Marines Being Disruptive

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">stupid annoying marines on pub</div> Lately when the alien players has become more and more experienced and know the marine res nozzles I've noticed the marines lose more and more. I'm not saying that the game is unbalanced (yet, dunno bout the bile bomb bug & etc) but I say the marines NEED to learn teamwork and listen to the commander. Too often when I command I send off the marines to rez noz, build a res twr and gather up for turret factory. I tell them to defend target but instead they just run away, and yell "omg alien outpost SHOTGUN" or even better, "WOHOO I FOUND REZ NOZ. COmmander build here build here!!" Then the first rez twr gets killed and they say you suck because you didn't build where they wanted to 1000 miles away from their original wp.
[Example]
On a game I was commander with 2 probably pretty good alien players (good aim & stuff). They ran away to take out a hive(which they failed), sure they killed lots of aliens but in the meantime our outposts got wacked too. Then they kept yelling that they wanted to vote me out because I didn't support them. I tell them that they were MILES away from their wp but they didn't listen. Later on the other marine players told them to quit and listen to me. Not strangely we won that game becaus I must say these to guys were really good with the weapons, where other would died they wiped out the aliens.
[Example]
So what I'm asking for you marines out there: "Please follow the commanders orders and do not **obscenity** him unless he's really sucking.

Comments

  • LejLej Join Date: 2002-11-11 Member: 8209Members
    I know the feeling. When playing as a comm some of your units are... "defect"... I only enjoy playing as comm when i only got like one or two teammates. Otherwise it get to chaotic.
  • baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
    I'm 3 for 3 on commander games, even on the map where skulk rushes come within 20 seconds of the game starting (I don't know the names of the maps yet). I find even though I'm getting rather good at commanding I can't do it alone. Seeing the whole map from the top is a lot different than actually being in the map. Sometimes a competent marine playing with me will actually show through and I'll let him help me command. I can only see immediately around other marines, but they can see everything they look at and sometimes they see things I can't see from the top. Most of the marines built the structures I told them to build at the base, and when I was done, they went off to do something else. I told them if they're gonna explore they should stay together because I can't help strays, so they did. I waypointed them a nozzle and they went to it. In fact, some of them split up and went to another nozzle I waypointed and we built both of those. Admittedly, a lot of them deserted the nozzles before I was done saving up for turrets and we lost them, but there was one guy who actually sat at the base until I told him what to do. Usually I just guide marines and tell them what I need them to do (build a nozzle, take out a hive, go to this room), and they usually follow suit and go while I support their journey. This guy wouldn't move until I gave him a waypoint, which suprised me as I'm used to having to babysit marines when I command. I'd tell him where to go and he would report back to me the situation, stuff I couldn't see, and tell me what he recommended I place there to accomodate the situation and I did what I could. I can't see the physical topology of the map from above. The marines secured a hive and I dropped a resource on a nozzle and needed to place a turret factory in the viscinity. I asked the best place to put it from where they could see, since I can't see height of stuctures. The couple of smart marines down there suggested where I place it and I placed it there.

    Anyway, the point is, marines under the commander should know the basics of commanding while in the field. Helping the commander helps you. The commander has a major responsibility and marines that follow orders as well as take a little initiative of their own when in a bind is crucial to success.

    Teamwork doesn't involve just the marines you command, leaving you separate from them. Teamwork involves the entire team.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Yes it is highly annying when you are trying to form a strategic plan, and your marines just decide to wander off to go bug hunting and then demand health and ammo immediately where they are when they are miles away on the other side of the map.

    My rules:

    1) Try to stay in packs...do not wander off independently. If you have nothing to do, follow somebody who looks like he knows what he is doing, or go to the nearest base.

    2) If you want health/ammo/weapons/orders/anything GO TO THE NEAREST BASE OR RESOURCE NODE. I cannot spend all my time playing "Where's Waldo" to try to find you. Plus, I simply will NOT be able to give you upgraded weapons in the middle of nowhere - you will have to go to a base with an upgraded armory.

