Stupid Commander Decisions

FCCFCC Join Date: 2003-07-16 Member: 18218Members
1) <b>Researching level one weapons before level one armor when the skulks don't have carapace</b>

I really don't understand why Commanders do this. Level one light machine gun does not kill an uncarapaced skulk <b>any faster </b> than a level zero light machine gun. It takes <b>nine bullets </b>to kill an uncarapaced skulk with a level zero light machine gun, and it still takes <b>nine bullets </b>to kill an uncarapaced skulk with a level one light machine gun. With level one armor, a light marine can take an extra bite from a skulk, might not seem like much, but it actually is. I can reminisce of countless times where I've sustained two bites from a skulk, and turned around just in time to kill that skulk before the third bite.

Now if the skulks had carapace, then the Commander should be deciding whether to get level one weapons or level one armor, but then, level one armor could still be considered a more valid choice.

2) <b>Researching level two weapons before level one armor</b>

Why? Not only does it cost twice as much resources and time to research level two weapons, but it also allows the light machine gun to kill a carapaced skulk faster by <b>one whole bullet</b>. So lets spend 40 resources and two minutes to research level two weapons so we can kill carapaced skulks in <b>15 bullets rather than 16 bullets. </b>

Heck, I've seem Commanders get level three weapons before level one armor....why?

<b>Note: Statistics on number of bullets to kill a skulk and number of bites to kill a marine where taken from <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>NS Weapons and Health Stats</a></b>

3) <b>Dropping medpacks for no reason; unless the marine team has an ample amount of resources </b>

Medpacks should only be given to marines who need them the most. And by most I mean marines who are building an important building, chasing down an important enemy (gorges, lerks, and fades), and have expensive equipment (jetpacks, heavy armor). <b>If a marine wants health, they can type kill in the console and they will spawn with 100 health: problem solved. </b>

Also, when a marine asks for health, don't start spamming the ground with medpacks, unless it is important. A marine needs at most two medpacks to restore his health back to 100.

4) <b>Relying the jetpack and heavy machine gun combo</b>

The infamous combo is what aliens hate the most, and when I join the marines and see my team with the combo I think: there had better be a good reason why we have this combo. A Commander expects the combo to annihilate a hive, and to a certain degree yes. <b>But when the aliens have umbra, spikes, bitegun, acid rocket, defensive chambers, offensive chambers, and webs protecting their hive, it is nearly impossible to take down a hive, even with three or four jetpackers with heavy machine guns and grenade launchers.</b> So how do many Commanders respond to such resistance? They drop more jetpacks and heavy guns expecting their divine marines to destroy the hive.

A Commander should start researching heavy armor as soon as they realize that the combo isn't going to work. Sure heavy armor requires teamwork, but Natural Selection is all about teamwork, but what the Commander is doing is simply making his team do an essential part of the game. And when utilized correctly, a group of heavies (with a variety of weapons) is next to unstoppable.
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Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Good points, but they won't change how anyone commands. Most people go with easy strategies that work in 1.04 most of the time, and when they don't work there is no alternative plan. Good commanders have already figured this stuff out.
  • acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
    I LIEK IT WEHN TEH COMMANDAR DRAWPS TEH COMM CHARI IN TEHIR HIVE!!!!111111111111one.........
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    You have a valid point on the upgrades... but I disagree with the healthpacks. Well aimed health packs on a mortally injured marine located at a distant place can actually mean something in the short run. Just a few games ago I was forced to comm, and I managed to get a single marine to clean out 3 skulks with the help of health spam (and a good marine). That bought time for reinforcements to arrive and setup a new base. There's all kidns of strategic uses for medpak spam.
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    edited July 2003
    <!--QuoteBegin--FCC+Jul 17 2003, 07:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FCC @ Jul 17 2003, 07:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) <b>Researching level one weapons before level one armor when the skulks don't have carapace</b>
    2) <b>Researching level two weapons before level one armor</b> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I usually get level 2 weapons before level 1 armor when I have turrets defending a hive. Level 0 turrets can easily be taken down by a single skulk strafing around them - they're next to useless at defending areas without marine backup. Level 2 turrets however, can easily defend against 1-2 skulks. If any more come, I start shouting at my marines to get through the phase and help out.

