man i don't even know where to start with this, but a personal attack seems to be in order: tinki, you seem like a mechanically skilled FPS player but strategically inept, please refrain from spreading your garbage ideas and one dimensional viewpoints.
anyways, i'm not going to break down every variation of build orders in this game because there's no way i would reveal to you my expansive set of secrets i've accumulated over the past 54 days.
briefly, i would just like to highlight that these two build orders you've mentioned:
Tinki says
(currently only one : armslab +1/1)
(currently only one : 2 harvester + 2 upgrade)
are in no way the only two viable build orders.
marines have fast pgs with mines/hand grenades which are map/spawn dependent
aliens have a tremendous variation in what they spend their opening 60 res on, going through the various permutations of fast hive no biomass vs fast hive 2 spur vs FASTFAST hive 2 gorge. or the advantages of: 2 spur vs 3 spur and when to get your 3rd when going 2 spur would be only the tip of the iceBERG of how many different variations there are. (OH AND WE HAVENT EVEN MENTIONED if we are getting CRAG/SHADE @ the start or just CRAG or SHIFT CRAG or WHIP CRAG. MAN There Are Just So Many Options
anyways let's just pick out one change, and think about its impact:
so, if you even BOTHERED to look at the CHANGES in comp mod revision 5, you would have noticed that the BABBLER CHANGE of giving them 11 hp (instead of capping all damage to 5) created a nuance in how marines want to open up their arms lab build order in the beginning. if you KNOW your opponents are going to be using babblers throughout the early game you might want to go W1/A1 (since 11 dmg lmg pops the babblers in 1 bullet.) this small change also PUNISHES The CURRENT Meta build of going A2 first before W1 (SINCE EVERYONE IS GOING SPUR HIVE NOW, W1 is not as important vs celerity skulks (1 bullet difference in killing a skulk)). this REVISION 5 BABBLER CHANGE has already introduced a new tech path for marines while also increasing the viability of a previously underutilized/underused component of the game.
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anyways @ dragon, comp mod is great, and the only reason ive stuck around for the past 54 days playing ns2 is because of it. if only i had the chat logs of ALL the ns1 players i've raved to about how comp mod makes me feel like im playing Natural Selection, when asked what im doing playing Natural Selection 2