Upgrades
Inexorable
Join Date: 2002-09-28 Member: 1360Members
<div class="IPBDescription">not the debate you think it is</div> I'm wondering exactly what the feelings are for when you should start putting down upgrade chambers.
Many a game, it'll be about 7-10 min in, and while the gorge(s) has been doing a great job of capping nodes and sealing places off with OCs, there isn't an upgrade chamber to be found.
Is it reasonable to expect that the gorge put down an upgrade as soon as possible? (regardless of which type) Or can he simply wait until the Skulks start losing ground before spending the res on something which isn't an RT or a Hive?
I personally feel that the fact you can have some sort of advantage over the Marines (the Skulk/Marine balance if very good in my opinion, an upgrade either way can tip the scales) as soon as possible is incredibly important. You either get the ability to simply crush the marines from the word go, or are given a chance if the marines turn out to be more skilled.
Many a game, it'll be about 7-10 min in, and while the gorge(s) has been doing a great job of capping nodes and sealing places off with OCs, there isn't an upgrade chamber to be found.
Is it reasonable to expect that the gorge put down an upgrade as soon as possible? (regardless of which type) Or can he simply wait until the Skulks start losing ground before spending the res on something which isn't an RT or a Hive?
I personally feel that the fact you can have some sort of advantage over the Marines (the Skulk/Marine balance if very good in my opinion, an upgrade either way can tip the scales) as soon as possible is incredibly important. You either get the ability to simply crush the marines from the word go, or are given a chance if the marines turn out to be more skilled.
Comments
In those games, DC's are the first structures built. Nasty.
rt dc rt dc dc
or
rt dc rt dc rt dc
in most cases after the 3rd rt you have 3 dc becaue of the wol's
zippy
One the one saving for the hive gets 94 res, he builds 1 def tower, then starts the hive. Puts the def tower under the hive, of course, along with the others yet to come.
Works well in large games, since there is a ton of skulks rushing the base constantly.
Therefore, I tend to plop down a def cham right after I get 1 res tow, and head to another res site. Plop DC there, Res, etc.
That, IMHO, is your problem right there. See the OCs? Those are your DCs.
As discussed elsewhere on these boards, and heavily debated, OCs are for Skulks that dont do their jobs, or an emergency. I'm of the mindset that Skulks should be following Tubs around defending him, and/or harassing the marines. In that harassment, they should keep the marines out of the 1st Hive. After Hive 1 and 2 are up, and the DCs and MCs (or SCs, ugh) are all at 3, then its time to OC the place silly. Or move to Hive 3, if its free. But I'd recommend Securing 1 and 2.
Anyway, debate away, but I say RT/SomeOtherC combonations at the beginning of the game is a solid plan. Sometimes I try and go RT, RT, RT, RT, (RT)Hive. DC, DC, DC before the team kills me. Hehehe. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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