    I agree with the rest of your points though - JP/HMG rushes are the most irritating thing in the game, especially when the commander keeps dropping them (hmm... 34 res... another jp/hmg!).
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I agree with the initial poster 100%. Especially about the weapons. Researching weapons before armor is in my eyes a sign of incompetence. Either he doesn't understand how the game works, or he is going to rely on turrets instead of Marines. The level 1 armor upgrade is by far the most important and should always be researched before weapons. Hell, it increases the marine life with a whopping 50%. It's the marine version of carapace.

    And yes, the JP/HMG combo is very powerful.. until you're up against webs, chambers, umbra and fades. I've seen CoM's refuse to adapt and spend enough resources on JP/HMG's to outfit a squad of heavies AND build a sige outpost, then yell at their marines for dying. If Marines die the first time you try it, or the second, it might be their fault but if you try the same thing a third time.. it's yours.

    I guess people need to be a bit more flexible instead of doing the same thing over and over, then blame their troops if they fail.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    <!--QuoteBegin--davidsansome+Jul 17 2003, 04:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (davidsansome @ Jul 17 2003, 04:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I usually get level 2 weapons before level 1 armor when I have turrets defending a hive. Level 0 turrets can easily be taken down by a single skulk strafing around them - they're next to useless at defending areas without marine backup. Level 2 turrets however, can easily defend against 1-2 skulks. If any more come, I start shouting at my marines to get through the phase and help out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <WARNING> Bullcrap alert! Bullcrap alert! <WARNING>

    This is just <i>not</i> true. The numbers just do not agree with you. Please take a close look at kitsune's tables that FCC posted. In fact, I'll copy out the relevant portion:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Sentry turret:
    Base Damage:       Skulk
    23                          4/5/8/8
    25.3                       4/5/6/7
    27.6                       4/5/6/7<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    As you can see, the difference between lvl 0 turrets and lvl 2 turrets vs lvl 3 cara skulks is a staggering <i>one</i> shot. Is that really the difference between "easy to circlestrafe" and "can easily defend against 1-2 skulks"?

    It gets even worse... The difference between lvl 1 turrets and lvl 2 turrets when fighting against skulks is <i>nonexistant</i>. None. Zip. Nada. Let me say this again: There is <b>no</b> difference between lvl 1 turrets and lvl 2 turrets when fighting against skulks.

    So, by all means get weapons 1 before armor 1 with turrets as (part of) your argument. Armor 1 would probably still be better in 90% of cases imho, but at least it has some merit. But please, don't <i>ever</i> get weapons 2 because of your turrets.

    I completely agree with all points in the original post.
  • PerfectionsFlawPerfectionsFlaw Join Date: 2003-02-14 Member: 13555Members
    I always researched level one weapons instead of level one armor, now that I know it is virtually useless -.-;; I'll start with the armor ^.^ It only takes 16 bullets to kill a skulk? Amazing heheh. I've never seen the statistics before and normally when a skulk is underneath me chomping at my ankles I don't have the time to count bullets. It's just shoot randomly and hope one day they impliment ricochets that will kill the skulk eventually.

    Note that I've only commanded maybe fifthteen times total. I don't like to comm when I know that the marines are too fresh or won't listen. And since I'm pub restricted because of my frequent high ping, that's every server except COFR.

    Nice post! Oh, I knew about the jp/hmg thing already, not always the best of ideas.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--FCC+Jul 17 2003, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FCC @ Jul 17 2003, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) <b>Researching level one weapons before level one armor when the skulks don't have carapace</b>

    I really don't understand why Commanders do this. Level one light machine gun does not kill an uncarapaced skulk <b>any faster </b> than a level zero light machine gun. It takes <b>nine bullets </b>to kill an uncarapaced skulk with a level zero light machine gun, and it still takes <b>nine bullets </b>to kill an uncarapaced skulk with a level one light machine gun. With level one armor, a light marine can take an extra bite from a skulk, might not seem like much, but it actually is. I can reminisce of countless times where I've sustained two bites from a skulk, and turned around just in time to kill that skulk before the third bite.

