What To Destroy First When...?

JetjapJetjap Join Date: 2003-12-05 Member: 23979Members
<div class="IPBDescription">you're a lone skulk in marine base?</div> The make it short: I was a lone skulk in marine base without a TF while the thick of marine team was trying to demolishing our second hive, but I knew that at any moment a marine would appear from the pg or ips, or even the comm could surprise me. What to do?

I decided to munch their ips (2 of them) to buy some time for the team. Surprisingly, I managed to kill one ip without interference (I manage to kill a poor respawning guy and no one came via pg!) but on the second one the comm finally left the cc, dodged my attacks and killed me, so I guess I did not made much diference anyway. But what could I do? There was no chance any other kharaa would come to help me (the hive! the hive!) in short notice, and I could draw some marines away from the hive by "menacing" their base, so I munched some ips, cause:

* the cc is too tough for me to destroy quickly;
* the turrets could be rebuilt fast and cheaply;
* the proto and arms lab were tasty targets, not so tough as the cc and still important, but then again ips are faster to destroy;
* maybe the observatory, since it would go down fast and they would lose MT/scan;
* the armoury or the rt? Hmm, nah.

I played with the idea of hidding behind the cc and wait for 100 res, but that would be a long wait. So, what would you guys do?
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Comments

  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    Armoury -> Proto -> Obs -> IPs -> Arms Lab -> CC

    TF not in the list since you said it didn't exist.. anywho, that's what i'd do.
  • Fire_EelFire_Eel Join Date: 2003-08-19 Member: 19950Members
    Strange.......Proto, Arms and OBs are on my top list. Also, I always look at scoresheet to check if there are respawning marines, if there is......I camp at Ip and wait.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited January 2004
    An upgraded or upgrading armory is very high priority due to the time it takes to upgrade it. If you take it out the marines will be unable to create advanced weaponry for over three minutes.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    An armory, ALWAYS. destroying an upgraded armory will completely screw over the marines, leaving them very vulnerable to onos. If you manage to destroy the proto after the armory, then I think you've just won the game for your team right there.
  • UrzaUrza Join Date: 2002-12-24 Member: 11514Members
    depends on the time the game has been running of course...
    PG -> IP > armory > OBS > PROTO > AL

    Or, you could eat the AL first, to make it easier for your friends to kill the rines at your hive if it's dying...
  • J3kJ3k Join Date: 2003-09-04 Member: 20562Members
    well if its only u, then the armory

    if u can get more ppl there, then the pg
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    If their team is organized and will phase back quickly, sit on the phase gate to block it and eat it. Even better, if you can block the phase gate and munch the armory, do that! They pretty much hit the nail on the head.

    If you kill the armory, it's 3 hmg and gl free minutes.

    Protolab requires advanced armory to be built, so if you can get that too... thats something like 4 minutes.

    Then it becomes attrition, they can't replace any of the jpers or ha you kill.

    I played one game where a heavy train was marching on our only hive (the other was going up), I was fade and blinked into their base. Killed the pg, the armory, and protolab and got half of an ip by the time the marines showed up. I blinked away chuckling. My team helped finish them off as they relocated to the empty hive spot. GG
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If their team is organized and will phase back quickly, sit on the phase gate to block it and eat it. Even better, if you can block the phase gate and munch the armory, do that! They pretty much hit the nail on the head. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ahem...yes, use an exploit to completely bend the marines over, good idea...
  • ShesekShesek Join Date: 2003-06-22 Member: 17617Members
    if they are sieging your hive, i'd go observatory first
    however, if they rush it with weapons, or attempt to do so, i'd take the armory, since it's the most expensive (after upgraded) and takes a longass while to upgrade
    afterwards, if only one ip is up, then the ip
    if there are two ips, i'd start munching the arms lab
  • JetjapJetjap Join Date: 2003-12-05 Member: 23979Members
    Man, I want to evolve to fade and kick myself in the hitbox... I cannot believe that I forgot that once the structure is down you have to research/upgrade everything linked to it and that they should have to wait for the armoury to upgrade <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> When I considered armoury I was just thinking of the ammo the comm should handle once it was down and the 10 seconds it would take to build another, and that is pretty stupid of me (ips too are quick to build, but I was hopping that a lot o marines would die in the hive attack). Marine team was fairly skilled but disorganized so maybe this is why they did not return to save that ip and I should have enough time to kill the armoury. Well, thank you guys for the replies.
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    <!--QuoteBegin--Buggy+Jan 1 2004, 04:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Jan 1 2004, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If their team is organized and will phase back quickly, sit on the phase gate to block it and eat it. Even better, if you can block the phase gate and munch the armory, do that! They pretty much hit the nail on the head. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ahem...yes, use an exploit to completely bend the marines over, good idea... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Didn't they make it kill anything on it in 2.01?

    But anyway, I'd have to go check, but I believe the armory (proto too?) are the only buildning which will require you to re-research the technology when lost.

    Hrrm... I got to test that one day.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--K'Ragg+Jan 1 2004, 04:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (K'Ragg @ Jan 1 2004, 04:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Buggy+Jan 1 2004, 04:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Jan 1 2004, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If their team is organized and will phase back quickly, sit on the phase gate to block it and eat it. Even better, if you can block the phase gate and munch the armory, do that! They pretty much hit the nail on the head. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ahem...yes, use an exploit to completely bend the marines over, good idea... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Didn't they make it kill anything on it in 2.01?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I believe they did; in fact I distinctly recall being telefragged by a phase gate in 2.01.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    what you COULD do is get a gorge to build an oc on top of the phase gate
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Forget IPs. there cheap and the comm can remake them after he nuked you.

