that is correct. The person saying that may have beein talking about piercing dmg, which is what the hmg does. 20 dmg to aliens, 10 dmg to strucutures unupgraded. lvl 3 hmg does 26 dmg to aliens and 13 to structures.
<!--QuoteBegin--XCan+Dec 4 2003, 05:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Dec 4 2003, 05:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Didn't they at a time remove the piercing damage on the HMG? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think so.
Getting armor 2 or Weapons 3 depends really on the number of support units. First let's list the advantages of armor 2: after 2 bites: any attack will basically kill you. A lurk's spores, or spikes, spit or healspray. Any type of support unit can make you fair game. With armor level 2, your marines can still take a bit of punishment after being bitten twice. Also, if you are a medpack-spamming commander, armor 2 allows more bite absorbtion overall, because armor1 is worn down very quickly, and after a medpack, armor 2 still kicks in. Another very important advantage: fades take 2 slashes to kill you on armor 0 + 1, but 3 slashes to kill you on armor 2. That extra slash gives a group of marines that much more survival time against a fade.
Now the advantages of weapons 3: obviously it kills just about everything faster. Extra shots mean little if you are dead however.
The choice again is yours. Depending on the situation, there is no one universal "better" one. Also take into account that weapons 3 costs 10 more res. Although normally not a big deal, that 10 res can be critical.
As to motion tracking, by the time it is viable to research it (at 45 res) it is usually useless. Bigger aliens don't need to really "fear" motion tacking. Only attacking skulks, who like to charge headon will be affected by motion tracking. Weapons 3 is a better deal. MT is usually last, if I bother with it at all. Motion tracking is usually not necessary for intelligent marines, who look, see, and shoot. Again though, depending on your team, one might want to consider MT.
Point: lvl 1 armour only protects you if youre not parasited...One skulk can parastie away lvl1 armour of an entire squad with adren, SoF or regen... With lvl 2 amrour he needs 3 parasite hits per marine...
Comments
I think so.
Getting armor 2 or Weapons 3 depends really on the number of support units. First let's list the advantages of armor 2:
after 2 bites: any attack will basically kill you. A lurk's spores, or spikes, spit or healspray. Any type of support unit can make you fair game. With armor level 2, your marines can still take a bit of punishment after being bitten twice. Also, if you are a medpack-spamming commander, armor 2 allows more bite absorbtion overall, because armor1 is worn down very quickly, and after a medpack, armor 2 still kicks in. Another very important advantage: fades take 2 slashes to kill you on armor 0 + 1, but 3 slashes to kill you on armor 2. That extra slash gives a group of marines that much more survival time against a fade.
Now the advantages of weapons 3:
obviously it kills just about everything faster. Extra shots mean little if you are dead however.
The choice again is yours. Depending on the situation, there is no one universal "better" one. Also take into account that weapons 3 costs 10 more res. Although normally not a big deal, that 10 res can be critical.
As to motion tracking, by the time it is viable to research it (at 45 res) it is usually useless. Bigger aliens don't need to really "fear" motion tacking. Only attacking skulks, who like to charge headon will be affected by motion tracking. Weapons 3 is a better deal. MT is usually last, if I bother with it at all. Motion tracking is usually not necessary for intelligent marines, who look, see, and shoot. Again though, depending on your team, one might want to consider MT.
Lvl3/3 > HA
MT > HA
MT < Lvl3/3
Point: lvl 1 armour only protects you if youre not parasited...One skulk can parastie away lvl1 armour of an entire squad with adren, SoF or regen...
With lvl 2 amrour he needs 3 parasite hits per marine...