    Now if the skulks had carapace, then the Commander should be deciding whether to get level one weapons or level one armor, but then, level one armor could still be considered a more valid choice.

    2) <b>Researching level two weapons before level one armor</b>

    Why? Not only does it cost twice as much resources and time to research level two weapons, but it also allows the light machine gun to kill a carapaced skulk faster by <b>one whole bullet</b>. So lets spend 40 resources and two minutes to research level two weapons so we can kill carapaced skulks in <b>15 bullets rather than 16 bullets. </b>

    Heck, I've seem Commanders get level three weapons before level one armor....why?

    <b>Note: Statistics on number of bullets to kill a skulk and number of bites to kill a marine where taken from <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>NS Weapons and Health Stats</a></b>

    3) <b>Dropping medpacks for no reason; unless the marine team has an ample amount of resources </b>

    Medpacks should only be given to marines who need them the most. And by most I mean marines who are building an important building, chasing down an important enemy (gorges, lerks, and fades), and have expensive equipment (jetpacks, heavy armor). <b>If a marine wants health, they can type kill in the console and they will spawn with 100 health: problem solved. </b>

    Also, when a marine asks for health, don't start spamming the ground with medpacks, unless it is important. A marine needs at most two medpacks to restore his health back to 100.

    4) <b>Relying the jetpack and heavy machine gun combo</b>

    The infamous combo is what aliens hate the most, and when I join the marines and see my team with the combo I think: there had better be a good reason why we have this combo. A Commander expects the combo to annihilate a hive, and to a certain degree yes. <b>But when the aliens have umbra, spikes, bitegun, acid rocket, defensive chambers, offensive chambers, and webs protecting their hive, it is nearly impossible to take down a hive, even with three or four jetpackers with heavy machine guns and grenade launchers.</b> So how do many Commanders respond to such resistance? They drop more jetpacks and heavy guns expecting their divine marines to destroy the hive.

    A Commander should start researching heavy armor as soon as they realize that the combo isn't going to work. Sure heavy armor requires teamwork, but Natural Selection is all about teamwork, but what the Commander is doing is simply making his team do an essential part of the game. And when utilized correctly, a group of heavies (with a variety of weapons) is next to unstoppable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    EXACTLY. I got called a nub by some moron because a minute and a half into the game, I did armor one first before I started the weapons. I was like dude, it makes no difference until they have carapace or we have weapons 2, I got so fed up with his continual insistence that I actually left the game and came back with a link to show everybody the damage chart.

