Newb Comming Question?

GreyFlcnGreyFlcn Join Date: 2006-12-19 Member: 59134Members, Constellation
<div class="IPBDescription">Which comes first?</div>Trying to figure out what should come first, second, third.
<ol type='A'><li>Advanced Armory (30 res)</li><li>Motion Tracking (35 res)</li><li>Arms Lab + Armor 1 (40 res)</li></ol>

Comments

  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    It depends on the map you play and the team you have. Normally it'd be C->A->->->->B. Sometimes some teams like to get MT first however, but it's always quickly followed by armslab and armor 1.

    Another variety is an obs for a quick scan or two and phase tech very early on, then most often followed by armlab and a1 anyway.

    Basically MT is something you either get straight away, or much later on (post two hives) unless you're swimming in res.
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    depends on your strategy

    i usually go for armslab+armor 1 followed asap by phasegates
    you will need the upgrades when the fades pop up, or at lest they will be very helpful


    mt is a great gimmick but not strictly needed as the other options

    aa is great, but if you not rushing for ha/jp you can afford to get aa later into the game when you have secured a stable res-base
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited December 2006
    I disagree on the AA, it should be a priority, after you get armslab and a1 going, and as long as you can afford a pg to be up around the 4:30 mark. HMGs and to an extent GLs (during hive pushes) just offer too great an advantage.

    Another important mile stone is w2, which is when your SGs can start doing some proper damage to fades. Never underestimate the effect of w2. Sometimes you need to choose between w2 and AA, and it depends somewhat on the hive you are going to push and whether or not you push at all. If you're going to take down the hive with shotguns then w2 would be more important than AA. The new patch (3.2) changes this a bit though since it's easier for marines post two hives, which leads me to believe that going the AA route (over a timely w2 tech) is a safer bet than before in case you need to choose.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    edited December 2006
    this is how i play.

    in order of being built.

    Phase 1:
    1 IP
    Armory
    Obs
    arms lab

    Phase 2:
    phase tech (as soon as this is done i immediatly lock down 2 hives with pg's and elec rts
    nades
    armour 1
    aa
    probably another IP or 2, depends on how the rines are going.

    Phase 3: (this can be in random order)
    rest of the arms lab updates (weaps 1, 2, 3 then armour upgrades)
    mt
    proto (HA, JP or both, depending on res income)
  • AdmirableAdmirable Ireland Join Date: 2003-08-31 Member: 20410Members, Constellation
    I wouldn't drop both the Obs and Arms straight away, I'd go for one or the other plus hand grenades.

    Hand grenades would nearly always be my first upgrade!

    I like to get Arms Lab and A1 up and running straight away, and then I would tend to drop an Obs in the field since you can't scan when upgrading anymore <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • DemanufactureDemanufacture Join Date: 2004-03-29 Member: 27581Members, Constellation
    i dunno but imo in any tac/map armor 1 should be first priority <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
  • vmsvms Join Date: 2005-06-15 Member: 53927Members
    w1 could be viable first if you go early mt and early shotguns since w0 sg has a habit of not 1 hit killing carapace skulks, but only if your team is good enough to kill the skulks before they touch them and you still must get a1 before fades go up.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    all 3 are viable options depending on situation. :o The only one you will always always always have to get in the early-ish game is armor1, which isnt really surprising considering its the only tier1 tech in the list <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • GreyFlcnGreyFlcn Join Date: 2006-12-19 Member: 59134Members, Constellation
    <!--quoteo(post=1592783:date=Dec 28 2006, 01:14 PM:name=glimmerman)--><div class='quotetop'>QUOTE(glimmerman @ Dec 28 2006, 01:14 PM) [snapback]1592783[/snapback]</div><div class='quotemain'><!--quotec-->
    this is how i play.

    in order of being built.

    Phase 1:
    1 IP
    Armory
    Obs
    arms lab

    Phase 2:
    phase tech (as soon as this is done i immediatly lock down 2 hives with pg's and elec rts
    nades
    armour 1
    aa
    probably another IP or 2, depends on how the rines are going.

    Phase 3: (this can be in random order)
    rest of the arms lab updates (weaps 1, 2, 3 then armour upgrades)
    mt
    proto (HA, JP or both, depending on res income)
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Assuming thats sequencial.
    Isn't it kind of a waste not to have Arms Lab and Armor 1 in the same "Phase" ?
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Well i suppose, a1 comes after i research phase tech, and cap all the nodes leading to two hives. I then send out 1 or 2 people to each hive , i'll drop some pgs and lock em down. If we can hold those two hives for 5-10 mins and a few rts on the way it's pretty much game over.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    Everything is situational - on a convulted map where marines take more time to get around (Such as ns_lost or ns_metal) PGs have more of an advantage. On a straightforward map such as ns_eclipse, PGs are less useful.

    W1 should never come before A1. One less bullet to kill a skulk is not a good trade off for being able to survive more than 1 parasite + 2 bites. As for the AA, most teams either rush it for early HMGs, or upgrade when their second hive push is in doubt. MT is useful, but it's expensive and time-consuming. Even if you rush it, by the time it's done upgrading, aliens are no longer all skulks.
  • vmsvms Join Date: 2005-06-15 Member: 53927Members
    But w1 makes a huge difference for shotguns especially against cara and with mt but you americans dont seem to go dc first in scrims so.
  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited March 2007
    My style of commanding (with people who know what they are doing tho).

    IPs
    Armoury
    (small pause)
    Obs + Pg tech
    (small pause)
    Armslab + A1
    (tiny pause)
    MT
    (small pause)
    W1
    AA
    W2, A2 (i seem to cap here most games) W3, A3

    Summary: I usually lower prioritize AA and get MT + Upgrades.

