(alien) When destroying vital research buildings in rine base...
Sparki_the_Darki
Join Date: 2005-05-11 Member: 51453Members
<div class="IPBDescription">Playing long, still a newbie :)</div>Hi
Just what happens exactly when buildings like armory (advanced), armslab and protolab get destroyed besides the need to be build again.
Are achievements lost, or currently inactive until rebuilt or what? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thanks for any explanations
I know what happens with the destruction of IP, CC and the "Bacon" machine.
$parki
Just what happens exactly when buildings like armory (advanced), armslab and protolab get destroyed besides the need to be build again.
Are achievements lost, or currently inactive until rebuilt or what? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Thanks for any explanations
I know what happens with the destruction of IP, CC and the "Bacon" machine.
$parki
Comments
With armslab and proto it's less harmful, only the up that's upgrading is lost and the ones you have researched are up with your new proto/arms.
Is there actually a suggested building to destroy that would "really" hurt or do I have keep an eye on bouncing buildings? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
If you kill AA, marines lose the ability to:
Drop HMGS
Drop GLs
Build proto lab (assuming they don't have one built)
It will cost 45 res just to rebuild and start reupgrading the AA, and will take another 3 minutes (IIRC) to get it upgraded again. Then you would have to build a proto lab, another 40 res, then assuming you haven't researched JP or HA, another 45 and 40 res respectively.
So to just get JPs after losing the AA, it would cost 90res (IIRC) and 5+ minutes just to get proto capability ready. Always go for the AA.
The only time you would go for the arms lab is when its a sure bet they will kill your hive (with a rush, possibly a contested siege), and them losing wep\armor upgrades will give your lifeforms the upper hand to take them out.
Going for the obs usually won't accomplish much, as a lot of the more skilled comms will have remote beacons. That is unless its a relocate, when they beacon you rush their base and kill the PG so they can't phase back from marine start.
My numbers might be off (feel free to correct), but that's the gist of it. In most games if the aliens take out the AA, its the beginning of the end for marines since you're delaying their higher tech for 3 minutes (an eternity in NS).
The only time you would go for the arms lab is when its a sure bet they will kill your hive (with a rush, possibly a contested siege), and them losing wep\armor upgrades will give your lifeforms the upper hand to take them out.
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So for the stupid skulk like me:
So destroying the armslab would result in rines loosing weapon and armor upgrades immediately or until they spawn?
I assume the upgrades are active again as soon as the armslab is up, but I am still confused if the rines out in the field actually have an armor drop, say from 50armor to basic 30armor again - or something
thanks for the info <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
$parki
Electrified RT/TFs are a pain. Just which building would I need to destroy to stop the comm from spamming them? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
$parki ^-^
Once a TF has been built, the commander can electrify all RTs and TFs.
I'm not sure about this, but I believe the commander can still do it after all TFs have been destroyed.
As for the elec rt:s, just make sure you kill the res cappers before they've got the whole map covered and get the 2nd hive up as soon as possible. Killing the tf isn't much use because its just 10 res and a quick rebuild. I think the electrify requires tf, no matter if there has been a tf or not.
Conversely, marines shouldn't be shooting the hive unless they have a decent chance of taking it out - focus on chambers and RTs. Even just spawn camping will delay the alien team's spawn queue (Especially if they're stuck on 1 hive) and earn some res for marines.
But I didn't know that it costs 30res for electrifying rt/tf.
Sounds a bit expensive <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
It can also be great to protect doubles, or at the start of the game, if your team makes a lot of kills, then elec make you keeping your RTs.
Other than that: Elec can be good if you manage to cap RTs, close to alien hives and want to keep them. But if you manage to cap RTs close to the alien hives you usually have the superior team anyway.
Elec also rocks big games(12+vs 12+), simply because you wont see any fades/hives before 10mins.
Edit: As for the initial question.
All unfinished research is LOST if the building where research is happening gets destroyed.
Finished research gets restored if the building is build again (Note advanced armory is an UPGRADE)
Arms Lab goes down-> Marines are down to W0 and A0 until they build a new armslab.
Armory goes down-> No access to armory items, new mariens spawn without grenades even if they have been researched.
Advanced armory goes down ->Same as for Armory, but you have to build a normal armory and then advance it again.
Proto-Lab goes down ->Cant drop any HAs and JPs
Obs goes down ->You loose MT and scanning abilitys.
IP goes down ->You loose that spawn point and you cannot research MT without IPs (dont pin me on this one, there is some stuff in the research tree that requires an active IP but it is mostly mid and endgame, so you wont normally notice)
TF goes down->you cannot elec anymore, but elec that is already in progress will still finish. Already eleced Rts will also continue to work.
CC goes down->You cannot place anymore structures-> PRAY BIG TIME!
Hmm
Is there actually a suggested building to destroy that would "really" hurt or do I have keep an eye on bouncing buildings? <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
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If the armory has been upgrade go for it.
If the armory is shaking (in the process of beening upgraded) go for it.
It hurts the most ^^
It has far less hp. Maybe not as helpful but I still get the feeling of at least destroying something other than stepping on mine fields <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Somehow I feel addicted to destroying the protolab lately
It has far less hp. Maybe not as helpful but I still get the feeling of at least destroying something other than stepping on mine fields <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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The protolab has more hitpoints than just about any structure (CC and RTs have more I believe). The obs is easily the weakest structure, and the armory isn't that strong either.
Just tell me if i am wrong..
It happened way to often where I would kill the obs and think , okay now lemme kill some other building... until I am surrounded by a marine swat team - only 5secs later to hear somebody shout "BEACON" -________- <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
But yeah duo skulk rush on AA does work better than I thought <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> (since I was the one who would walk on the mines, but shhsssh <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
Now what can you do if you are rushing x5's base and you come in and see that?
Two helpful counters to reduce AA rushing from the marine perspective: <ul><li>drop a second regular armory in base.</li><li>drop mines</li></ul>Now what can you do if you are rushing x5's base and you come in and see that?
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I jump on top of the shaking armory and start biting.
Same as usual <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
The reason I post that is you'd be shocked how much that messes up your average alien player. "WTH two AAs?! Haxomg!" and secondly the mines are essential with an AA in my opinion.
I generally don't kill the obs unless my objective is the complete and utter destruction of their base. Forcing a beacon puts all of the marines in the same place, a very good thing if you're having a hard time keeping track of everyone.
If you have sensories, the arms lab should probably be one of the first things to go. It'll put all the marines at one focus swipe to kill, or one focus bite and a parasite from skulks. Add in a little lerk gas and its one hit kills for everyone.
There are many more situations that call for other techniques, far too many to list in one little post.
Exept the PG (in which you can place mines so they can't be seen hehe) I always place mines in such a way that a skulk either hits a mine or has no cover.
If thats not possible I will place em so that if I move in longrange from one side he either gets inrange or needs to dodge into a mine.
Structures which are mined and are not defended eventually could just aswell not be mined. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />