Upgrades Path

tlengtleng Join Date: 2002-11-21 Member: 9503Members
<div class="IPBDescription">what should a com get</div> ok so far i know motion tracking is the first upgrade i get.

Next is armor because you go from a skulk's 3 bites instead of 2 bites killing each marine.

After this is a bit hazy. Level 1 guns is cheaper at 20rp but maybe you want the level 2 armor for 40rp?

What are the advantages of level 2 armor? Do you survive 3 skulk bites? How bout level 1 guns - how many shots does it take to kill a skulk versus level 0 guns.

Thanks.

Ps. I have a gripe -when i have 2 weap labs upgrading weapons, it goes not darken the upgrade I am already researching. I find out that I can have both labs researching weapons at the same time! I always cancel the 2nd one, but if a commander does not keep track, he can waste his money.

Comments

  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    Personally, I find upgrading the weapons more useful after that. As a field grunt, I don't like reloading and prefer to be a pantheon of destruction cutting a swath through aliens like a scythe through wheat! My usual combination, if I can obtain it is a Shotgun and a Jetpack if possible. The more damage your Marines do the less bullets they'll waste... in theory anyways.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    My typical upgrade plan consists of Motion Tracking first, then Armor 1 and 2, then Weapons 1 and 2. After that, I'll pick whichever one my troops want more.

    If I'm going to be handing out HMGs, HA, etc., I'm more concerned with my troops staying alive with it, rather than dealing more damage for the short time that they're alive.
  • SpotterSpotter Join Date: 2002-11-02 Member: 5255Members
    I'm with Flatline on this one.

    Motion tracking is the most important, stops more skulk kills than you would expect, if the marines know how to use it and have a decent memory and math skills.

    Armor always helps, level 3 is what, 110 armor? Level 2 is just fine.

    I may skip getting weapon level upgrades for an upgraded armory or jet packs.

    But normaly I do not get larger weapons. If your team can not win with LMG's, they do not move fast enough.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Spotter - I love your avatar! The Aquabats are great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    jetpacks are extemely underated by most comms, they think the troops just want toys, the way i see it a marine with a jetpack is near invinsible to a skulk, and they only cost 9 rps
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Only a decent jetpacker is invincible. I can barely control the damned thing, so I always prefer to keep my feet on the ground and 6 inches of nano-steel between me and the Skulk.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are the advantages of level 2 armor? Do you survive 3 skulk bites? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, I don't think you do. If I remember right, lvl 2 armor gives 50% absorb, which means you take 37.5 damage to health per Skulk bite. That still leaves you dead after 3 bites. At level 3 however when the absorb is at 60% you're only taking 30 damage per bite so you'll be left at 10 HP and ~40 armor (assuming my math and understanding of the armor system is right).
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    The tech order that Flatline suggested should be the defacto order that marines should follow.

    Just as Defense > Movement > Sensory should be the defacto alien order.
  • STDGooseySTDGoosey Join Date: 2002-11-23 Member: 9714Members
    I personally go Motion tracking -> armor upgrade 1 -> weapon upgrade 1 -> armor 2 -> weapon 2 ->

    and so on.. My battle plan is to secure 2 hives ASAP and if i am succsessful then LMGs/light armor work just fine. However if we get into a battle with fades for controll of the 2nd hive then I find getting an extra node and HMGs/Heavy/Welder is very worth it. A good squad of marines with heavy/hgm/welder is near invincible to all but onos.

    Of course if the marines are stupid and dont heal each other's armor then they will still die, and all that money is wasted. So know your troops before u give them goodies.
Sign In or Register to comment.