Technology Costs Spreadsheet - Build 250
Kine
Join Date: 2013-06-12 Member: 185541Members
I put together a spreadsheet earlier today comparing the technology costs of researching all abilities for marines and aliens. The spreadsheet assumes the shortest path by only including the structures necessary to complete the research.
You can view the spreadsheet here: Link
Take what you want from the data. Just thought I would share.
Not going to propose an argument, or even suggest a new idea.
If I do, I know the community will just turn the thread into a turd, or a moderator will lock it.
You can view the spreadsheet here: Link
All Research Completed:
Marines(1 Tech Point ): 360 [Resources] / 5 [Team Supply]
Marines(2 Tech Points): 395 [Resources] / 5 [Team Supply]
Aliens(3 Tech Points): 590 [Resources] / 45 [Team Supply]
Aliens(4 Tech Points): 680 [Resources] / 45 [Team Supply]
Take what you want from the data. Just thought I would share.
Not going to propose an argument, or even suggest a new idea.
If I do, I know the community will just turn the thread into a turd, or a moderator will lock it.
Comments
You also won't just tech to ARC factory and leave it. . . you'll be building a bunch of them (minimum of 3 ARCs)
I think things are quite a bit closer in terms of actual gameplay than what is listed here
Some better info to pass on might be how much res it takes to rush a specific tech route or build order
Marines rushing +2/+2 Single Exo = 230 Res
Aliens rushing 7 biomass for Xenocide = 230 Res
etc. . .
If you want to talk balance the key difference with the two above strats is that Aliens must get all biomass before Xeno
Marines could have Exo on the field far sooner if they are willing to skip some of those upgrades
The real imbalance is shown when you have to cut your losses and change strategies midgame
Marines could be sitting on an AA or some nice upgrades and not even worry about it. . . Aliens would be completely hozed if that tech rush failed
How would aliens be "hozed" if the tech rush failed. Aliens have to buy practically everything in order to get techs For all practical purposes, any possible alien tech pathing is an amalgam of all possible alien tech strategies. If they rushed xeno and failed, they would already have the 7 biomass and 3 hives required to tech into something else. If Marines rushed Exos and failed they would be pretty much back to square one if they decided they needed upgrades instead.
Of course design wise this is a problem for alien, not marine. Being able to tech in multiple distinct paths leads to significantly varied gameplay. Aliens really only have one path to go by.
Aliens have to spend more on that shit too.
Thanks for posting though I guess.