Au1 Or Wu1 First?

m4dm4d Join Date: 2003-07-25 Member: 18419Members
edited March 2004 in Frontiersmen Strategy
<div class="IPBDescription">topic title says all ;)</div> Heya
i can remember a discussion some time ago in 2.01 ages what the better first upgrade had been. Most ppl said it is armor1 while others said it's weapon1. After all it ended up with most ppl beleaving au1 is the better choice. This had been true for 2.01 but now we are in beta 3 times.

So it's time for a change in thinking. Marine armor has been nerfed as most ppl know. While in 2.01 an armor rush could really work well, in beta 3 it's horribly bad. In 2.01 you could medpack your marines with armor3 and they got armor left the most of the time. It's different in beta3, if you don't give out welders your armor3 won't bring you any good for long.
But these welders cost 5 res each and get lost in the field very often, so this is no real option in my eyes.

But what about armor1? It's not that great anymore.. sure if aliens got sc and focus it's a must have but in any normal dc game?
In dc games you can bet on these early fades to come and rip your whole game appart if you don't pack the right firepower. This is even more true with the new beefed up fades that can take more damage.

Armor1 get's useless as soon as a marine gets biten 1 time, weapon1 (and weapon2 soon after that) stay as long as the marine is alive. So better to go save and get this weapon2 asap and AFTER that get armor1. Sure it's tough on the marines on the start but they will be thankfull for the weapon2 and these shotguns they will have when the first fades come. Every fade knows that shotguns with lvl2/3 weapons can realy hurt.

So what i want to say with all this is simpel: Just try it! don't go armor1 first go weapon1 first and right after that weapon2 it worked pretty well for me.

Oh and for the flamers to come... remember this is beta3 not 2.01, the game has changed so why play with an old playstyle if there are changes in the game?

sorry about my bad english but i hope i could at least bring my point across ^^
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Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Since armor1 still increase your survivability rate(defense) by 50%, and w1 still only increases your damage(attack) by 10%, a1 still pwns w1. For the same reasons as the last version.
  • m4dm4d Join Date: 2003-07-25 Member: 18419Members
    <!--QuoteBegin-Align+Mar 12 2004, 10:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Mar 12 2004, 10:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Since armor1 still increase your survivability rate(defense) by 50%, and w1 still only increases your damage(attack) by 10%, a1 still pwns w1. For the same reasons as the last version. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    it's increased for 1 bite! after that bite you are back to normal and got no more use out of the upgrade

    and you can't compare stuff like this in %, if you would do it like that an armor3 marine would increase his survivability rate of 150% and that's not true.
    And be real, how long does your armor stay in most games? Even a good marine get's bitten some times and runs arround most of the time with 0 armor left (if he get's medpacks).
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    Armor 1 is still superior.

    Focus goes from a one-hit kill to two-hits. Non-focus hits go from 2 to 3 for skulks, fades and onos and 3 to 4 for lerks.

    Weapon 1 on the other hand doesn't change the number of LMG rounds you need to kill a non-carapace skulk (it's 9 rounds for both weapon0 and weapon1) and only changes the carapace number by 1 (from 13 to 12 rounds).
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    A1 is a much better choice. Feel free to give a few rine's welders too.



    Furthermore, w1 doesn't kill a basic skulk any faster than w0. After 8 shots from the lmg or 4 from the pistol with w1, a skulk will live with 2 hp rather than 10. It doesn't matter, really, because both 2 hp and 10 hp die in one more shot.



    W1... it's kinda crappy. Useful for shotties. Regardless, A1 is superior.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    Get armor 1 then full weapons. I would rather have armor 1 and weapon 1 then weapon 2 armor 0 against a fade and its cheaper and faster to get. Its stupid to get more than level 1 armor before full weapons and welding a non HA is a waste of res. If you travel in groups your group will last longer meaning more guns can be shooting meaning more damage. B/c peopel are going more for weapons than armor first or no upgrades at all I think sensory is a great first chamber. Sensory chamber will cloak you and focus will kill in 1 bite. Why more people dont do this I dont know. Going D fisrt is not as good as it was before b/c you dont see the full effect until all 3 hives are built.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
  • m4dm4d Join Date: 2003-07-25 Member: 18419Members
    Wow i get the impression ppl only read the topic and start posting without reading anything else.

