Build Order?

mp40mp40 Join Date: 2003-04-06 Member: 15236Members
<div class="IPBDescription">I suck real bad</div> What would be considered an acceptable build order?
Quite obviously, you realise that a n00b is speaking here but bear with me.
So here is mine, and though i dun usually get flamed for doing this, after reading the forums, i dont feel so easy with my build order after all.

rt(closest to base)
rt(2nd closest to base)
3ocs and 3dcs(at new hive)
rt(at new hive)
more ocs(at new hive)
rt(closest to second hive)
webs
more WoLs (chokepoints)
Fade

The reason behind my oc spamming is that
1.)skuls are not to be trusted in many pubs
2.)i like 2 feel secure
3.)i hate JPers
Any comment?

Comments

  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    dont try to set yourself on 1 build order. Its more effective to have 1 general build order or *goal* and tweak it depending on your team/map/situations. For isntince *get 2 dc's or rsr first* In clan match's you take into account the team you are facing and the size of the map before building your dc/saving for rsr's. Ushally my clan has 1 gorg hide in random corner #5 till he has 22 and then comes out to build the rsr. The *rsr gorg* then tells random skulk to gorg on the hive and build 3 dc's as fast as possible. The rsr gorg continues to expand rsr's across the map with redemption while the cara gorg build 3 dc's on TOP of the hive which makes the dc's impervious to lmg/hmg fire unless they get jp's. From this you can evolve it into many different end strats such as : *2 gorg + 4 skulk rush/ Defendable main hive + startdefense or start another hive at other hive locations/ 2gorg + dc outside base with 4 lerk rush/eventual map domination of rsr's to the point you build more hives they can kill while putting up oc's* Also note, if the map is very small and we are against an above average team its always smart to just have a gorg get 2-3 dc's off the bat *ushally not needed in pubs though*. This is essential for alien survival basically.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    edited May 2003
    this is a team game, with that build order u arent utilising ur team.

    3 ocs at new hive + 3 dcs at hive = 6*14 res = 84 res

    build the 3 DCs to give ur skulks cara, but dont build the ocs if u can help it..

    if ur team is being good and helping u hold the new hive, then u can forgo the ocs and just go for the hive,

    if u have no skulks helping u in hive drop 1 oc then save for the hive, then if marines come u can drop a 2nd OC. this way if marines come u will be prepared, if they dont u saved that 14 res not building a 2nd OC

    my **general** build order usually goes

    RT
    DC
    RT
    DC
    DC
    RT
    Hive

    i try to get more rts but it depends on how the game is going, if the skulks are getting mullered id build 3DCs directly after building the first RT.
  • TankBusterTankBuster Join Date: 2003-04-06 Member: 15256Members
    Sorry for sounding like a total noob, but do DCs help with respawning time?

    Sorry again, if offended anyone (People all these forums can be touchy!). I know, spawning time is probably like that for a reason.

    ^Sorry for that last comment. Sorry Sorry. I just get so mad when the the entire marine team IP rushes alien spawn. Sorry.
  • TankBusterTankBuster Join Date: 2003-04-06 Member: 15256Members
    And for an exclamation point they build the armory right smack in sight of our hive! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> Sorry, I'll stop now.
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    Erm... well as perviously metnioned, don't cling to one order...

    I usually do

    RT, RT, (maybe at the other hives, maybe close to the hive, it depends)
    3 DC
    RT
    Hive

    It all depends on the situation, try some stuff out, and do what suits your team atm <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    This is just my opinion, but:
    Don't build any OCs before you're preparing to get the second hive, and don't get DCs unless the skulks are really getting chewed up. I usually get two more RCs before I work on the second hive. I also set up defenses at the second hive before I start saving for the hive (because it doesn't help if you get killed while saving for the hive, and the second hive is going to need defenses at some point). Don't spend resources on defending the first hive before the second hive is on the way (or defending RCs at all); it's the skulks' job.

    Tankbuster: don't be scared to post stuff. People get annoyed when people post stuff which has been said one hundred thousand times without checking whether it's been said before (or even on the same page).

    But to answer your question: no, DCs don't increase respawn time. They're built near hives because they help heal the hive when it's under attack, and because they heal retreating aliens faster.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I prefer to get DCs under or on top of the CURRENT hive. The hive regens at only 2 hp per second, this means that it basically won't recover at all after one marine rush until the next one (and marines are more and more rushing the current hive on pubs).

    Also, to protect the current hive it's good to have a few OCs spotted about it. This can really save your fat little botty sometimes.

    However, as with everything in this game, you've got to adapt. If the marines are constantly rushing your hive, VERY QUICKLY get a few OCs up and DCs under the hive (DCs first!!!).

    With level 3 carapace your skulks will last over 2 times longer under marine fire. Give them that advantage and they'll be able to effectively choke the marine's res and push them out of any areas they've taken before you got cara.

    As a gorge, get redemption. It will save your fat butt <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> (mostly)


    On a different note, another tactic to use, is to get as many res as possible, and ask your skulks to get dcs (one each so you only need 3 skulks to do it) when they reach 26 res (or 25). By the time they've evolved they'll have 14 left and can plonk a DC down each. This frees you up to get plenty of res points and secure the current, and second hive, and also means they can get cara very quickly.

    The main point though is: Adapt.
    Carry on playing the game and you'll see various different build orders and settle on one that works for you.

    Also don't worry about asking sensible questions, we're here to help!

    Roo
  • JojoshuaJojoshua NS Guide Professor Join Date: 2002-11-02 Member: 5233Members
    <!--QuoteBegin--TankBuster+May 1 2003, 09:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TankBuster @ May 1 2003, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sorry for sounding like a total noob, but do DCs help with respawning time?

    Sorry again, if offended anyone (People all these forums can be touchy!). I know, spawning time is probably like that for a reason.

    ^Sorry for that last comment. Sorry Sorry. I just get so mad when the the entire marine team IP rushes alien spawn. Sorry. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No, DC's dont increase spawn time. To get to the topic at hand. I think your build order really depends on how well a marine team you are playing. If you are playing really good guys, you will want to gorge on top of the hive, put 3 DC's down on top of it if you can. If they wont fit ontop of the hive, gorge in a vent and put them in a vent hidden. Do that first, it will take a while but just hope your carapaced skulks can keep them off. Then go for a RT or 2. Then I would put OT's at the prospective hive, then build it when its defended. Then go back and defend the other hive. If you are playing against easy marines, you can just get up a couple RTs at first, then 3 DC's or Hive. Then put down OT's later.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    I'll usually smack down about two rt before i do any dc...but it depends. Two rt helps the hive go up sooner, but some people start crying two minutes into the game asking for upgrades/hive.
    I used to do rt/dc/rt/dc/rt, but one dc is pretty useless...so I'll usually put all three up at once, because it still costs 2 res to upgrade to carapace...regardless of how many dc you have...so the more cara they have...the more cost effective it is...the less dying...the more res you have...etc.

    So roughly, ill do rt/rt/3dc/rt hive
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    edited May 2003
    <!--QuoteBegin--Roobubba+May 1 2003, 06:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roobubba @ May 1 2003, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On a different note, another tactic to use, is to get as many res as possible, and ask your skulks to get dcs (one each so you only need 3 skulks to do it) when they reach 26 res (or 25). By the time they've evolved they'll have 14 left and can plonk a DC down each. This frees you up to get plenty of res points and secure the current, and second hive, and also means they can get cara very quickly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ive found that if i wait till 27 res before going gorge for dcs. by the time ive finished building the first dc, ive got enough res for the 2nd. and usually only a short wait before i can put the third up.

    this is of course assuming that rines havent stopped us from getting a couple of RTs up
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    If I'm not the primary gorge, I wait till I have 33 res, and then I go gorge and put up a res, and I tell the other gorge to save for the hive, then I go and wait and put up another res, and then I work on securing the two hives. If situations are desperate enough then I will put down DC's before a 3rd res.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Getting one dc and then getting more res before finishing the job is silly: you lose your overflow, and the skulks don't really gain anything. Level one redemption is worthless, as well.

    Definitely get at least one rt first. Res income is horrible otherwise. Absolutely horrible. Going dc's or oc's first is shooting yourself in the foot.

    Next, take a look at how your team is faring. If they are being slaughtered, and the marines are all over the map, drop 2 dcs somewhere safe so that you can fight back the invasion. If your skulks are doing tolerably well, get another RT.

    Repeat the rt/dc analysis until you have about 4 total res nodes. 3 or 5 is acceptable, depending on the circumstances.

    Now that you have enough res, drop the dcs if you haven't already.

    Here's the next decision point: are the marines going to attack your hive soon? If you aren't worried about marines, skip to the next paragraph. If you suspect that there will be marines at your doorstep, and that the skulks alone won't be able to handle it (ie, you expect jpers), drop a few ocs in your main hive. Ocs that are spread out are usually best for taking out jp'ers, because it limits the places that they can fly/land. If you know where they're going to land, a skulk can be there waiting for them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> If there aren't any dcs under your old hive and it gets damaged, put some there before you go off in search of another hive.

    Now, you are going to need a second hive. It's extremely hard to win without one, at least vs a competent marine team, so get it as soon as you think the old hive will be okay. Put up the hive itself first; if you get attacked before the hive goes up, no big loss, but if you get attacked just as the hive starts building, you've probably just lost 80 res. Next, you will probably want to drop 3 dcs under the hive first, then put a few ocs surrounding them. Again, this is jper defense, and a WoL will work against ground troops. Then again, so will skulks, so build your defenses expecting jpers.

    Now, as the hive goes up, you probably want to save up some res so you can drop 3 new chambers as soon as it's built. Web up the hive rooms as soon as you can. If you haven't put any defenses in your first hive, now would be a good time to do so.

    Now that you've got 2 hives going, and everything is well on it's way toward kharaa victory!

    Note: there are lots of ways to win faster than this, but this is about the safest strategy you can go with. It's a good mix of expansion and defenses, and very flexible. Stick with it until you get a good feel for teh fatteh, and then you can use your discursion.
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