Dont Put Armorys In Your Base
eXogen
Join Date: 2002-11-23 Member: 9712Members
I was playing as commander the other night and I had the usual players who camp around the Armory to fill their LMGS to get 250 ammo when I really needed them to take the phase to the hive we were going to lose when I came up with a great idea. Dont put your armory in your main base! Put them at very important phase areas and dont have more than 2 during a game. That way you dont have your whole team in your main base doing nothing but filling up thier ammo. This strategy worked quite well even thought I got bitched at and someone started a kick commander vote, but it did work. I dont know if this has been posted before because I didnt know what to search for. Has anyone tried this strategy?
Comments
dude eveyrone keeps saying search.. the search SUCKS.. and normally includes one random comment from a player...
ie.. if i say
skulk bite
muzzle flash
tech rush
HMG and HA
now these will all show up in an irrelevant post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If you dont build armory firs every marine thinks you are a noob, they wait ages in the marine spawn not following any waypoint and they are demoralised.
I wish someone had statistics regarding marine losses on pubs and how often marines humped the armory instead of pasing through the phase gate to defend it. I bet it would be like 30%, with the other 70% being rambo induced.
Please do not redistribute information provided by FAKESTATS.COM 'We have a Stat for Every Occassion'
Plus it costs a lot more.
Idea is good, but it's faulty.
I guess my overall theme is: don't ignore the middle ground. There is a lot of real estate between the two ends of a spectrum. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Why do you need an armory up in each hive when you've already got a phase gate? If you don't have phase gates in hives, you should consider starting. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Just drop the mines in your main base, then PG over to the hive to secure it.
Also Vimstl, if the phasing is that important then:
1] phase post going down
2] attack something IMMEDIATELY
in either case it's bad idea to get ammo first. Especially in case 1. If armory is at the phase post, you can refill after crisis aborted. After all, if phase is in deep trouble, you will die before needing significant ammo anyway. If armory is there, you can quick fill a few then fight, and in extreme cases comm will spam health ammo as needed or give up the post.
And if crisis aborts, you are free to refill at leisure.
As for attacking something immediately, I'm sure the commander will not refrain from ammo dumps. Although this is a case where it might be wise to get a little extra ammo, but not always and definitely not much.
Welders - needed to IP and PG repair at beginning of round, and welding vents etc to secure hive/RTs/marine start.
Arms Lab & hence upgrades & protolab
Mines - useful for securing mainbase early on.
Shottys - guaranteed skulk bolognaise.
all of which are exceptionally useful at the beginning of the game. The armoury-humping syndrome is easily fixed by recyling it mid-round - though it does rather restricts your access to HMG's and GL's. Or just playing with good marines.
Not building one can be a pain at the beginning as you'll often want to build some of the things above pretty quick. Another viable option is to move to a hive and secure it using mines - which means you'll have to drop an armoury there.
Very rarely does any marine ever fire two clips of LMG and two clips of pistol without two skulk bites.
What pisses me off is when a comm wants people through the phase, and want us to guard a place, but when we are out of ammo/health wont drop any.