    I allready said that au1 is only a must have for sc against focus
    I allready said that welders are no option cuz they get lost pretty quick and cost res
    I don't think it's all that usefull to give out even more res to get a real use out of a 20/30/40 res upgrade
    You didn't even get to my point that armor1 get's useless as soon as the marine get's biten 1 time.

    I said "Try it and discuss after it"

    The whole point in this thing is to get wu2 asap to have an easier time killing fades coming early to midgame. And everybody who got at least SOME clue about this game knows that fades are the biggest problem for marines in the first minutes into the round. (sure onos can be troubelsome too but come on a 1 Hive onos won't stay alive all that long)

    I know the problem from myself when i started commanding i really had a hard time with these fades. You can have whole mapcontrol with elecrt's and even 2 hives locked down, 1-2 good fades can destroy all this in a few minutes.
    So don't tell me you never had this problem.
    In beta3 fades got even more beefed up with the extra hp/armor, sure the hitbox fix compensates for that but i think the new fade is still more powerfull than the old one.

    Just try it out on public or scrims i tried booth and it worked wonders most of the times. You ppl gotta to be more open for new strats new ways to go, most of the comm's out there play all the same cuz they saw how another comm did it and won with it so they have to copy it.
    So why don't you try something else something different?
    Stop thinking in 2.01 terms start thinking in beta3 terms.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    I still say A1. For me the question is to go weapons path or go for armor 2. Generally weapons is definatley more sensible, but I can see an attraction in A2 for large games where Aliens cant afford fades till later. Shotguns are the best solution to fades, rather than W1 IMO.
  • Fat_Man_Little_CoatFat_Man_Little_Coat Join Date: 2003-12-02 Member: 23857Members
    Personally, armour one is still my first upgrade largely because then I have to drop less medpacks early in the game. Also, since their health itself isn't low, they don't ask for medpacks as much. Remember, each medpack cost res, and if you save yourself from dropping ten medpacks, the upgrade practically pays for itself.

    Also, for rines who travel in packs, the few aliens that they do come across, rarely get that 2nd bite for a kill.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    edited March 2004
    You are saying that a1 is useless after one bite. That isn't true. After one bite, the a0 rine will need one more bite to be killed, while the a1 marine will need 2 more bites to be killed. You claim that welders are expensive, while at the same time expecting to hand out shotties to everyone. If everyone has a shotty, you might as well drop one welder for the group. If that marine dies, then someone else will pick it up. After each fight, the whole group can be welded. The welder will pay for itself in saved medpacks. If you are going to risk losing 40 res in shotguns, at least protect the investment with a 5 res welder.
  • Vitamin_LeadVitamin_Lead Join Date: 2003-04-20 Member: 15683Members
    I h8 to break it to you, but armor 1 is still better than weapons 1. That extra bite will let you get about 4 or 5 more shots off, which is more worth it than 10% more damage. Any comm knows this.

    Sure, you can get to weap 2 faster, but that only makes sense. (since you need weap 1 to get weap 2...) If a res hoarder goes fade in 5 mins, then it's a good idea to get weapon upgrades, but in the early game where all aliens are skulks and gorges, armor 1 is better. Besides, a shotgun mixed into a group of lmg meatshields if better against fades than lmg's with 2 weapon upgrades.

    btw, if two fades can destroy all you've built, then you need to inprove your building strategy. If the two fades are L337 fades, then weapon 3 won't help you, you'll need lots of big guns and lots of armor. (Pref HA.) If your team is noobs, then you're dead anyways... lol... Also, if you win a game and u used the weap 1 first tactic, that doesn't mean that the game was won solely on that decision. There are many more factors than just upgrades in a game, so you have to let consistency of success (in the case of armor first) and numbers show which is better.

    Just because NS has changed in B3 doesn't mean that strategies from 2 aren't viable. It doesn't mean that the game is TOTALLY different either. Besides, in B3 rines have less armor, so that's all the more reason to get armor 1 instead of weap 1. (Armor is less, but lmg damage is the same...)
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    edited March 2004
    2.0: Wu1
    3.0: Au1

    Why do I believe this is so? I don't really see how marine armor has been greatly nerfed, but even if it has, armor ups are still more important than they used to be, simply because of focus.
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    <!--QuoteBegin-m4d+Mar 12 2004, 04:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (m4d @ Mar 12 2004, 04:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow i get the impression ppl only read the topic and start posting without reading anything else.

    I allready said that au1 is only a must have for sc against focus
    I allready said that welders are no option cuz they get lost pretty quick and cost res <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You already saying something doesn't make it right or relevant. You are the claimant, the burden of proof is on you.

    As for the welders, they are an option. You don't want too many, one or two will do until you actually have buildings to fix. But I see many more people welding armor these days. It's extremely useful. LA isn't just throwaway padding anymore.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    edited March 2004
    Personally I often upgrade a2 before even touching weapon upgrades. it only takes 10 res and 30 seconds longer then taking a1+w1. Why? Because I give people welders and scream at the over voicecomm to weld each other. lvl2 armor LA rines are like early HA against skulks - 4 bites it takes to kill them makes them almost unvulnerable in teams, and as soon as enemies are dead, I medpack while telling them to weld each other. I've seen 4 rine a2/w0 squads cut through 2 early one hive fades with 0-1 losses - fades simply don't have enough time to take those 3 swings nessesary before 4 lmgs+4pistols suck their lives dry, and the more swings fade has to take to kill a marine, the longer he is moving slowly being an easy target. Weapon upgrades allow you kill him in a few bullets less, armor upgrades allow you pump extra 5-7 lmg bullets per marine in squad per swing needed to kill into him. As such you get ~200-270 extra damage for armor level 1 vs armor level 0 in a standard 4-man squad. Far better then what w1 upgrade could ever give you.
    As for whoever said that welders are useless before ha - I recommend you try finding better servers, so that you may be educated about the fallacy of your statement.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    The real argument should be after you get armor 1, do you get armor 2 or weapons 1.

    Armor 1 or weapons 1 is the same idiots debate that it has been since the game came out, since the game dynamics haven't changed, and there are about 20 different posts in this forum alone about it, so I won't bother talking about it.

    However, since the benefit of weapons 1 is so slight, I can see a case for getting armor 2 before any weapon upgrades, especially if you carry welders around. If you see fades or onos, drop a bunch of shotguns.

    Edit: oops Lucky beat me to it.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The whole point in this thing is to get wu2 asap to have an easier time killing fades coming early to midgame. And everybody who got at least SOME clue about this game knows that fades are the biggest problem for marines in the first minutes into the round. (sure onos can be troubelsome too but come on a 1 Hive onos won't stay alive all that long) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If I were a fade, and would encounter a marine team with a commander who researched weapon1, 2 before any armor upgrade, I would laugh and pop the champagne bottle, in the same manner as I would whilst hearing the aliens got sensory when i would sit in the commchair <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • PilgrimPilgrim Join Date: 2004-02-18 Member: 26678Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    If I were a fade, and would encounter a marine team with a commander who researched weapon1, 2 before any armor upgrade, I would laugh and pop the champagne bottle, in the same manner as I would whilst hearing the aliens got sensory when i would sit in the commchair
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    hehe listen to buggy and u would learn some usefull things about comming. i think the real debate is getting a2 before w1 or before w3. i like to get a1 w1 a2 w2 cos i think its more balanced for my rines and its 10 res cheaper and faster they die less and medpacks r more effective.

    If u gonna make a group attack give welders! welding armor is as usefull and quick as giving meds
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    the result is always the same. Armor1 first.

    Can't we like sticky one of the topics once so all ppl know.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    I don't think weapon upgrades affect the knife... so with armor 1 you have a better chance at knifing damaged skulks (though smart ones will parasite you twice)

    Welders aren't great for pub games where clueless marines never use their slot 4 , but it can work with good regulars. However , if you have h4x-like veterans they will prefer weapon upgrades after armor 1.

