I suck **** at comm, i need tips, and i need to figure out wht to do
Help me plz <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
There are numerous post about this in frontier strategy. Anyway new commanders build way to many turret factorys, try to avoid them because they go down fast and cost to much. Never ever build a tf just to guard a single resource point.
<!--QuoteBegin--vvInter+Feb 24 2003, 02:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (vvInter @ Feb 24 2003, 02:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are numerous post about this in frontier strategy. Anyway new commanders build way to many turret factorys, try to avoid them because they go down fast and cost to much. Never ever build a tf just to guard a single resource point. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> so should turret factories be used exclusively for guarding base and attacking/defending hives?
<!--QuoteBegin--Capt. Obvious+Feb 24 2003, 01:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Capt. Obvious @ Feb 24 2003, 01:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--vvInter+Feb 24 2003, 02:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (vvInter @ Feb 24 2003, 02:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are numerous post about this in frontier strategy. Anyway new commanders build way to many turret factorys, try to avoid them because they go down fast and cost to much. Never ever build a tf just to guard a single resource point. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> so should turret factories be used exclusively for guarding base and attacking/defending hives? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If even that; the money you save from not building turrets at all is enough money to easily give you a huge advantage. Just have your marines guard everything, and put mines on phases for insurance. 10 mines around a phase in a CORNER should keep the skulks off for a good while.
it takes atleast 77 res to turret an area. thats almost enough to get lvl 2 weapons AND lvl 1 armor. 2/1 marines are nothing to shake a stick at. Alot of new comms think you have to secure a hive first thing. If you do that, any decent alien team will delay you long enough for their second hive to go up, they fade/lerk the hive you secured, then they put the 3rd hive up and its lights out. What I do is upgrade my marines to lvl 3 armor/weapons THEN go after a hive. This really only works if you keep constant pressure on ther aliens. I suggest looking at your team, pick 2,3,4 people (depending on the size of the team) and call them your hive assault team. They will keep pressure on the aliens by spawn camping, res killing, gorge hunting, etc.. All while 1 or 2 marines are capping every damn res node on the map. If a node stays up for more than a minute it has gained you res.
small tips:
- do not give out ammo or health unless a marine is in a key location, has equipment, or is doing anything important away from base.
- know where the gorge is. you can hear enemy res towers and the gorge building them. periodically hover over res spots on the map and alert any marines that are close to take them out.
- get a mic
- if you are gonna go the turret factory route, get a phase first
The first tip to a good comm is they need to be a good (strategic) marine. If you dont have an idea of what you should be doing as a grunt how are you going to help your team out as comm. Play many rounds, pay attention to what the comm does and in turn how your team does. Any strats that work try to remember and then when you comm put them to use.
It has been said but i have to say it again. Try not to turret farm. A lot of people got in the habit of this back in 1.00 and they wont break it. There should rarely be a need to turret base. The only reason I drop TFs as comm now is to make a siege to stop agressive gorgs from getting the hive back. I try to only do that once I have at least 3/2 upgraded marines and i usually try for 3/3 upgrades before turrets.
Recycle buildings that are lost. If a RT is going down recycle it. The few RCs you get from it being recycled are better then nothing.
Last but certainly not least get a microphone. I will usually ask people that try to comm without one to step down. By time you see a phase gate getting munched on and type it out it will be too late. Much faster to be able to call it out.
Comments
Anyway new commanders build way to many turret factorys, try to avoid them because they go down fast and cost to much. Never ever build a tf just to guard a single resource point.
Anyway new commanders build way to many turret factorys, try to avoid them because they go down fast and cost to much. Never ever build a tf just to guard a single resource point. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
so should turret factories be used exclusively for guarding base and attacking/defending hives?
Anyway new commanders build way to many turret factorys, try to avoid them because they go down fast and cost to much. Never ever build a tf just to guard a single resource point. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
so should turret factories be used exclusively for guarding base and attacking/defending hives? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If even that; the money you save from not building turrets at all is enough money to easily give you a huge advantage. Just have your marines guard everything, and put mines on phases for insurance. 10 mines around a phase in a CORNER should keep the skulks off for a good while.
upgraded marines > turrets
it takes atleast 77 res to turret an area. thats almost enough to get lvl 2 weapons AND lvl 1 armor. 2/1 marines are nothing to shake a stick at. Alot of new comms think you have to secure a hive first thing. If you do that, any decent alien team will delay you long enough for their second hive to go up, they fade/lerk the hive you secured, then they put the 3rd hive up and its lights out. What I do is upgrade my marines to lvl 3 armor/weapons THEN go after a hive. This really only works if you keep constant pressure on ther aliens. I suggest looking at your team, pick 2,3,4 people (depending on the size of the team) and call them your hive assault team. They will keep pressure on the aliens by spawn camping, res killing, gorge hunting, etc.. All while 1 or 2 marines are capping every damn res node on the map. If a node stays up for more than a minute it has gained you res.
small tips:
- do not give out ammo or health unless a marine is in a key location, has equipment, or is doing anything important away from base.
- know where the gorge is. you can hear enemy res towers and the gorge building them. periodically hover over res spots on the map and alert any marines that are close to take them out.
- get a mic
- if you are gonna go the turret factory route, get a phase first
It has been said but i have to say it again. Try not to turret farm. A lot of people got in the habit of this back in 1.00 and they wont break it. There should rarely be a need to turret base. The only reason I drop TFs as comm now is to make a siege to stop agressive gorgs from getting the hive back. I try to only do that once I have at least 3/2 upgraded marines and i usually try for 3/3 upgrades before turrets.
Recycle buildings that are lost. If a RT is going down recycle it. The few RCs you get from it being recycled are better then nothing.
Last but certainly not least get a microphone. I will usually ask people that try to comm without one to step down. By time you see a phase gate getting munched on and type it out it will be too late. Much faster to be able to call it out.