What Buildings You Should Destroy First.
Grabes
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.
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
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
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--
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)
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.
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.
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
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onos :
respawn portals , tf .....
cc is only worth attacking it , when marines are out , attacking alien structure or build something .
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
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.
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.
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.
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.