<!--QuoteBegin-SamW+Jan 21 2005, 02:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SamW @ Jan 21 2005, 02:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what effect does weapon 1 have against carapace lvl 1/2/3? People say it makes no difference against skulks... But what about an upgraded skulk? becasue by the time a mariene has an upgrade the aliens do too...
<!--QuoteBegin-themakefunofpplacct+Jan 17 2005, 03:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (themakefunofpplacct @ Jan 17 2005, 03:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lol. even the best ns player in the world would gladly take armor1 over weapon1. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> yes... but what would the best team prefer? When groupped together level 1 weapons will definately have a compounding affect making the group much stronger and possibly prevent mele range combat.
Maybe weapon 1 first should encourage you not to go out rambo style.
the armour upgrade doesn't get better as rines group together becase most attacks will only hurt one person and only that single person's armour contributes to his own defence. However if the marienes are grouped each individual's weapon upgrade is added the the teams offence.
I mean you can rush HMG and for example get 2 or 3 of them to go together... With that, even higher level aliens won't get many attacks out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> the defense does help in groups, and weapon 1 still doesn't make a difference in groups, due to its pecularities
Armor 1 is simply one of the cheapest and most effective upgrades you can get. If you want to try something different, go ahead, but Armor1 works very well for all players. A noobish team can seem decent when they don't die almost instantly from skulks that don't attack directly from the front.
A sneaky skulk will have a harder time killing you. If you don't happen to hear them coming up on you because you've got mic spammers or there's gunfire elsewhere or whatever reason, that extra armor evens the playing field. When you're first bit, you know the alien's there. Then you have to find him. By the time you find him, a competant alien will have already killed you, or will do so before you can fire 9 rounds (well, 5, if you're like me and have your pistol out) into him.
If you suck at aiming, you have a chance of emptying your pistol clip and knifing if the skulk -also- sucks at aiming.
Some skulks will get two bites in on you, think you're dead, and leave. I know I've done it plenty of times, only to find it they've got Armor1 (painfully.)
Comm has more time to drop you a medpack. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You live roughly 40% longer in Lerk spores. Try it.
Being able to take an extra bite helps immensely. MT does not save you from skulks that are waiting around corners, on the ceiling, or coming up behind you. Armor 1 does. Players of any skill level can effectively use Armor1, whereas MT requires thinking. If you're going to pub, play it safe. If you have a team that can effectively use MT early on, chances are you probably don't even need it in that case. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
1) Enables marines to view where moving aliens are throught the entire map (This is great for ninjaing, I know that with MT I can usually get to any hive and get a PG up)
2) A half-decent marine will look up or in the hiding spots that the common pub skulk will hide
3) The comm can use it to see where aliens are massing, as comm I find that when you are able to see the aliens attacking a stonghold somewhere before they even start, you have a MUCH better chance at saving it.
But then again, all the reason you stated puts armor 1 as the prime choice, although it is still fun to switch things up a bit.
I don't see anyone complaining about the "on no IP first OMG!!!" strat though.
Whats wrong with one upgrade being the obvious choice for most games? its not like MT and A1 are exclusive. Even A1 and W1 aren't exclusive if you make 2 Armslabs.
DMS however IS a problem as you are locked into it...
And the problem of the proto needing the advanced armory, this limits any sort of HA LMG or HA JP rush there used to be in 1.04.
I know you used to be able to rush proto too quickly, but how about making the proto and advanced armory upgrades at the COM CHAIR. Then once they are finished you can build proto labs and upgrtade armories. (the new armory upgrade would be shorter than the current one though, as you had to reaserch it from the CC first)
Comments
People say it makes no difference against skulks...
But what about an upgraded skulk? becasue by the time a mariene has an upgrade the aliens do too...
<!--QuoteBegin-themakefunofpplacct+Jan 17 2005, 03:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (themakefunofpplacct @ Jan 17 2005, 03:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->lol. even the best ns player in the world would gladly take armor1 over weapon1. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
yes... but what would the best team prefer?
When groupped together level 1 weapons will definately have a compounding affect making the group much stronger and possibly prevent mele range combat.
Maybe weapon 1 first should encourage you not to go out rambo style.
the armour upgrade doesn't get better as rines group together becase most attacks will only hurt one person and only that single person's armour contributes to his own defence. However if the marienes are grouped each individual's weapon upgrade is added the the teams offence.
I mean you can rush HMG and for example get 2 or 3 of them to go together... With that, even higher level aliens won't get many attacks out. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
the defense does help in groups, and weapon 1 still doesn't make a difference in groups, due to its pecularities
1) EJECT
2) EJECT OMG
3) EJECT OMG LEWLS
MT is better when you think about it, though.
A sneaky skulk will have a harder time killing you. If you don't happen to hear them coming up on you because you've got mic spammers or there's gunfire elsewhere or whatever reason, that extra armor evens the playing field. When you're first bit, you know the alien's there. Then you have to find him. By the time you find him, a competant alien will have already killed you, or will do so before you can fire 9 rounds (well, 5, if you're like me and have your pistol out) into him.
If you suck at aiming, you have a chance of emptying your pistol clip and knifing if the skulk -also- sucks at aiming.
Some skulks will get two bites in on you, think you're dead, and leave. I know I've done it plenty of times, only to find it they've got Armor1 (painfully.)
Comm has more time to drop you a medpack. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You live roughly 40% longer in Lerk spores. Try it.
Being able to take an extra bite helps immensely. MT does not save you from skulks that are waiting around corners, on the ceiling, or coming up behind you. Armor 1 does. Players of any skill level can effectively use Armor1, whereas MT requires thinking. If you're going to pub, play it safe. If you have a team that can effectively use MT early on, chances are you probably don't even need it in that case. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
1) Enables marines to view where moving aliens are throught the entire map (This is great for ninjaing, I know that with MT I can usually get to any hive and get a PG up)
2) A half-decent marine will look up or in the hiding spots that the common pub skulk will hide
3) The comm can use it to see where aliens are massing, as comm I find that when you are able to see the aliens attacking a stonghold somewhere before they even start, you have a MUCH better chance at saving it.
But then again, all the reason you stated puts armor 1 as the prime choice, although it is still fun to switch things up a bit.
If marines have decent aim, w1shotties first?
Whats wrong with one upgrade being the obvious choice for most games? its not like MT and A1 are exclusive. Even A1 and W1 aren't exclusive if you make 2 Armslabs.
DMS however IS a problem as you are locked into it...
And the problem of the proto needing the advanced armory, this limits any sort of HA LMG or HA JP rush there used to be in 1.04.
I know you used to be able to rush proto too quickly, but how about making the proto and advanced armory upgrades at the COM CHAIR. Then once they are finished you can build proto labs and upgrtade armories. (the new armory upgrade would be shorter than the current one though, as you had to reaserch it from the CC first)