Why Fps Is Better Then Armor At Start.

DarkYetiDarkYeti Join Date: 2003-11-15 Member: 22886Members
If there was a topic like that before then I'm sorry, but I didnt see one....any way:

Well lets start by saying why we usually do take armor first...
The idea is to give players an extra bite before they die.
But, if the players are good enough, they can aim better and dodge some bites...That means if they will have FP first they will kill faster and probably wouldnt even need to dodge the skulk.
Armor is actually needed vs onos and fade, maybe even vs lerk, so at start FP will be better.
The continuation is the commanders choise, to mkae second level FP or first level armor, etc.

If you play in public find out if your players are good, cause they might need armor at start cause they cant aim.... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
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Comments

  • th0r0nth0r0n Born again n00b Join Date: 2003-06-12 Member: 17313Members
    The difference between w0 and w1 is 1 bullet.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    Its amazing how you assume players need the extra armor because they cant shoot. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I prefer having armor first for those sneaky skulks that get real close, that extra bite can make alot of difference.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    Armor first always.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    True. while it's sometimes possible to avoid being bit, often times you'll be forced into ambush-prone areas where one extra bite can mean all the diffrence in the world.
  • FangsFangs Join Date: 2003-02-13 Member: 13506Members
    edited January 2004
    Give a great player one extra bite and he becomes a skulks worst nightmare. Give a great player a few bullets shaved off the total it takes to kill a skulk, and you barely notice any difference. Just watch any good clans CAL demos to see the differance.

    I vote armor. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <span style='color:white'>***Moved.***</span>
  • BarbraStreisandBarbraStreisand Join Date: 2004-01-14 Member: 25308Members
    Recently, there was a loooong discussion about that...

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=51996' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=51996</a>
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--QuoteBegin-th0r0n^+Jan 24 2004, 07:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (th0r0n^ @ Jan 24 2004, 07:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The difference between w0 and w1 is 1 bullet. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yep
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hm guys... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> have you looked at your armor in 3.0? its a lot different now
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    edited January 2004
    Yep armor drains more hp now, at the cost of more armor damage per bite or whatever. I preferred the old armor system tbh. This one is so treacherous.

    and on-topic: armor1 is better than weapon1, it can be PROVEN statistically. end of <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I believe they changed armor to the way it was now just to avoid the old. A1 W1-3 then A2-3. Now you'll want A2 unless you're going to be welded all the time.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin-XCan+Jan 30 2004, 08:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Jan 30 2004, 08:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe they changed armor to the way it was now just to avoid the old. A1 W1-3 then A2-3. Now you'll want A2 unless you're going to be welded all the time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Then what use is armour 1?itll be arm 1-2, wpn1-3 , arm3 isntead...
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Nothing can be proven statistically.

    To sum up that other thread: get both armor 1 and weapons 1! The first levels of both are cheap, fast to research, and most importantly of all permanant. The time between armor 1 and weapons 1 completions (or vice versa) is about a whole minute.

    As long as you don't wait longer than weapons 1 to get armor 1 (because armor 1 is incredible given its cost) you'll be just fine.

    In terms of NS:C - I always go weapons 1 -> shotgun with my first two upgrades, because no level of armor is going to save you if you can't kill anything!
  • ApolloGXApolloGX Join Date: 2003-09-13 Member: 20817Members
    i also did like the old armor setup