    It cost the team the game though, as being distracted by some jackass really does hurt my comming, my problem came in the fact that I didn't ignore him :-\
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I tend to go straight for lvl 2 weapons so that I have it before they have cara. As a marine I'm supposed to kill skulks before they get to me if they get near me I probably should die. I notice a huge difference between lvl0 and lvl2 weps. Having lvl 0 weps when they have cara is also very bad, it always feels like it take a full clip of lvl0 on a cara skulk. I guess the numbers cant lie but lvl2 weps work better for me.
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    A warm Welcome on the NS-Forums FCC! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Nice points for your 1st post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    1)& 2) All upgrades make a difference. For example Lvl1 Lmg might not kill an uncarapaced skulk any faster, but you will need it against structures and very soon against cara.
    I prefer Lvl1 Armor,Lvl1 Weapons, then it depends.
    3) Depends on res and situation. If you want something badly done, there is no alternative for med spam.
    4) If this was a jp-rush you should get that hive, else it is too late, you were too slow. Switching to HA and prepare for a hard battle.
  • EmseeEmsee Join Date: 2003-05-23 Member: 16644Members, Constellation
    I'd just like to point out that, in some pub games at least, the choice of upgrade can have an impact on the marines attitude. Lvl 1 weaps first can be a good confidence booster and make your marines a bit bolder in going forward and assaulting positions, while going lvl 1 armor first can make them a bit more defensive minded. Of course the more experienced players will know that lvl 1 armor is better than lvl1 weaps it can have the opposite effect, or none at all. But I have seen lvl3 weaps and 0 armor be very effective in making marines rush down fades, while if they have higher armor they tend to be apathetic about it.
    Just something to think about.
    I do agree that LVL1 armor should be the 1st upgrade of choice though.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Yes, I aree completely with what the original post is. But getting high level weapons quickly will make the aliens get carapace, using res on dcs that will 80 percent of the tim be built in the hive room underneath the hive in a little triangle fasion, not in anywhere else that is helpful, thats 14+14+14= 42 res spent on dcs, thats almost 2 res towers or half a hive spent on dcs. Not getting resource early really slows down aliens. So, if you can get weps upgraded fast enough, it forces aliens to adapt to you, which being proactive is always better than reactive.
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    <!--QuoteBegin--The_Spectre+Jul 17 2003, 12:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_Spectre @ Jul 17 2003, 12:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is just <i>not</i> true. The numbers just do not agree with you. Please take a close look at kitsune's tables that FCC posted. In fact, I'll copy out the relevant portion:

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Sentry turret:
    Base Damage:       Skulk
    23                          4/5/8/8
    25.3                       4/5/6/7
    27.6                       4/5/6/7<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    As you can see, the difference between lvl 0 turrets and lvl 2 turrets vs lvl 3 cara skulks is a staggering <i>one</i> shot. Is that really the difference between "easy to circlestrafe" and "can easily defend against 1-2 skulks"?

    It gets even worse... The difference between lvl 1 turrets and lvl 2 turrets when fighting against skulks is <i>nonexistant</i>. None. Zip. Nada. Let me say this again: There is <b>no</b> difference between lvl 1 turrets and lvl 2 turrets when fighting against skulks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Fair enough - they may both do the same damage, but level 2 turrets track enemies better, and shoot faster. They also make a much more frightening noise <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    <!--QuoteBegin--davidsansome+Jul 17 2003, 12:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (davidsansome @ Jul 17 2003, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fair enough - they may both do the same damage, but level 2 turrets track enemies better, and shoot faster.  They also make a much more frightening noise <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Where did you get this information from? I have never heard of this and it might be true, but it still doesn't justify the fact that level two weapons should come before level one armor.

    Sure it might provide as a morale booster for the marines, but level one armor is cheap and can be researched in half a minute.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--FCC+Jul 17 2003, 12:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FCC @ Jul 17 2003, 12:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--davidsansome+Jul 17 2003, 12:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (davidsansome @ Jul 17 2003, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fair enough - they may both do the same damage, but level 2 turrets track enemies better, and shoot faster.  They also make a much more frightening noise <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Where did you get this information from? I have never heard of this and it might be true, but it still doesn't justify the fact that level two weapons should come before level one armor.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Can any Vet or Op or Admin tell us if this is true?
    Do Turrets get faster or track better when you have more upgrades?
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    with Level 2 weapons, a good marine won't even get chomped by a single skulk. But if there's two, he will die. But let's face it, level 1 armour isn't going to help much against 2 skulks compping your legs, ok you can take 3 bites, but 2 skulks can bite four times (altogether) in about 1-2 seconds, so bye bye Mr.Marine.

    What you guys seem to be missing is the physocological effect. Most marines feel a lot tougher when they see that little pistol down in the bottom right, and i know for a fact that i chase down more skulks when i know i have weapon upgrades. Also, this may seem obvious, but if you've got level 2 weapons, it doesn't take as long to reach Level 3 weapons, which you need once fades are about.

