What Buildings You Should Destroy First.

GrabesGrabes Join Date: 2002-07-18 Member: 966Members
<div class="IPBDescription">Commons sense is lacking in some games.</div> List of buildings in order of importance, what you should kill in what order.

1. Turret Factory - Obvisously number one. This goes down and you are almost gaurented a take over of this secotion ofthe map.

2. Phase Gate - Marines can easily jump down your throat if this is not taken out quickly.

3. Resource Tower - Ive seen alot of players immeditaly go after turrets once the TF is down. Why? They are not shooting you anymore, so why give the marines the chance for a few extra resources? Take the tower down.

4. Any other buildings - large list - Observatory, Inf. Portals, Command Center, Upgrades, anything that costs resources.

5. Turrets - Seiges first, then sentrys.

This order is obvisouly subnject to change depending on what kind of outpost the marines setup. Yet the first 3 should not be changed (unless there is no phase gate).

Rememeber, once youve got nothing shooting you and your in the clear, take out the resource tower first. Ive been in several games where the marines are winning, and yet people leave there towers standing.

Comments

  • DooM_Space_MarineDooM_Space_Marine Join Date: 2002-12-12 Member: 10670Members
    I'd go...

    1. Any means of instant transportation. This includes Phase Gates (more players = Phase Gate first), Infantry Portals (few players = IP's first) and Observatory (for Distress Beacon)

    2. Turret Factories. Once they're down, no more need to play hide-and-seek.

    3. Resource Tower. They can get enough resources to pay for a new CC/IPs if you don't.

    4. Command Console. Takes long to destroy, but if you hit the previous priorities quick enough, you might be able to take it down before the commander has ordered too many build waypoints.

    5. Specialty labs. Advanced Armory, Arms Lab, Prototype Lab.

    6. The rest. =P
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    My list goes:

    Aliens: Defensive chambers, Offensive chambers, Hives, Resource suckers, Other Chambers.

    Marines: Turret Factory, Phase Gate, Infantry Portals, Command Consoles, Turrets (Easy to kill and pretty expensive to lose), Resource Towers, Misc Upgrade stuff.

    --Scythe--
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    Id say its subject to change given differing circumstances, if its a minibase or HIve your trying to free up by all means, Turret factory (If the turrets are setup to give maximum coverage or farmed (Havent seen much of this lately comms are waking up) if you can sneak in behind a building say an observatory or Armoury or phase gate (in order id try to go pahse gate first and foremost in an expansion, but only if i was safe from turrets, then turret factory then res tower) then the weaker essential buildings like Arms lab or protolab if he has one (If its a forward post and he decks out marines there to defend a foreward ares (Makes marines actually get out of base instead of beggin for gear, comm says, Your gear is thru the Phasegate, go get it) if not just clean up the area, and build a hive.

    If its thier spawn however, I tend to go (if its early game) Straight for thier infantry portals, even if turrets are up ill try to eat the guard turret then go right for the infantry portals, if i can manage to destroy them before the marines cotton on what im up to, ill then head for the observatory (No need having marines respwan with distress beacon, plus gives my bretheren a chance to cloak in wait for the inbound marines) then maybe after rallying some support we eat the turret factory then split up (numbers giving) and 1 gets the res tower the other the comm chair, id rather have all go for comm chair but if we can deny them res the comm will have trouble setting up a new forward base. If its middle game when they have it locked down fairly well and have HMG's and HA, ill try to get in and destroy the arms lab, and protolab to deny them weapons, (GL, Jetpack and HA) Although usually I wont last very long unles im a lerk and manage to umbra my arse and keep it out of trouble)
  • sillYsillY Join Date: 2002-11-20 Member: 9462Members
    observatory is the best choice in midgame
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    Usually i go and chomp their Turret factory first, to save lives in our team, but if the marines are heavily using the portal i chomp it instead. Best way to do this is to get your team organized and attack them both.

    If marines take 3rd hive, computer core for example and builds:

    1 phase gate
    1 adv.turret factory
    1 siege
    5 turrets

    3 skulks chomp TF and other 3 attacks phase gate. Somebody should evolve into Lerk and spike the TF down or gate..turrets. or chomp if umbra is available.
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    edited December 2002
    <!--QuoteBegin--sillY+Dec 18 2002, 12:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sillY @ Dec 18 2002, 12:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->observatory is the best choice in midgame<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    i agree. the observatory is very SOFT, and killing it (if there is one) disables movoment scan so you can surprise marines. also if you get it before the spawns are gone, there is no "emergency recall" avail to the CC....also if the scan is gone, you can do in base cloaking....

    TF is hard, but vital to get into defenses....unless you can bypass straight to the spawns/phase/CC.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> phase gate - sometimes leaving it up is a nice way to raid the human home base past the outer defenses - esp if it is places in a pro-alien hidden corner.... otherwise yeah, take it out.

    Spawn - obviously high priority. spawns are also rather soft.

