Arms Lab Upgrade Orders
Lito
Join Date: 2003-09-04 Member: 20560Members
<div class="IPBDescription">which one first?</div> Whenever i comm, I usually get weapons 1 first, but i find it kinda stupid because lvl 0 marines die in two bites anyways. But when i think about if i get armor 1 first, then the opposite happens: Skulks don't die fast enough, and they get that third bite in, and its gg.
What is your first arms lab upgrade, and why?
Also from thereon i keep upgrades more or less equal: weapons, armor, weapons, armor, etc.
What is your arms lab upgrade order, and why?
What is your first arms lab upgrade, and why?
Also from thereon i keep upgrades more or less equal: weapons, armor, weapons, armor, etc.
What is your arms lab upgrade order, and why?
Comments
if its mostly people i know of i will get lvl 1 weapons first
if i am on a server that i know no body it will be armour - wether they say they are pro. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It is indeed the most effective upgrade in the game and gives the most bang for your buck.
Lv. 1 weapons makes you kill skulks in <b>one less measily hit</b>.
Lv. 1 armor makes you have a 50% longer lifespan.
Guys, do the math, lv. 1 armor is SOOOOOOOOOOOOO much better than lv. 1 weapons.
It's really a fairly nubby thing to go weapons before armor.
After you get lv. 1 armor, you want lv. 2 weapons, and lv. 2 weapons makes a HUGE difference in your ability to kill aliens. So the best order to go in is lv. 1 armor, then lv. 1 weapons, then lv. 2 weapons.
From there, you can go in any direction you want, lv. 3 weapons gives you a ton of killing power but it's expensive and if you go with lv. 2 armor so you can get lv. 3 armor faster it's not a bad choice either, as lv. 3 armor makes your marines god damn near invincible.
Anyhow, I know that most people don't like to hear that there is a preset best order to get your upgrades, but it's true.
.. I'll take any advice into consideration at the moment just to survive as a Marine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I just love this game <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1) Map - Does it have long corridors? Spots for hiding behind to take cover from guns?
2) Aim - How well can your marines aim?
3) Anticipation - How willing are your marines willing to cooperate?
4) Enemies - How well can your enemies dodge fire? Any higher lifeforms?
It pretty much depends on those. If you have a map with long corridors, and you have marines fairly decent with their aim, I suggest you to get Lv. 1 weapons.
If the maps are filled with shorter corridors, or your marines can't aim that well, get Lv. 1 Armor
If you got a ridiculous amount of rambos, get Lv. weapon
Armor, weapon , weapon , weapon, armor, armor
For reasons that Forlorn stated and also level 1 armor makes medspam more effective because a marine will only use 1 medpack to fully heal after a bite.
No, No it's not...
The one bullet left to kill a skulk will not make up for the 40 you missed with. I cant think of any situation where the skulk needed just 1 more bulled before he died.
Yet, if you have armor 1, you can withstand ambushes more easily and knife with better chances of survival. it also gives you longer to whip out that pistol right away and own them.
Armor, weapon , weapon , weapon, armor, armor
For reasons that Forlorn stated and also level 1 armor makes medspam more effective because a marine will only use 1 medpack to fully heal after a bite. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is correct.
Wep1, Arm1, Wep2, Wep3, Arm2, Arm3
also, "quick" upgrading is a factor.
my usual building order is ip, ip, tf, and then its off to the first res node. Quick electrification keeps the skulks off your res, but an additional (sorry, i don't memorize prices, so i'm guessing here) 40 res for arms lab and the first upgrade is a big hit on res if you want to electrify rts.
so the question is either get upgrades later, rack up res on elec'd res nodes or have unelec'd resnodes and hope to keep the opposing force busy enough to not have enough time to rambo out and pick off res nodes (which is very rare).
is there res for both?
I cant think of any situation where the skulk needed just 1 more bulled before he died.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
lol that reminded me. I fought a skulk and we were both pretty beat up. He started retreating to the DC's nearby while I took out my pistol. I shot him once and he died. I found that very funny. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I always go armor 1 first. On the servers I play on, there will always be marines who can't seem to aim. Armor 1 will put them in the fight longer, hopefully long enough to kill the skulk.
If I plan on using something else to win: armor1, weap1, weap2, weap3, armor2, armor3
I think best idea is:
1 Armour: for increased lifespan
1 Weapons: for balance
2 Weapons: They should be getting fade soon
2 Armour: more weapons aren't necessary yet
3 Armour: same as above, if rines gor enough res should be getting ha
3 Weapons: Researched as soon as we go for hive attack or someone shouts out ONOS!!!
ip tf armory. go cap rts. obs pg. get a hive. al armor 1. upgade the armory. wepons 1. give out sg. get second hive if posable. wepons 2. proto ha. wepons 3. give out ha hmg and gl. armor 2. armor 3.
if sc first
ip tf armory. go cap rts. obs pg. get a hive. al armor 1. <u>mt</u> get second obs. upgade the armory. wepons 1. give out sg. get second hive if posable. wepons 2. proto ha. wepons 3. give out ha hmg and gl. armor 2. armor 3.
if we are going jp sg
ip tf armoy upgrade armory. cap rts. al armor 1 wepons 1,2. obs. proto jp. armor 2. give jp sg out rush hive.
if a second hive is not posable keep rushing it anyway. if you keep the other team on defence you need not worry about your rts as much.
but it all comes down to the team. ive seen 3/3 ha full team not able to move up. saddest thing.
tips.
click on obs hold ctrl hit a number (1-4) and all you need do when you need to scan is hit the number type "A" and click where you want to scan.
click on arms lab hold ctrl hit a number (1-4) and you can upgrade with out haveing to find it in your base. this keeps you with your team (med spam).
ammo = 2 rez for 50 lmg, 125 hmg, 2 gl, 4 sg. very exspensive to spam ammo. insted build armory (15rez), then recoup 7 rez when they have rearmed.
ive played entire games only needing 1 ip. ive also played games where 3 ips were needed. hit tab now and again to see if there is a respawn line and add ips as nessiary (max 3 to 4).
beacon is often used at the end of the game but it has is use earlyer. ex. trying to siege and all/most are killed after the pg/tf are up. if you hit the beacon and all jump on the pg the tables can suddenly turn in your favor.
you can also open/close doors and raise/lower elevators if you draw a box around them.
got someone that will not close the door? you can close it your self from the cc.
want to mess with the other team? stop the elevator halfway up leveing them traped (or crush them with the elevator).
can also be used for distracting/delaying the other team.
not as useful as most doors were removed but still fun.
- RD
Armor 1 will no longer make a difference in lifespan when 3.0 is released, at least not against skulks.
Level 1 weapons does make a difference, if you can hit well. If you can't, Level 1 armour doesn't make it easier for you to kill it, it just takes more time for them to munch on you before going over to the other marines.
I kind of forgot how much an armslab is. If it's not too expensive, I'll start going with 2 labs and get both level 1 upgrades.
45, was it? If that's the case, I'm sticking with one.
Armor 1 will no longer make a difference in lifespan when 3.0 is released, at least not against skulks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Umm sorry thats incorrect. Where did you get this idea?
45 doesnt make you live longer with 75 damage bite
But it helps against focus , thats right.
Whats the point in this you ask? Medspam is less powerful because you need twice as much of it to give them lifesupport without armour. Incourage field welding. Right now you don't really see welders except for HA and for welding vents. With lower armour amounts and higher absorption you can still take say 3 bites with level 1 armour BUT after the engagement your armour is all but completely gone. So if you don't get welded your back down to 2 bites.
Oh and it would be impossible to let you take another focus bite but not another regular bite <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->