    If an alien team doesn't have at least one cara by the time you've got one upgrade, they're doing something wrong. Well, ok, not as SOON as, but it should only be about 1 minute difference, and L0 weapons seem to just bounce off a cara'd skulk (i don't care <b>what</b> the numbers say, i just cannot kill a level 3 cara'd skulk with no upgrades). The team get's annoyed, they start base camping, the aliens take the other hives, and it's game over.

    Armour Level 2 is useful, but i'd prefer to get at <b>least</b> weapon level 2 before that, and i know for a fact there's at least one server full of people who agree with me, because we had this discussion about 2 days ago on a server. We decided on weapon L2, then armour, then L3 weaps, then armour 2 then armour 3.

    Again, the numbers disagree with me, but it seems that a L3 weapon cuts through a L3 cara'd skulk FAR better than a L0 weapon cuts through a vanilla skulk. It literally seems like two shots and they're dead, and this is SUCH an advantage for the marine team, because the marines get bold and start rushing those pesky fades (2 L3 marines can easily take down a cara'd skulk with only LMGS).

    Anyway, that's my 42 cents <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AsteriskAsterisk Join Date: 2003-02-22 Member: 13835Members, Constellation
    i look at things this way. if a know i am going to be against 1 hive aliens i go arm, wep, wep, wep, arm, arm. heres why. level 1 and 2 let you take 3 bites from skulks level 3 let yoiu take 4. 1 have aliens are skulks, gorges, and lerks. level 1 arm gives you the most bang for you buck at the start of the game. when comming i go by the numbers because numbers can't lie.

    if i know fades are coming i try to get level 2 arm up because acid rockets throw a curve at me with splash damage. plus i also play on a server where the other go by the numbers too so i dont need to worry about the moral effect of upgrades.
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    I sure wouldn´t mind knowing whether the lvl 2 turrets track faster7are more accurate whatever. Though it may not show up in the numbers, as a skulk (even with full carapace on) i find lvl2 or even lvl3 turrets MUCH harder to take down, even with one or two other skulks with me.

    So far the consensus seems to be: lvl 1 armor first, then weps, then more armor later, which also seems to make the most sense to me. The way i see it, you should be researching upgrades at all times, as when you are not, you are simply wasting time.

    Remember: all of what i´ve just said is MY opinion. You find fault with it, please say so, that is YOUR opinion. $h!t, i may be wrong, but its MY opinion, and i´m entitled to it. thankzz.
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    And if you have a TON of res, build a couple more arms labs and get both armor and weapons upgrades at once <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KaniranKaniran Join Date: 2003-01-19 Member: 12465Members
    <!--QuoteBegin--Majin+Jul 17 2003, 02:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Jul 17 2003, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can any Vet or Op or Admin tell us if this is true?
    Do Turrets get faster or track better when you have more upgrades? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I know I'm not a vet, an op, or an admin, but I can tell you that level 2 turrets and level 0 turrets only differ in damage and not in effectiveness of tracking.

    Of course, I haven't played 2.0 yet, so this may change.
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    Yeah.... turrets don't track faster with weapon upgrades.

    They only track faster when you've got the upgrade called NS 2.0 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Also, on the topic of weapons 2 vs armor 1. If you've got weapons 2 before they have carapace, your marines are just that much stronger. Of course, they still get ripped in half in 2 bites. It's more or less a matter of preference and skill.
    If you exploit your range in battle instead of trying to 1 on 1 a skulk in close quarters, that weapons 2 will show. Other than that, I have to agree that armor 1 is a lifesaver.
    I have to go with the one rule of thumb that I've used as a commander. If it works, it works. If it doesn't, rethink your strategy.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    I think it should go level 1 weapon, level 1 armor, level 2 weapon, level 2 armor up until level 3 all. This just makes the most sense so even if an alien suprises a marine, he'd still have a chance to kill it.
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    <!--QuoteBegin--MrMojo+Jul 20 2003, 09:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrMojo @ Jul 20 2003, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think it should go level 1 weapon, level 1 armor, level 2 weapon, level 2 armor up until level 3 all. This just makes the most sense so even if an alien suprises a marine, he'd still have a chance to kill it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Technically it would make sense; however, the statistics do not show any improvement when going in that order. Level one weapons makes no difference if the skulks have no carapace, and while we are on the topic, neither does level two weapons make any significant difference in killing skulks with no carapace. To be exact, level two weapons kills a skulk in <b>eight bullets </b>while level one weapons kills a skulk in <b>nine bullets. </b> Definitely not worth the investment unless level one armor has already been researched.

