some very heavy attacks. Normally a couple guys as designated base hoppers during a rush can at least scare the enemy attack off with how quick the response is, depending on the size of the attack.
These assumptions also go more toward pubs than anything where the team has an idea of what they're doing.
This is not an RTS-only game, and even in RTS-only games you can't have a "build x, then y, then z" always, since the opponent can do different things.
It also depends on the map.