    Indeed armory, Arms or proto. get the stuff which hurts. Preferably like it that its between you and the CC. I nailed enought rines chewing up there valued armslabs. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    In 2.01, you will not be killed if you block the pg, no matter how.
    I've seen too many oni stuck in that bunch of marines, or gorges blocking the pg with an oc so marines can't get through.
    I hope this will be fixed in 3.0 (everything thats alien will be killed).
    Also, I hope the problem with lots of marines taking the pg at the same time and getting stuck on the other end will be solved. See your rush getting killed by ~2 skulks just because everyone is stuck in each other on top of the pg just sucks.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited January 2004
    Which building to destroy largely depends on the situation. Here's a scenario which happens quite often:
    Late in game, all marines have HA with good weapons and have a phase right next to one of your 2 hives. All marines phase in and start destroying the hive with hmgs.
    Here the best thing to do would be to kill the phase in base first, since that will stop the flow of new marines into the hive. Since all marines have HA and only few or none will die, you won't have to worry much about new marines appearing from the ips. Next, you go for the ips. The commander is usually smart enough to stay in the comm chair since if he dies, he pretty much lost the game. After you assured that no marines can appear into the base you destroy armslab, armory, prototype lab... pretty much all the buildings. Untill the first HA comes from the hive location, the base will already lie in ruins and the hive is quickly rebuilt.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I go for anything thats weak, failing that the tfac is a good place if you can take it unhindered.

    Failing that I go straight for the IP or CCs. Usually the rines will return to base and that gives you an advantage out in no mans land. Second it'll spam the comm with base under attack messages, which is good for flustering newer commanders.



    Taking out even ONE IP is very good as it'll halve the rate of reinforcement, meaning if you immediately press the advantage you can make big gains. Other things for the demented to try are hiding, evolving to gorge, and laying out sensory or OC chambers and then ripping into the buildings using the chambers for cover.
  • desert_stormdesert_storm Join Date: 2003-09-17 Member: 20949Members
    destroy what i can bite the CC just for the fun of it #





    DIE ONO DIE <!--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-->
  • Zulu55Zulu55 Join Date: 2004-01-02 Member: 24975Members
    <!--QuoteBegin--Fire Eel+Jan 1 2004, 02:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fire Eel @ Jan 1 2004, 02:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I always look at scoresheet to check if there are respawning marines, if there is......I camp at Ip and wait. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i can't believe i never thought of that.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Screw the arms lab and proto lab, well the proto if you havent seen any jps or ha then that is a good choice. Upgraded armory is always the best. Because you have to reupgrade the armory again, which takes time. If the marines already have upgrades, the only thing that makes a difference is how long it takes a marine to construct it, and they have ups again. Proto + Armory is a good combo. I usually chew up the PG first as most of their team is usually off in the map. Then the base is pretty much up for grabs, you can try to make them relocate by getting the IPs, or you can just try to severly cripple them with the upgraded/upgrading armory.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Reason I recommend hitting the IPs first is that it kills marines rather efficiently. Nailing anything else will involve having to dance around respawning marines, as well as a rather annoyed and usually well equipped comm.

    If you nail the arms lab, rines will swarm the area making it hard to follow up with a decisive strike. Nailing the IPs leaves the base deserted, making it easier to follow up on, even if the last 2 marines have somehow managed to hold onto a shotgun.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    I kill the guy aiming at me.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If the marines are pushing at a critical area and the fight isn't decided yet, definitely hit the arms lab first. While it only takes a short amount of time to rebuild it, it probably won't be done during that battle, since that would require the comm to jump out and build it and leave the rest of the team without meds or ammo. Making the marines suddenly lose their upgrades, even for a minute or two, can really turn the tide.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    edited January 2004
    if the armoury is upgraded, hit it first

    this limits HMG and GL, and makes it so that they have to re-advance the armoury they build, which takes a good amount of time, also if you got it before a proto was dropped it means that the higher echilons of the marine tech tree are prevented for a decent amount of time.

    or I go for armslabs, esp if it's shaking [which means it's upgrading so if you take it down they just wasted a minimun of 20 res]
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    The arms lab shakes when it's upgrading? That's good to know.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    all rine buildings shake during tech upgrades. (I mean for the rines, not the building itself)
  • Cartman2beCartman2be Join Date: 2003-09-21 Member: 21103Members
    Any building that shakes, i would destroy.. As it's upgrading, then the armory of course
  • Fat_Man_Little_CoatFat_Man_Little_Coat Join Date: 2003-12-02 Member: 23857Members
    Depends on the team and situation. But my personal favorite is the obv.

    Most com's don't notice the missing obv. until his whole team is yelling for beacon, and he realizes he can't. Or when the first team of cloaked skulks hit the base.

    Also, without the obv. the com can't ping a hive during a siege, potentially saving the hive.

    Plus, the obv. is one of the weakest structures. One skulk can take it down in no time.

    Considering how easy it is to take down the obv. its well worth passing up some of the more tempting buildings.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Obs is usually my first target. For one, it's the easiest to level; only about 10 bites. Also, if I get lucky, it might even prevent them from having MT or phase tech <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> After that it's most likely armory, even though IP's would be a good choise too.

    1 building down = job well done
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    edited January 2004
    [edit]

    GG double post
    my fault

    [/edit
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