    My main reason for this is because AA has a very high probability (and is a prime target) of getting killed (atleast in the 8 vs 8 game i play), which loses 40 res and 3 minutes. Upgrades don't "fade away" like that, just the structure needs to be rebuilt. Also, I find that people know what they are doing are better with Shotguns and MT rather than HMG and no intel.

    Just my $0.02 for this old thread <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    edited March 2007
    For the 3 u have mentioned, i will put them in this way.

    1. Arms Lab + Armor 1 (40 res)
    2. Advanced Armory (30 res)
    3. Motion Tracking (35 res)

    Since Armor 1 will make the 3rd bite a must, armor 1 comes first. then AA as it is essential to kill onos or good fades, also researching HAs and JPs. MT is optional. Note that MT may help ur team react faster, they wont make you win. Although sometime its good to have MT when u locked down 2 hives, u may want to avoid sneaky gorges building hive and rush. i will get MT if i have spare res and i think that i am not asked to scan for sometime.

    However, for most of the time, Granedes or phase tech will be the very first tech i research before a1.
  • PorcepicPorcepic Join Date: 2007-02-21 Member: 60042Members
    edited March 2007
    1. Weapon 1
    2. Hand Nades
    3. Armor 1
    4. Phase Tech
    5. Weapon 2
    6. AA

    <!--quoteo(post=1613490:date=Mar 11 2007, 01:04 PM:name=Lofung)--><div class='quotetop'>QUOTE(Lofung @ Mar 11 2007, 01:04 PM) [snapback]1613490[/snapback]</div><div class='quotemain'><!--quotec-->
    then AA as it is essential to kill onos or good fades<!--QuoteEnd--></div><!--QuoteEEnd-->

    To kill an onos, you don't need AA, you need <u>teamwork</u>. And if you want to kill a fade, SGs with weapon 2 are really enough.

    I know what you'll tell me: "I said "good" fades". I would just answer you that a good fade never die <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    edited March 2007
    <!--quoteo(post=1613532:date=Mar 12 2007, 01:34 AM:name=Porcepic)--><div class='quotetop'>QUOTE(Porcepic @ Mar 12 2007, 01:34 AM) [snapback]1613532[/snapback]</div><div class='quotemain'><!--quotec-->
    To kill an onos, you don't need AA, you need <u>teamwork</u>. And if you want to kill a fade, SGs with weapon 2 are really enough.

    I know what you'll tell me: "I said "good" fades". I would just answer you that a good fade never die <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    wow did i just saw the word teamwork? this is what i hardly find in pubs <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> . i wonder how many people would be smart enough to close the door the onos is going to pass through, even the comm is yelling out mad. thats why u need AA with hmgs for those who know what they are doing/aiming. one hive onos maybe easy. how about for those in the time of 2 hives? how to deal with stomping? "wheres the jp?" they gonna ask. it will soon be over if u didnt even have AA by the time 2nd hive comes up. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> more importantly, its easy to get ejected if u dun have AA in the appropriate time. so would u waste ur time explaining whats your brilliant plan of teamwork or just hand out some jp hmgs to those minority who know how to aim? for the sake of convenience i usually choose the latter one.

    i dun know what kind of perfect fade u encounter, but usually good fades die eventually in my games, although they always own a lot before they die <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • KainTSAKainTSA Join Date: 2005-05-30 Member: 52831Members, Constellation
    edited March 2007
    It also depends a whole lot on the size of the game. In small games PGs are an absolute necessity ASAP because you have to be able to move your limitted troops fast. Also researching AA early on to rush jetpacks will help get them around. For a small game its all about mobility.

    In a large game I think PGs are much less necassary. Also if you successfully relocate to a strategic location you may not need them at all. I recently comm'd a 10 on 10 game where we emergency relocated in between two hives (the room outside sat comm hive right next to cargo). We went pretty much the whole game without PGs and didn't even notice they were missing. I don't think I even put one down til we were already seiging the last hive.

    <edit> As a side note walking>>>phase gates if you are relatively close to a location because its much easier to get raped while your troops phase in one by one as opposed to a whole team walking in together and laying down fire.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--quoteo(post=1592766:date=Dec 28 2006, 03:32 AM:name=tjosan)--><div class='quotetop'>QUOTE(tjosan @ Dec 28 2006, 03:32 AM) [snapback]1592766[/snapback]</div><div class='quotemain'><!--quotec-->
    It depends on the map you play and the team you have. Normally it'd be C->A->->->->B. Sometimes some teams like to get MT first however, but it's always quickly followed by armslab and armor 1.

    Another variety is an obs for a quick scan or two and phase tech very early on, then most often followed by armlab and a1 anyway.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    QFT

    Armour 1 first always on the armslab. Also try and take structure placement into account!
    Also use hotkeys as much as possible when comming. Hand nades are usefull now as well... Heh.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    With a good team and if aliens start out with MC's or DC's first I <i>love</i> to rush weapons upgrades and an advanced armory and/or MT depending on a large number of factors. If I have a good base defender then yes advanced armory early really helps: early heavy armor or jetpacks. In fact in public servers getting early HA will usually result in a few rage quits and F4's on the aliens. Not that this is a good thing, but it <i>is</i> an effective strategy. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    If kharaa can't beat early HA they deserve to lose.

    Early means:
    * few weapons
    * hardly any ups (this includes armor ups)
    * there still slow as hell and can be heared a mile away.
    * baserush like hell. They got no res to save for beacons.
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