Its Not Just Up To The Comm
Creep1
Join Date: 2003-01-17 Member: 12419Members
I seem to be reading too many Comm Tactics, what should the Marines be doing? A waypoint isnt enough, so I was wondering if I could get some Footman Stats or point me to a already created thread (I may have missed it >_< )
eg : Plant the phase gate in the corner where theres Just enough room for a marine to sit behind. Now give this guy a welder and he is now almost unstopablel. The perfect Defence againts 1st hive aliens.
>_< I shouldnt need to explain why but just incase ....
1)If a skulk runs at you he'll be tele'd through the gate
2)If he attacks the gate you can weld it
3)Dont forget your welder is also a weapon ^_^
Also The comm cannot waste rez spamming meds trying to save you, so when under attack try to move in a routine path, eg: in a circle.This will make it easier for the comm to keep you alive and even though the alien will also pick up on this routine by then you shouldve killed him ;/ We've all experienced a marine who looks like he's purposly avoiding your meds -_-
The main advice I have is keep your backs to the walls, If multiple turrets are dropped build the one over looking a phase gate 1st (If one is present), Follow your commanders orders and try not to get departed from your fellow team mates.
eg : Plant the phase gate in the corner where theres Just enough room for a marine to sit behind. Now give this guy a welder and he is now almost unstopablel. The perfect Defence againts 1st hive aliens.
>_< I shouldnt need to explain why but just incase ....
1)If a skulk runs at you he'll be tele'd through the gate
2)If he attacks the gate you can weld it
3)Dont forget your welder is also a weapon ^_^
Also The comm cannot waste rez spamming meds trying to save you, so when under attack try to move in a routine path, eg: in a circle.This will make it easier for the comm to keep you alive and even though the alien will also pick up on this routine by then you shouldve killed him ;/ We've all experienced a marine who looks like he's purposly avoiding your meds -_-
The main advice I have is keep your backs to the walls, If multiple turrets are dropped build the one over looking a phase gate 1st (If one is present), Follow your commanders orders and try not to get departed from your fellow team mates.
Comments
1)If a skulk runs at you he'll be tele'd through the gate
2)If he attacks the gate you can weld it
3)Dont forget your welder is also a weapon ^_^<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
In 1.04 you don't go through gates unless you press the Use key.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
unfortunately for the CSies, your enemies are <b>true</b> moving targets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Everytime I talk to people on public servers, they say that they OWN at counter-strike; which is a mod that depends TOTALLY on your aim.
But in Natural-Selection, they can't seem to hit the broad side of a barn.
G_G<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I did own at CS at CS at one point enough to get myself into a CAL I clan (CAL I is the best of the best in United States) Not all CSers who play NS are totally bad <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
good cs players now just know how to get the first shot in, and mostly on stationary targets..
No, thats 'rambo' skill, the best 'rambo's b-hop along see an alien out of the corner of their eye (or hear it drop) and then spin around bouncing out of its way (or b-hopping backwards at extreem speed) while filling the alien full of lead. (they may be doing this while on a special mission or while just running about aimlessly)
MARINE skill is about: moving out in a group, keeping your fof (field of fire) optimal, not blocking your team mates fof, checking the rooms propperly in such a way as to kill any alien 'suprise' attack (ambushes should never suprise you) and holding rooms.
Pressing the 'use' key when facing an un-built building.
Not humping the ammo dispenser when the com asks you to go through the phase <b>now</b>
<a href='http://www.planetns.com' target='_blank'>http://www.planetns.com</a>
Has some good guides on the above.
BlueGhost
he wasn't talking about being a rambo, no matter how big a squad you have a skulk might still drop down on the ceiling and start to bite your arse off. If you're the one being eaten, it would be extremely helpful to your well-being if you were good at hitting small moving targets at very close range. Skulks are fast, and faster with celerity so it happens often.
MARINE skill is about: moving out in a group, keeping your fof (field of fire) optimal, not blocking your team mates fof, checking the rooms propperly in such a way as to kill any alien 'suprise' attack (ambushes should never suprise you) and holding rooms.
Pressing the 'use' key when facing an un-built building.
Not humping the ammo dispenser when the com asks you to go through the phase <b>now</b>
BlueGhost<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
By all means, encourage lack of aim. I won't be able to clean my teeth fast enough <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->