    CC is key, but rather hard. i put it lower than spawn - unless i am raiding and can get it alone.
  • bigbadbunnybigbadbunny Join Date: 2002-11-05 Member: 7142Members
    edited December 2002
    as skul :

    tf if bad guarded
    phase gate
    armory <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    restower

    marinebase :
    respawn portals first when tf is guarded well

    or just the restower <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    fade :

    sentries -> acid -> 2 hits with the claws

    tf
    gate
    .
    .
    .

    onos :
    respawn portals , tf .....

    cc is only worth attacking it , when marines are out , attacking alien structure or build something .
  • MologMolog Join Date: 2002-11-27 Member: 10094Members
    I take the upgrade buildings before cc, because they cost more than a new cc, are easier to destroy and generally hurt the human team more.
  • DurikkanDurikkan Join Date: 2002-12-11 Member: 10625Members
    <!--QuoteBegin--Grabes+Dec 17 2002, 11:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Grabes @ Dec 17 2002, 11:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. Resource Tower - Ive seen alot of players immeditaly go after turrets once the TF is down. Why? They are not shooting you anymore, so why give the marines the chance for a few extra resources? Take the tower down.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Lets see, turrets cost 19, and die very quickly, and could quickly pose a threat again if TF is restored

    The RT costs 22, poses no threat, has considerably more health than the turrets.

    If you kill the RT, then die when reinforcements arrive, they quickly replace it, and they are down ~30 resources (22 plus 8 resources for 20 seconds of RT being down)

    If you kill say, 4 turrets, then die from reinforcements(that probably takes about the same amount of time), that makes this base far easier to attack in the future,as well as setting them down 76 resources
  • R32R32 Join Date: 2002-09-16 Member: 1325Members
    <!--QuoteBegin--Durikkan+Dec 19 2002, 12:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Durikkan @ Dec 19 2002, 12:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lets see, turrets cost 19, and die very quickly, and could quickly pose a threat again if TF is restored

    The RT costs 22, poses no threat, has considerably more health than the turrets.

    If you kill the RT, then die when reinforcements arrive, they quickly replace it, and they are down ~30 resources (22 plus 8 resources for 20 seconds of RT being down)

    If you kill say, 4 turrets, then die from reinforcements(that probably takes about the same amount of time), that makes this base far easier to attack in the future,as well as setting them down 76 resources<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Excatly. I am afriad of Marines building another TF so I hit the turrets first usually.
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    If I can I take out an Arms or Prototype lab. That's 50 and 45 resources respectively, and it seriously cuts out their ability to equipd marines for a while.
  • Cruelest_AngelCruelest_Angel Join Date: 2002-11-02 Member: 3825Members
    I tend to be trying to take out the least protected buildings first, then when I've dealt them considerable damage already I'll move on to killing their more defended buildings.

    If I get the chanse their most expensive structures (Protolab, weapon lab, observatory) are the main choices because they are really going to hurt for the commander to replace, and they tend to go down really quickly too.

    Res. towers are usually safe, thus they are good for attacking.

    Inf. portals and phasegates are usually very heavily protected, thus there's no point in trying to take them out since it most of the time will shurely get you killed.

    If there's a possibility of doing it, then rushing / retreating or circlestrafing a lone turret to death is enough of damage in a life for me..

    Killing the CC should only be used as something to drag all the marines to the base really quickly so your team can hurt their expansions, while they are killing you.
  • GrabesGrabes Join Date: 2002-07-18 Member: 966Members
    If the marines build another tf, then your not in the clear, and you shoulkdn't have been attacking there buildings.

    2 -3 skulks will take down a rc tower very quickly. Yet it takes forever when all 3 go there sperate ways when destroying a base.

    This entire build list changes on the sitioun, as everyone should know it can't be set in stone, yet, why give the marines say, +6 more rc's, when you can take the rc down, and then about 6 bites later, you have all 3 sentrys down. It doesn't take much to kill a un active sentry turret.

    Priorites first.
    Course, thats the common sense i was talking about.
  • LeadLead Join Date: 2002-11-18 Member: 9202Members
    I dont see how a res tower is a priority over the turrets, in the short time it takes to destroy the turrets that single res point will only have gained 4-5 res points for the marines. This seems more like "common sense" to me.

    Also if it is an external minibase, GET THE PHASE FIRST. Marines are infinitely better defence than turrets plus they can rebuild the TF. If you take out the phase first by the time the marines get back there there will be nothing left.
  • MirshaMirsha Join Date: 2002-12-20 Member: 11233Members
    The list has to be context sensitive, although the phase gate looks relatively flat the hit box for it isn't and a skulk can sit behind it protected from turrets and munch it and if this tactic is available this should definately be your highest concern. Next comes the tf since that disables any near by turrets and stops your team from dying hideously.
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    I guess it really is situationally dependants, if its a minisiege base, Id try to wipe out the siege or TF before anything (with rallied support no doubt) as it poses the largets threat, THEN the phase gate. or have a gorge web up the phase gate for a nice quick mix ready made marine. but if its a minibase chokepoint or res position, or even Hive base, I try to wipe out the Phase gate, then the TF. Phases cause so much more trouble.
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