    Also, level two and three armor should only be researched after level three weapons. Why? [B]A light marine can still only sustain three bites, from a skulk, before dying with level two armor, in other words, there is no difference in level one or two armor other than an increase in armor points (this case is different for heavy armored marines).
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    I know where the original poster is coming from on the weapons upgrades. Often its almost presented as a "macho" choice - if you're good the skulks should never get close enough to bite you.

    Personally the choice that usually <b>really</b> annoys me is the one suggested by the previous poster: researching level 3 weapons (with the eternal 3 minute wait) before level 2 armour if fades are around or imminent, as they often are by that point. Yes, i'm sure level 3 weapons really hurt fades, but what's the point if you die in just a couple of acid splashes?

    Everyone seems to know that "level 2 armour is no better than level 1" against skulks, but they often forget the "against skulks" detail. What about OCs, lerks and fades? On top of that if you're going for the JP rush with HMG, I'd suggest that the HMG is powerful enough already to take down a hive, and its more critical to give the JPers as much armour as possible to survive OC batterings.

    My personal order is usually Armour1, Weaps1, Weaps2, Armour2, Weaps3, Armour3. Regardless of the relative merits of armour/weapons I also feel its important to get as many upgrades as fast as possible, thus always doing quicker upgrades before longer ones.
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    <!--QuoteBegin--KMO+Jul 20 2003, 04:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KMO @ Jul 20 2003, 04:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Personally the choice that usually <b>really</b> annoys me is the one suggested by the previous poster: researching level 3 weapons (with the eternal 3 minute wait) before level 2 armour if fades are around or imminent, as they often are by that point. Yes, i'm sure level 3 weapons really hurt fades, but what's the point if you die in just a couple of acid splashes?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I believe I was wrong when I said level two armor should <b>only</b> researched after level three weapons; it all depends on the situation. You have a valid point with the level two armor before level three weapons; however, I don't think it is whether or not the light marine dies against the fade, but rather how much damage it does to the fade. When a fade realizes it has sustained more than 50% damaged, the fade may choose to continue fighting or flee to the nearest healing station to save themselves, and this is what many fades do.

    A level one armor marine cannot contend with an experienced fade nor can a level two armor marine (unless of course it is a heavy armored marine). But with level three weapons, the light marine has a reasonably good choice of heavily damaging the fade in hopes of making it flee. Of course this concept doesn't apply if the marines are travelling in groups, making both upgrades valid in a situation like this. But like I said earlier, it all depends on the situation, and this is what many commanders don't realize.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--X_Stickman+Jul 17 2003, 02:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (X_Stickman @ Jul 17 2003, 02:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> with Level 2 weapons, a good marine won't even get chomped by a single skulk. But if there's two, he will die. But let's face it, level 1 armour isn't going to help much against 2 skulks compping your legs, ok you can take 3 bites, but 2 skulks can bite four times (altogether) in about 1-2 seconds, so bye bye Mr.Marine.

    What you guys seem to be missing is the physocological effect. Most marines feel a lot tougher when they see that little pistol down in the bottom right, and i know for a fact that i chase down more skulks when i know i have weapon upgrades. Also, this may seem obvious, but if you've got level 2 weapons, it doesn't take as long to reach Level 3 weapons, which you need once fades are about.

