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Messages - Duff-Man

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General / Commanding 101
« on: April 05, 2004, 01:23:37 PM »
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#5.  Rush crucial upgrades.
     
       Your marines arn't going to kill Holy_Devil out there with your puny level 1 lmg, and lvl 0 armor.  w1 and a1 is a MUST in the beginning, some comms like mt in the beginning too.  All three of these upgrades can mean the difference between "OMG GUYS YOU SUCK, IT WAS JUST 1 SKULK" and "NSPlayer (LMG) Holy_Devil".  And if you can't make a decision on where to spend res, always spend on upgrades.  Electrifying that node is no where near as useful as w2.  Also, keep the upgrades coming, even if you're a bit short on res.  If you don't keep up with the times, your upgrades will not be able to catch up with what the marines are going up against, and sooner or later, you're going to have two fades on your marines and you only have a1.  You should have atleast a1-w2 by the time you see a fade, then shotguns will shread them to peices.
Get Armor 2 before Weapons 1.

With the Marine armor changes in 3.0, Armor 1 is still barely enough to keep your Marines alive. If you rush the Arms Lab, getting your Marines to Armor 2 early can make them a lot harder to kill.

An Armor 2 / MT combo is even more effective. If you know where they're coming from, you should barely miss a shot, further negating the need for weapons upgrades early on in the game. Doesn't mean you should skip out entirely on Weapons upgrades though, I just find a high Armor level to help a lot more in dealing with level 0/1 Skulks.

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