Strategies
SDJason
Join Date: 2003-05-29 Member: 16841Members
<div class="IPBDescription">Streamlining.....</div> Ive played MANY rts's, and one thing that frustrates me that marine commanders dont seem to get is the concept of as little as you possibly can...
THe idea of an rts is to do as much with as little as you can
Everything is an investment that gives returns in the form of res, kills, or area denial...
This is the beauty of an rts, everyhting has consequences, and it is this, and this alone that makes it an rts..
My issue lies with how some comms think...
We could save nearly 150 res early game sometimes if we did things differently
Instead of spending 30 res on turrets in the beginning of a game, we could immediately cap the two closest res towers, this accelerates our growth time by 3 times (may be exponentially, not sure)
From there, by the time the person who had made the three turrets has another 30 res to cap the two rt's, you have enough to drop an armory, observatory, get phase tech and cap a fourth res, and possibly electrify a res
Just from this summary of the first 2 minutes of a game you can increase your marine output GREATLY, simply by using your starting res mor efficiently..
3 turrets wont do JACK **** if your marines cant shoot...
This can be carried over to other parts of the game...
Certain things need not be build... dont waste 20 res on medpacks early game, dont waste ANY unless its critical to your game..
Simple stuff... im not accusing everyone of being an idiot, but some things just need to be explained once to make sense.
The more rt's you have the more res you make, the earlier you get those rt's the more res you will make...THe less of ur starting 100 u spend on non rt objects, the more return you will get, just like a mutual fund or stock....
~Jason
THe idea of an rts is to do as much with as little as you can
Everything is an investment that gives returns in the form of res, kills, or area denial...
This is the beauty of an rts, everyhting has consequences, and it is this, and this alone that makes it an rts..
My issue lies with how some comms think...
We could save nearly 150 res early game sometimes if we did things differently
Instead of spending 30 res on turrets in the beginning of a game, we could immediately cap the two closest res towers, this accelerates our growth time by 3 times (may be exponentially, not sure)
From there, by the time the person who had made the three turrets has another 30 res to cap the two rt's, you have enough to drop an armory, observatory, get phase tech and cap a fourth res, and possibly electrify a res
Just from this summary of the first 2 minutes of a game you can increase your marine output GREATLY, simply by using your starting res mor efficiently..
3 turrets wont do JACK **** if your marines cant shoot...
This can be carried over to other parts of the game...
Certain things need not be build... dont waste 20 res on medpacks early game, dont waste ANY unless its critical to your game..
Simple stuff... im not accusing everyone of being an idiot, but some things just need to be explained once to make sense.
The more rt's you have the more res you make, the earlier you get those rt's the more res you will make...THe less of ur starting 100 u spend on non rt objects, the more return you will get, just like a mutual fund or stock....
~Jason
Comments
But i agree that a lot of commanders seem to try and play as if it was still a simple FPS rather than an RTS. It really can get frustrating sometimes.
- X_Stickman penguin
what about an alien rush?? on ns_hera and ns_nothing how would the marine team be able to react, cause on the server i play on 4-5 skulks rush. Which is enough to take out an entire base, if theres no defences before the marines can get back. Mayb if u wait after the rush? Then dis might work. hmm.... Now on small maps the closest rt might work but i dont think there is a map that 2 rts r real close to marine start.
on a side note...
shouldnt dis go in /edit Frontiersman strat /edit??
/edit TSA/marine strats changed to Frontiersman strats <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->