Advice on how to get a marine team moving again.
=SE= Kenny
Join Date: 2013-01-21 Member: 181052Members
So I've played a as a commander almost exclusivity for a few weeks now and when people listen and 2 good coms playing can get some epic matches where you can do a full rotation of map control easy, as the a marine team can just role with the losses and keep pushing they can always claw their way back (and be exhausted and relived afterwards.) Yet I've come to a snag as if mariners stop the offensive for more than a minuet to lock down a highly contested 2nd base (I'm looking at you veil,) or have a nice clog wall what my rines just stare are doorways after many "motivational words" are said to hop over it. If any of these happen the team just grinds to a halt and then we get kerb stomped by letting them generate far too much res that mass onus comes out en force and it all uphill from there.
The best way I have is have 2 designated trolls on my team what do suicide runs at their harvesters and upgrades. It works with varying results but if stuck on a 2 base 3 res contain the results are diminishing as can't get the bulk of the team moving again without a base getting hit hard. So any suggestions on how to motivate a team to get back on the offensive after:
A distress beacon as a big base rush
Losing a base to an attack with onos suport
A hard fought 2nd base what still getting hit
Losing a forward base
The best way I have is have 2 designated trolls on my team what do suicide runs at their harvesters and upgrades. It works with varying results but if stuck on a 2 base 3 res contain the results are diminishing as can't get the bulk of the team moving again without a base getting hit hard. So any suggestions on how to motivate a team to get back on the offensive after:
A distress beacon as a big base rush
Losing a base to an attack with onos suport
A hard fought 2nd base what still getting hit
Losing a forward base