Armor Two Or Weapon Three?
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
Join Date: 2002-11-03 Member: 5904Members, Constellation
Comments
I would always op for weapons 3 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> but then again I like to play much more agressivly.
EDIT: Oh and to answer the topic, armor 2's bonus pales in comparison to weps 2 or 3.
A level 0 HMG is much more effective than a level 3 lmg... remember , it's +10% per level for weapons and +20 (or 30 for HAs) armor points.
Level 3 armor rush is surprisingly effective : a squad of 3 marines can survive fades forever if you medpack them properly. They have plenty of time to reach the hive.
4+ level 3 HAs fear nothing , even if they have lmgs. If an onos devours one , he'll eat 15-20 res instead of 30-40.
Still, I usually choose weapons 3 first, with armor 2 as soon as possible after it. Arms lab upgrades have always been my choice to get done asap, anyway (but armor 3 is low priority until HA time).
I like hev armor and more often then not get it instead of jetpacks (if I can dish out the investment of 40 res). As such I often equip my whole team with armor at about the same time that level 2 guns is researching. Some times if level 2 guns finishs and I don't have enough res for level 3 guns and my whole team is in hev armor I'll get level 2 armor and level 3 armor before level 3 guns because getting level 3 armor lets hev armors take an extra gore hit.
same goes for gorges
If neither of those are harassing you, weopons the way to go.
but weapon3 or Motion tracking?
Generally if your marines go through their clips without killing aliens, wpn3 might be a good choice, because they can kill with less hits that way. However if your team can actually hit the aliens, MT is much better.
/\Reason: SCs negate MT within their radius, and good sensory aliens drop scs everywhere to cloak structures and ensure that you can walk through almost the whole map without uncloaking. If there are only sensories near the hives, well, you're not going to be in the hive unless you're assaulting or sieging, and then the sensory should get destroyed fairly quickly after some scans...
I wouldn't be sure but maybe with 3.0 and the MT nerfs it will change
Learn to use sound, and listen to footsteps, thats more valuable then MT because footsteps are always around, unless the aliens use silence. MT might not be researched during the entire game.
and like someone said silence eliminates motion tracking if you come up behind them
Learn to use sound, and listen to footsteps, thats more valuable then MT because footsteps are always around, unless the aliens use silence. MT might not be researched during the entire game. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Mt is also usefull not neccessarily for combat but general recon. You will always know were most of their forces are or if they are going to plan a base rush but this is more applicable to clan match's I guess since that type of stuff takes very little time to put together. I must agree with firewater though, general upgrades should have a higher priority.
I ushally think of mt like a bonus, its kinda like armor #3 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
For one, how good are your marines? If they're a good shot, then push to lvl3 guns. If they're not that good, then lvl2 or 3 armour. If really bad, then maybe you should consider motion even.
These are the things that you as a commander have to determine, which is why it helps to play on a familiar server when commanding. You'll have a better knowledge of how good your marines are, what their strengths are as a team, and what the enemies weaknesses will be.
errrm that's supposed to be the other way around , with MT you can notice sneaky silent skulks early enough to catch them. If your marines aren't intelligent enough to look around sometimes as they have MT , then turretfarming becomes a viable option...
armor 0 = 2 skulk bites
armor 1 = 3 skulk bites (a HUGE leap)
armor 2 = STILL 3 skulk bites
armor 3 = 4 skulk bites (which is a massive jump from 2, but getting here takes a lot of res)
each level of weapon upgrades decrease the number of bullets you need to kill each life form by a 1-3 bullets (but the lifeform may also have carapace or regen, which may increase his/her lifespan tremendously even with weapons ups)
Therefore, the most logical way to go about upgrades is ...
1) In a situation where you do NOT plan on getting HA anytime soon (and instead, you might want to do the jp rush)
armor 1 (to give your marines that 1 extra skulk bite ... which is again, HUGE!), weapons 1, weapons 2, weapons 3, armor 2, armor 3 (if you ever get to armor 2 and 3)
since the jump from armor 1 to armor 2 is not that grade in a normal marine's armor, I would rather get weapons upgrades BEFORE armor 2
2) In a situation where you want to go for the HA/HMG rush (if you can pull off the res)
armor 1, armor 2, armor 3, weapons 1, weapons 2, weapons 3.
This is good because each armor level gives you 30 extra armor which absorbs 95% of the damage thus only damaging you by 5% (and the damage done to armor is halfed ... at least in 2.0)
This is my personal preference as comm and I find that it works fairly well in many situations <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and level 0 HA is definitely better than level 3 LA. Level 3 LA is 110 armor which absorbs 60% of the damage, and still dealing 40% to you. Level 0 HA is 200 armor and absorbs 95% of the damage, and only dealing a measely 5% to you.
Just to give you an idea:
We've established that at Level 3 LA, it takes 4 skulk bites to drop a marine provided no med packs or welding is given.
At level 0 HA with 200 armor and 95% absorption:
Bite 1, You have 96 HP left, 164 armor
Bite 2, You have 92 HP left, 128 armor
Bite 3, You have 88 HP left, 92 armor
Bite 4, You have 82 HP left, 56 armor
Bite 5, You have 78 HP left, 20 armor
Bite 6, You have 42 HP left, 0 armor
Bite 7, You are dead
As you can see, Level 0 HA lets you survive for almost TWICE as many bites as that of level 3 LA armor ... and honestly, if you can't drop a single skulk in level 0 HA, even if you just have a lmg, then you need more practice.
However, also take into consideration that level 3 LA after research is free per respawn, a level 0 HA is not ... its 20 res.
Also, in many cases, i prefer MT over level 3 weapons, because MT gives you and/or your group of marines an early warning of an approaching lifeform ... just pray that its not an onos <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Of course once the weapons and MT is in place start throwing some res into armour.
Nothing more annoying than having good armour but lacking the firepower, imo.