AurOn2COOKIES! FREEDOM, AND BISCUITS!AustraliaJoin Date: 2012-01-13Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
It's more practical to go for armor 2 before any weapons upgrades. If you don't have at LEAST Armor 2 before fades appear..
Expect either a painful game or an instant loss.
Armor 2 weapons 2 at 8 mins, otherwise you lose to fades.
^ This. My usual build for average teams:
a1 > second ip > a2 > shotguns > phase tech > w1 > mines > AA > w2 > w3 or proto. With an epic team you can do fast PG and w1 > w2 first and usually be okay.
I also tried successfully A1 - A2 - Armory Upgrade - (or A1 - Armory Upgrade - A2) which will give you FT and GL that don't profit from weapon upgrades anyway.
Without researching shotguns (20 res), A1 (20) and A2 (30) you have now 70 spare res to go for Proto and JP.
It is important tho that your marines weld each other and move in groups, because without shotguns killing fades is harder, even with flamethrower and JP.
So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.
Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.
Either go to Weapons ups first, or go straight to Armor 2.
In competitive play, ideally you want to be at a2,w2,shotguns once fades come out around the 7-8 minute mark. TW@T pulled this off nicely the other day where shotguns just finished researching as the first fade popped out of the egg at around 8 minutes in. Now, just because you have the TECH against fades, doesn't mean you'll always win lol. The other factor here is the skill and accuracy of your marines USING that tech
So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.
Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.
Either go to Weapons ups first, or go straight to Armor 2.
A0 = 2 bites, if the aliens have half a clue of what they're doing. Any stray lerk spike or a pre-combat parasite (that will always happen if the skulks now their shait). A1 negates this, makes early game much easier.
So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.
Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.
Either go to Weapons ups first, or go straight to Armor 2.
So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.
Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.
Either go to Weapons ups first, or go straight to Armor 2.
So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.
Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.
Either go to Weapons ups first, or go straight to Armor 2.
That's true, if you want to med every fade encounter. I think paying for a2 is probably more worth.
Both must be done. Medkits + Nanoshield is an easy way to kill fades. Example, (mixing together pres and tres tho):
No meds: upo to 55 fade res still alive, 20 shotgun res lost. So with dopping up to 74 medkits to kill a fade, you still have profit. So yes: Meding fade encounters makes sense, if the marine has a 1v1 encounter or better.
Comments
Expect either a painful game or an instant loss.
Marines can kill -> w2
They die alot -> a2
^ This. My usual build for average teams:
a1 > second ip > a2 > shotguns > phase tech > w1 > mines > AA > w2 > w3 or proto. With an epic team you can do fast PG and w1 > w2 first and usually be okay.
Without researching shotguns (20 res), A1 (20) and A2 (30) you have now 70 spare res to go for Proto and JP.
It is important tho that your marines weld each other and move in groups, because without shotguns killing fades is harder, even with flamethrower and JP.
Nope, if you're gonna get armor 1, you might as well get armor 2. This is why.
Armor 0/1: 3 Bites, 3 Swipes, 2 Gores
Armor 2/3: 4 Bites, 4 Swipes, 3 Gores
So...no point getting armor 1 early if you're not getting armor 2 since it doesn't actually...do...anything.
Disclaimer, it helps against parasites and lerk spikes a bit but...only like 1 parasite and 2 spikes so it's not really worth it especially since armor won't heal. Medpacks are better to make up for it.
Either go to Weapons ups first, or go straight to Armor 2.
Marines loose engagements early game = a1w1 fade pop.
Really depends on how well you are doing.
A0 = 2 bites, if the aliens have half a clue of what they're doing. Any stray lerk spike or a pre-combat parasite (that will always happen if the skulks now their shait). A1 negates this, makes early game much easier.
I think about 90% of the posts here are on pub play since the masses play pub not competitive.
A1 + 1 medpack = 4 swipes
A0 + 1 medpack = 3 swipes
That's true, if you want to med every fade encounter. I think paying for a2 is probably more worth.
Oh yeah I agree. I just wanted to share the info.
Both must be done. Medkits + Nanoshield is an easy way to kill fades. Example, (mixing together pres and tres tho):
No meds: upo to 55 fade res still alive, 20 shotgun res lost. So with dopping up to 74 medkits to kill a fade, you still have profit. So yes: Meding fade encounters makes sense, if the marine has a 1v1 encounter or better.