    BUT

    i think we al will get to understand this one, once we figure out the numbers
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-Ajurian+Jan 24 2004, 07:32 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ajurian @ Jan 24 2004, 07:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its amazing how you assume players need the extra armor because they cant shoot. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    I prefer having armor first for those sneaky skulks that get real close, that extra bite can make alot of difference. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you have to assume that. Most pub players that I have run into cannot aim very well, so they need medspam to take down 1 skulk. Armor 1 makes it so those people will the slow reflexes have a chance. Weapon 1 drops the ammount to kill a skulk by 1 LMG bullet, weeeeeee.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Armor isn't just the one bite difference it's the ability for a good comm to med. If you have armor 1 or 2 and get a med every time you reach 30 life, you will live probably 5 times as long. Armor 1 is by far the most cost effective upgrade you can get. I will get probably 2:1 or 3:1 kd ratio on pubs without armor 1, but I'll get 6:1 or over with it, and it has nothing to do with my ability to aim, because I know I can aim.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin-Geronimo+Jan 30 2004, 01:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geronimo @ Jan 30 2004, 01:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then what use is armour 1?itll be arm 1-2, wpn1-3 , arm3 isntead... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The armor grants you an extra bite, however lvl1 depletes after getting bitten twice.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    even good players benefit from armor 1 more than weapons 1.

    If they are good they will hit with a high % of bullets so the small number of bullets difference from weapons 1 won't matter.

    It doesn't matter how good a player is the skulks are going to get to them sooner or later, and when they do that extra bite from armor 1 means they have a chance to dodge and fight back, a few extra seconds to get a health pack, extra time for a wingman to shoot the skulk.

    With the introduction of focus this debate becomes even easier, there is no contest. Focus kills 0 armor marine in 1 bite, even the best marine in the galaxy has no chance to fight back if he dies before he knows he is under attack.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    The question now is whether to get [a1 a2 w1 w2]..., [a1 w1 a2 w2], or [a1 w1 w2 a2]. A1 first is an obivious one, and w1 first pretty much tells you that comm has little experience with either game itself or this particular version.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    Armor 1 hands down wins. Think squad battles, group of 5 marines getting ambushed, takes a whole extra 5 bites (150% more) bites to kill. A marine team survives a whole lot longer from armor1 than weapons1. I still go for the old A1-->W1--->W2--->W3--->A2--->A3, even with the new armor absorbtion.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    By the way, the new armor system was put in place to nerf the medpack, and increase the importance of welding. This change was primarily made for ns_combat, in order to decrease the importance of getting RESUPPLY, which at one point was such an UBER upgrade that it was unstoppable. The change carries over to standard NS, and works quite well, we mostly agreed. It makes each level of armor useful at nearly all times.

    A1-W3-A3 is no longer the SET upgrade order, though most will still usually go for A1 first. The order might now be A1-W1-A2-W2-A3-W3... or it could be A1-W1-W2-A2-A3-W3... or you could go A3-W3... all kinds of possibilities are viable now.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    it appears so. I like the new armor system to bring down medpack spam. (armor is eaten away so quickly now, 2 medpacks (4 res) is required to negate each bite after armor is gone).
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Well, actually, it's very viable to go for A3 right away- The new armor system works differently, and you really shouldn't have much trouble hitting any of the lifeforms aside (maybe) a skulk. So now, a decent shot can get much more of his bullets to connect. By doing this, the alien lifeform obviously dies- and because you're teching armor and not missing half as much now, you not only live longer but still do threatining amounts of damage. The armor system has changed, though- Armor 2 gives a rine 4 bites! He survives, however, with 5 hp and no armor after the 3rd, so one parasite negates this advantage.


    In terms of 2.01, a1,w3,a3 is the way to go, however. think about this- live 50% longer, or deal 10% more? Well, providing the enemy skulks arn't... mentally challenged, the 50% life gain is worth it. Weapons 1 first is only worth it if... you make a contract telling the skulks to rush you in long hallways rather than intelligantly engage you. And even then, you're saving 1 bullet. Woopie.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    4 bites for a A2 now?!?!?1 *runs to local testing facility!!!!!!!*
  • Vitamin_LeadVitamin_Lead Join Date: 2003-04-20 Member: 15683Members
    I'm not sure if this has been mentioned, but I'll say it anyways.

    Armor 1 is essential to marines because of focus. (It's essential anyways, actually.) Most aliens don't use sensory as the first chamber, even with focus. But, if they do, the extra bite will compensate for focus, and since they can't get that one hit kill, and they refire slowly, u can kill them that much easier. Helps against cloakers too. Plus, with knockback in 3.0 again, if u jump when u get bitten, the skulk is farther away, and it gives you another chance to shoot it up.

