Your First Arms Lab Upgrade
Swordy
Join Date: 2004-10-19 Member: 32346Members
<div class="IPBDescription">Which One Do You Choose?</div> I travel through many NS servers, and I find one thing similar.
They build an IP, Armoury, Arms Lab and get teh armour 1 upgrade
Or
Build the IP, Armoury, Observatory, Motion tracking at start.
Personally, not my style. I have been complained at by other people by having the weapons 1 upgrade first. Some saying "Oh your meant to get an armour upgrade first" .. Why? So you can take more bites? because your aim is poor that you can't hit much?
I'm just curious to see what people execute first as a comm...
Also, for aliens. it's always DC or SC first hive (mainly DC) - why never an MC? Speed could overcome early unupgraded marines.. Just a though.
Your thoughts?
They build an IP, Armoury, Arms Lab and get teh armour 1 upgrade
Or
Build the IP, Armoury, Observatory, Motion tracking at start.
Personally, not my style. I have been complained at by other people by having the weapons 1 upgrade first. Some saying "Oh your meant to get an armour upgrade first" .. Why? So you can take more bites? because your aim is poor that you can't hit much?
I'm just curious to see what people execute first as a comm...
Also, for aliens. it's always DC or SC first hive (mainly DC) - why never an MC? Speed could overcome early unupgraded marines.. Just a though.
Your thoughts?
Comments
lvl0 lmg does 10 damage. lvl0 armored marine has 150 hp total.
a basic skulk has 90 hp and its bite does 75 damage.
now, with weapons1, the lmg damage will increase from 10 to 11. thus it still takes 9 shots to kill a skulk.
but with armor1, the marine's total hp is now 190, thus he can sustain one more bite.
please dont try to argue, armor1 is always before any upgrade (or u can go mt first if its a stupid marine map and/or marine stack for easy fast win)
Its really not exactly rocket science. 10% per weapon upgrade - 90 damage required to kill a Skulk, in increments of 10 dmg per lmg bullet (or 20 per pistol bullet) - 9*10 = 90 (5 * 20 = 100), 9*11 = 99 (5*22 = 110). All you've done is succesfully put the Skulk to -9 instead of 0 HP, which doesn't make him more or less dead.
Armor1 makes skulks take 50%!!! longer to kill you.
Armor1, weapons1, catpacks, wp2, arm2. wp3
So your call. 50% longer life expantancy, or -9 when you kill a skulk.
(took it first in clan match and they kicked me xD)
Armor1 jsut does the trick you can medspam your rines after they have got 2 bites. weapon1 changes nothing expect you can kill skulks easier with sg(the middle thing of sgs pellets kills it) but who gives more than 1 or 2 sg at start. It`s just plain madness to get wep1 first....
w00t, I have converted one !!!
[/offtopic]
Weapons or Armour first?
Armour, without doubt, every time, every game, in every situation.
For the simple reason that :
Armour 1 = 3 bites instead of 2 which results in a *huge* increase in
marine survivability.
Weapons 1 = 10% damage increase which results in <b>Absolutely no effect</b> on
LMG marines vs Skulks.
In effect:
Armour 1 = that third pistol kill <b>which can decide a game</b>
Weapons 1 = a skulk dying at -9 instead of 0hp
You work it out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
As a noob comm, A1 can give you a bit of breathing space against most earlygame activity. Also, A1 does not rely on skill. Weapon ups require people who can aim, and skulks who can't dodge. A1 means you can stand still, laugh at the skulk, and put a clip into it while it's wondering why you're not dead. Second, if they go for SC first you'll be able to put up a resistance generally regardless of how bad your players are.
So yeah, A1 all the way.
[edit]
EVERYONE LOOK AT SALTZBADS POST!
[/edit]
...I'm so proud of you guys <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
w00t, I have converted one !!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, I converted my self <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Me and my Clan mates were descussing the problem of those freakin 4 min fades, on NS dual. when we tried using catpacks and found out they are basicly the counter to fades.
(also useful with the girlfriend!)
PS: ARMOR1 IS THE ONLY FIRST UPGRADE
EVOR.
...I'm so proud of you guys <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Agreed. Kudos.
To add more to the pot, Try A1 > A2 > W1 > W2 > W3, or even A1 > A2 > W1 > catpacks. Armor 2 adds another bite to marines, and when combined with welders (When A2 finishes drop a welder and shotgun as marines spawn). Armor2 and welders rapes, its hard to stop, even against fades. Just don't get stuck at Weapons0, you need Weapons1 for shotgun usage (Weapons0 shotguns suck - it takes 6 pellets to kill a hive1 skulk, which pretty much means two shots. Most marines don't live that long).
Im gonna have try arm2 rush next time /w welders. then weapons 1 catpacks
My one true counter I've found out is the lerk but since nobody tries to go lerk they find devastation at the hands of the lvl 3 shotguns. And by golly it works. I somehow end up getting res for HMG-ers before the enemy is ready and then comes the ninja PG action. By the time jet packs roll around the game is pretty much over.
Now lerks can wreak havoc on LA shotgunners but with weapons 3 and HMGs comming out lerks only have a short time window in which I'm vulnerable and especially considering I like do so some radical strategies you're not going to expect anything is different from a normal boring game until it's much too late.
Also having that little bit of extra resources you'd normal put into armor 1 can instead be used fo a second IP to double your respawn rate and allow you to stay on the offensive.
I don't know why but I don't like armor or HA... I like fast troops, ninjia PG action and jet packs. I guess it's in my style of being a fast speed demon. I guess I go for broke every game but more often than not if I can keep my troops on the offensive my risk strategies pay off in spades.
-the team is reaaly nub,
-its a big map
then i go for pgs firsts, which lets you expand more quickly, and get your skulkfodder back into action faster...