    3) After you are done building something, that does not mean RUN OFF. STAY THERE, until further orders. You can explore the immediate area, but don't just build an expensive resource and turret factory, and then run off leaving the site defenseless!

    4) If you want to hunt and explore, that is fine, but get another player or 3 and STAY IN A PACK so I can dispense health/ammo, and TELL ME where you are going, and what you want to do. What is more productive, 3 people in a pack where I can drop health and ammo that they can share, or 3 people each in a different corner of the map, requiring me to waste time scrolling all over and finding them?

    If you are an experienced/good player, of course you don't have to follow these rules exactly, but also don't expect me to be able to furnish you with health/ammo/etc. for your personal hunting safari.

    Not trying to be rude - I try to follow these guidelines myself when I am a marine. But simply put, the commander is only as good as the marines let him be. Work together.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    Actually it makes me think there should be some sort of "Sargeant" feature, where you can knight certain players as "Sargeants", and they will glow to other players, or look different somehow so they are recognizable. Usually there are a few good players who know what they are doing and try to work with the commander. These players should be labeled "Sargeants". Then newbies can simply stick around a sargeant and follow his tactical (not strategic) orders. There will be no other affect on the game except that Sargeants should be able to be assigned by the Commander, and somehow be visually different (even if it is a tag appended to their name, like "-SARG"). I think that would help out a lot - it would allow good players to give a helping hand to the commander.
  • LejLej Join Date: 2002-11-11 Member: 8209Members
    <!--QuoteBegin--Aaron+Nov 11 2002, 01:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Nov 11 2002, 01:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Actually it makes me think there should be some sort of "Sargeant" feature, where you can knight certain players as "Sargeants", and they will glow to other players, or look different somehow so they are recognizable. Usually there are a few good players who know what they are doing and try to work with the commander. These players should be labeled "Sargeants". Then newbies can simply stick around a sargeant and follow his tactical (not strategic) orders. There will be no other affect on the game except that Sargeants should be able to be assigned by the Commander, and somehow be visually different (even if it is a tag appended to their name, like "-SARG"). I think that would help out a lot - it would allow good players to give a helping hand to the commander.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good idea. Would help new players and enhance the teamwork. Sargeants should have a few more builtin voicie comm's like "hold this position", "guard the area" and stuff. These orders should be given to specific soldiers somehow through a popup menu like the right clicking thing. You choose a player and the you choose the order you wnt to give him.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    babysealclubber:
    That sounds like me. I 90% of the time ask for a waypoint and do as my Comm instructs me to do.

    bind "g" "say_team Awaiting orders. ; impulse 80"
    bind "v" "say_team Comm, I need a waypoint ; impulse 80"

    Lej:
    Some of what you speak can already be accomplished with the use of binds. While the messages arent as complete as they could be, a person can still get the general idea across.

    bind "," "say_team Comm, I need ammo here. ; impulse 11"

    bind "5" "say_team Comm, build a Resource Tower here. ; impulse 12"
    bind "6" "say_team Comm, build a Turret Factory here. ; impulse 12"
    bind "7" "say_team Comm, set up SG's/ST's here. ; impulse 12"
    bind "8" "say_team Comm, build a Ammo Tower here. ; impulse 12"
    bind "9" "say_team Comm, build a Phase Gate here. ; impulse 12"
    bind ";" "say_team Comm, I need some armor here. ; impulse 12"
    bind "-" "say_team Comm, I need a welder here. ; impulse 12"

    bind "\" "say_team Area clear. ; impulse 15"
    bind "m" "say_team Comm, I need a medpack here! ; impulse 10"
    bind "p" "say_team I'm in position. ; impulse 12"
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I forgot to add, people who whine about weapons should really learn to use the lmg and the pistol. 2 marines can take down 3 OC with 2 DC fast if they kno what they're doing. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
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