    I've heard lots of reason why weap 1 is better than armor 1, but they're all bullcrap. (No offense.) One bullet won't save ur life 99% of the time, and the 50% more lifespan your marines will have is much more useful.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    can someone explain to me how the new armor system works? I seem to run out of armor in one bite in this new patch.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-|ds|meatshield+Feb 1 2004, 04:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Feb 1 2004, 04:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can someone explain to me how the new armor system works? I seem to run out of armor in one bite in this new patch. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't know how it works, but I do know that it was changed to make welding more effective than medpacks, so it is supposed to run out quickly.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-taboofires+Jan 30 2004, 08:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Jan 30 2004, 08:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nothing can be proven statistically.

    To sum up that other thread: get both armor 1 and weapons 1! The first levels of both are cheap, fast to research, and most importantly of all permanant. The time between armor 1 and weapons 1 completions (or vice versa) is about a whole minute.

    As long as you don't wait longer than weapons 1 to get armor 1 (because armor 1 is incredible given its cost) you'll be just fine.

    In terms of NS:C - I always go weapons 1 -> shotgun with my first two upgrades, because no level of armor is going to save you if you can't kill anything! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It actually can be proven statistically.

    Here it is:


    A weapons upgrade first means you kill the skulk faster by 1 bullet, right? Why do you need this? One bullet is NOTHING in the long run of killing skulks, whereas one bite more to kill a marine is a ton.

    On top of this, lets say you are attacked by a skulk. In the time it takes for a skulk to get out 3 bites over 2, you will DEAL MORE DAMAGE to the skulk because you live longer. The extra time you get before the 3rd bite lands is enough to land 3-5 more bullets (not sure exactly how much). Therefore armor is actually more powerful in terms of killing power, as you are able to dish out more damage.
  • StarludeStarlude Join Date: 2003-09-05 Member: 20576Members
    edited February 2004
    it appears that armor absorbtion and armor negation have increased significatly.

    I do not know the terms usually used by the forums or technical terms used across all HL mods of this type, so let me define armor absorbtion and armor negation.

    Armor absorbtion is the amount of damage that goes to your armor instead of your HP. It is usually represented as a % of the damage. More damage now goes to the armor that before went to the HP. In previous version of NS, many marines would still die with armor. This gave the comm an insentive to medpack them (remeber, a skulk bites 75, a medpack only heals 50, so if a marine has no armor left, and gets bitten once by a skulk, he is down to 25 HP, and if the comm only give him one medpack, to bring it up to 75, one bite will STILL kill him.) So now, medpack spamming was nerfed: you need more medpacks to keep marines out of armor alive. Armor is now worn away VERY quickly by skulk bites, so you lose ALL your armor before your HP (like a heavy usually does).

    Armor negation is the amount of damage ignored due to armor. Armor negation in this mod now appears to be appromxiately 50% of absorbtion. Meaning whatever was absorbed, 50% damages your armor 50% of it is completely ignored [negated] (meaning it just disappears).

    I believe this is how the system works, although I can't of hte negation Percentage, that is just my estimate.

    As a result in this system change: you must have noted that marine armors are now significant less (25 at level0, 45 at level 1)
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    I think a1 - w3- a3 is still the best way to go.

    why w3 before a3?

    marines with ha/jp/hmg/gl/shotty should be very effective against smaller aliens, so they shouldn't be taking huge amounts of damage, so armor 3 is a secondary concern.

    against an onos? gore owns light marines regardless of their armor level, and stomp + devour negates any armor upgrade for heavies. The best hope for dealing with onos is level 3 weapons, when you have level 3 weapons a group of light marines can gang up and have a good chance to kill an onos. With low level weapons you will just get picked apart 1 by 1 because you cant kill tougher aliens fast enough.

    I will have to learn more about the new armor though, maybe next time I comm I will try a1, w1, a3, w3
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