    If an alien team doesn't have at least one cara by the time you've got one upgrade, they're doing something wrong. Well, ok, not as SOON as, but it should only be about 1 minute difference, and L0 weapons seem to just bounce off a cara'd skulk (i don't care <b>what</b> the numbers say, i just cannot kill a level 3 cara'd skulk with no upgrades). The team get's annoyed, they start base camping, the aliens take the other hives, and it's game over.

    Armour Level 2 is useful, but i'd prefer to get at <b>least</b> weapon level 2 before that, and i know for a fact there's at least one server full of people who agree with me, because we had this discussion about 2 days ago on a server. We decided on weapon L2, then armour, then L3 weaps, then armour 2 then armour 3.

    Again, the numbers disagree with me, but it seems that a L3 weapon cuts through a L3 cara'd skulk FAR better than a L0 weapon cuts through a vanilla skulk. It literally seems like two shots and they're dead, and this is SUCH an advantage for the marine team, because the marines get bold and start rushing those pesky fades (2 L3 marines can easily take down a cara'd skulk with only LMGS).

    Anyway, that's my 42 cents <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Bah, I perfer armor 1, weapons 1,2,3 and then finish the armor.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--E-Th33ph+Jul 20 2003, 09:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (E-Th33ph @ Jul 20 2003, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah.... turrets don't track faster with weapon upgrades.

    They only track faster when you've got the upgrade called NS 2.0 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Also, on the topic of weapons 2 vs armor 1. If you've got weapons 2 before they have carapace, your marines are just that much stronger. Of course, they still get ripped in half in 2 bites. It's more or less a matter of preference and skill.
    If you exploit your range in battle instead of trying to 1 on 1 a skulk in close quarters, that weapons 2 will show. Other than that, I have to agree that armor 1 is a lifesaver.
    I have to go with the one rule of thumb that I've used as a commander. If it works, it works. If it doesn't, rethink your strategy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Of course, it makes only a ONE shot difference against no cara skulks
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    People people people...
    realize that there is NO one hard answer!

    If my marines are all pretty good shots and experienced (checks ambush spots etc) I will be willing to go lev3 weapons before any armor because then they can finish off the enemy before getting hurt. Upgrading armor implies you think your marines are going to get bit. Now to be fair, I don't get teams that good ALL the time, so on weaker teams I DO get level 1 armor first. If I'm going for heavy armory, I might even go for level 3 armor before any weapons upgrades. At level3 your basic vanilla marines takes FOUR bites to kill. Talk about super-carapace!

    Oh and when planning games in 1.04 try not to plan against hive 2 aliens. Your objective is to kill them before they get fades.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    go by the numbers, as mentioned previously

    anyhow I played this game where the comm preferred arm arm arm, going to armor 3 without upgrading weapons

    it would be good for 1v1 close encounters, but when the 2nd alien shows up you'll already be out of ammo, so your marines will need some general skill and knife ownage

    seems interesting and cool but in conclusion armor 3 w/o weapons = bad
  • halcoberry_houndhalcoberry_hound Join Date: 2003-07-20 Member: 18309Members, Constellation, Reinforced - Shadow
    i think everyone is missing one important implication of lvl 1 weapons. Its a mental things not just mathmatical. i know that i will generaly chase down more skulks with lvl 1 weapons than when i have lvl 0 weps. The difference of having that little pistol sign in the bottom of the right corner seems to make a huge number of marines actualy play better. you cant just use maths as an arguement. i do lvl 1 weps first, it may not be mathmaticaly sound but it seems to make the team play better and i believe this is a mental thing. The team ASSUMES that the upgrade is going to kill the skulk faster. now you could say this could have a detremental effect on the player since they assume the skulk is going to die buy shooting before it gets to him. but it doesnt it seems to have the reverse effect, a team often plays better with lvl 1 weps. i will then get both the lvl 2 armour lvl 2 weps then lvl 3 armour and last lvl 3 weps. now u could argue this point all you want but u cant change the fact that the majority of players in ns dont know about the mathmatical differents lvl 1 makes, they assume it makes it beter. well thats my view any ways.
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