    There's nothing more annoying to a fade than a bunch of medpacked/catpacked armor 2 marines.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    It takes 4 parasites to eliminate the benefits of an armor level, assuming no welding or medpacks.
  • spawnyspawny Join Date: 2004-02-12 Member: 26448Members, Constellation
    m4d your idea would work and i can agree with it in some ways.
    By the sounds of things your relying on your squad to all have a decent aim, if you got a team of confident marines then your idea would own, however for the random public server id still go with Au1 first followed by Wu1 & Wu2.

    Neone-else dis-agree?
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    I really think it depends on your squad of marines sucky shooters would probably be better with armor1 first but good shooters would be bettter with weap 1

    If your like me and get weap1 then armor1 right after eachother it shouldnt really matter what you get first because you will have them fast
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Who says that all the skulks/etc are going to run at them? What if they drop down from the ceiling? W2 won't help you then...
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Armor 1 is always going to be better. I still cringe when I see commanders upgrading weapons first, and even MORESO when they go straight to weapons 3 before armor 1. Armor 1 increases a vanilla marines lifespan by 50%. Pro weapons 1 people will tell you its better because their marines can shoot. Which, really, REALLY, makes me laugh hard that they don't realize what they are saying. If your marines can shoot, how is that 1 less bullet or so going to make any difference? LOL. If they can shoot fine then there is no problem if they encounter a skulk at a distance. But if a skulk drops off a roof onto their heads, good aim or not they are going to take a bite. After that 1 bite, with armor 1 they still have 2 left. There shouldn't be much of a problem for them to kill them, what with their superior aim and all.

    The bottom line is, armor 1 is going to help more people on the team than it will hurt them. Armor 1 will finish quickly, and you can get your elite players their weapons 1 next.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I know this has already been said before here, but w1 doesn't actually benefit you <b>at all</b> against skulks. The number of bullets to kill a skulk is 9 either way. If they have carapace (how many skulks actually take carapace?), then it will go from 13 bullets to 12. An uncarapaced gorge goes from 23 to 21, and a carapaced gorge will go from 33 to 30. Weapons upgrades aren't needed until you see fades and drop shotguns. By then you should have time to get a1, w1, w2, so a1 should be the first upgrade. It gives you an immediate benefit whereas weapons upgrades take a while to give any benefit.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-i'm lost+Mar 13 2004, 11:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Mar 13 2004, 11:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It takes 4 parasites to eliminate the benefits of an armor level, assuming no welding or medpacks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    4 parasites is your entire adrenaline bar, and your average player can't score a hit every time with parasite.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    agreed on the para part.

    And yep. its a VERY old discussion. point is indeed you never know.
    Hell, I consider myself a pro/elite and I want armor1 always. I do nto need one less bullet. Its not that I am gona empty my clips if a skulkgroup comes anywayz.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Forlorn+Mar 13 2004, 02:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 13 2004, 02:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-i'm lost+Mar 13 2004, 11:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Mar 13 2004, 11:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It takes 4 parasites to eliminate the benefits of an armor level, assuming no welding or medpacks. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    4 parasites is your entire adrenaline bar, and your average player can't score a hit every time with parasite.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Exactly. I was making the point that it probably wouldn't happen. I was responding to this post:
    <!--QuoteBegin-Stakhanov+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't think weapon upgrades affect the knife... so with armor 1 you have a better chance at knifing damaged skulks (though smart ones will parasite you twice)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I was pointing out that a skulk isn't likely to finish off the armor1 marine with parasites. I guess I should make that clearer next time.
  • ApocalypsecowApocalypsecow Join Date: 2003-12-22 Member: 24648Members
    It seems odd to me that people still debate this, considering how many times this has been discussed. It seems pretty obvious Armor 1 upgrades the way to. Any opinions on research orders after Armor 1 first though?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Yes. A1, W1 W2 W3, A2 A3. Probably not the optimal path but it's the traditional one.
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