knowledge of the game and map fragging power voice comm and teamwork fun to play with too and buck teeth always help <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
First of all, they need to be willing, even eager to put the team first. They have to play it with the fact that only the team can win and it's their job to see it done. Without that it just doesn't matter what else they have.
Then they need to know their limitations. If you can't shoot for anything, then it better be you building that RT instead of a better marine. If you can't use a JP then don't pick one up until everyone has one. Don't pick up that shotty if you can't use it, etc.
Then it comes down to aim. Until you have aim you're not a good player yet, you're just a good team player. You've also got lots of little things that can fit under the banner of aim. True aim, which is just what most people call aim. You've got target aquisition: the ability to recognise a threat, aim and fire. The faster you can do this, the better you are. Along the lines of that is aiming speed. Just about anybody can whip out their pistol and aim at a skulk at long range, how fast you can have that crosshair where it needs to be is important. Then there's tracking a target. It's all well and good if you can aim at a stationary skulk, but if he's moving you need to be able to track his movements or your aiming "skills" mean diddly squat. Intelligent firing too. Not firing into a fellow teammates back while wildly firing at a skulk, or pulling out your pistol for long-range battles instead of your LMG.
Then there's tactical awareness: knowing where enemies will come from, what enemies are around and what backup you have, etc. There's more but I forgot them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
That's wha's needed in NS. The more you have the better you are. But for a player to simply be called <i>good</i>, I'd say they need to be a teamplayer, they also need very good true aim as all else falls apart without that. Then I'd say they need good tracking, decent target aquisition skills and at least some intelligence when firing. That's just to be called "good". That's mostly marines though, but the kharaa are so varied I couldn't be bothered listing all the abilities they need.
EDIT Oh ya, I forgot. You also need to know the maps well enough to get from one place to another. Ultimately you'll want to know every map perfectly, but a basic knowledge of layout and RT/Hive placements is good enough to be a good player if you have everything else. /EDIT
I tend to fire into my teammates' backs - because they run directly into my line of fire while I shoot something, presumably so that THEY can kill it. What an utterly idiotic thing for them to do. Of course I stop shooting when this happens, but I just wish that these servers would allow friendly fire. I'd teach them all a lesson by continuing to fire until they died. Stupid fools.
aim / movment (dogeing): your aim and movments are the signe determining factor in ns, regardless of strats or your com your individual skill is the part that makes you more or less skilled then the next guy, nothing can make up for that, tho you can still lose wiht good aim, individualy its the most important part id say, at least 70%
indepandt thinking - you need to think on your feet and be able to play any role at any time, and not have the com give you step by step instructions. And be ready for anything, no matter what the enviroment is.
maturity - imature people in scrims **** me off so much, esp poor sports, little kids or people who talk crap in scrims, maybe they are just bad people.
dedication - more for the clan scene but if you are not decitated to winning and working with your team you will not be able to make the sacrafices needed to win
I assume you have all the basic skills: like knowlage of tech tree, map, etc.
and of course the deffinition of a good player is one wiht low ping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've put in my time playin NS, both organized and pub, to know what makes a player good or dominant.
1. Teamwork - This goes to many different levels. If you aren't benefiting your team, you are useless. When you are instructed or asked to do something, it is vital to your team to do this. I think some main parts of this are communication, team sacrifice, and coordination. If you don't realize the goals of the team, you can't be an effective team member.
2. Ability to kill - As stated by many before me, this dominates the game. If you can't kill anything, your team can't win. Bottom line. A player who can't kill still may have a strong role in NS as either a gorge or a commander.
3. Knowledge - Knowing the game is very important. If you don't understand the strategy and where focus should be placed, you can't help your team as much as an understanding player. A player without knowledge of the game is usually destined to defend something, or someone, which makes the game rather boring.
Summing things up, I'd have to say teamwork is what can take a person from just a good player, to a dominant player. Ability to kill is important, because at it's heart, NS is a FPS. Withouth that skill, your role is limited. Knowledge simply comes with experience, and is the easiest part of the list to change.
Also a good PC/Connection doesn't hurt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Brave Ulysses+May 29 2003, 06:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brave Ulysses @ May 29 2003, 06:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What makes a good Kharaa player? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 1. Ability to hinder marine objectives. It's (IMO) irrelevant whether this takes the form of eating marines, eating structures, or convincing the marines to hide in their spawn.
2. Good instincts. Experienced alien players can intuitively determine when to group up and when to disperse. They can see a fellow alien zip down the hall, and instantly understand what that person is attempting to accomplish, and whether/how they can help. This mostly requires experience and situational awareness.
3. Communication. While aliens are largely autonomous, they are not omniscient. Identifying marine outposts and movement early is key.
Ultimately, #1 is where it's all at. #2 and #3 simply augment #1.
<!--QuoteBegin--Jojoshua+May 29 2003, 12:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jojoshua @ May 29 2003, 12:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good player IMO:
Someone who can kill decent but also will put his team before himself ( Suicide on those mines, be the "bait", defend hive/base, ect). Its the kind of player that makes your team better.
I also think that a killing machine is a good player because its not only just point and shoot, killing takes strategy also. Alot more goes into it than what some people realize. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> What he said.
A good player raises his teams chance of winning. The more the teams chances go up by him joining, the better he is. This can be done in lots of ways. One quality is not generally more important then the other, it depends on what sort of qualities you already have. Examples:
- On a team of good shooters but nothing else, a good leader would be more helpful then a super-fragger.
- On a team with lots of great teamwork players with low aim, a good shooter would help more.
It's a team game so the value of your qualities are dependant on what your team already has. A truly good player can fill any of those roles.
Ronaldo is a great football player (that's 'soccer' to you Americans). Nobody doubts that. However, 11 Ronaldos in a team would not stand a chance against any half-decent club. Why? He IS an extremely good player. He has pace, he can dribble and he can score. But he doesn't have defensive positioning, he can't tackle and he's not much of a playmaker, also, I bet he's crap as a goalkeeper. You need a goalie, defenders and midfielders as well as strikers. A team of only strikers or goalkeepers will fail.
In NS you need a COM, a load of 'teamworkers' (people that stick together, cover eachother and don't mind dying to help the team), someone with tactical abilities and presence and a killer or two. As long as you can find a role to fill on the team, you are a good player.
Necro<insert non-birthday-related title here>Join Date: 2002-08-09Member: 1118Members
a good player is who follows order, does his job (not always having to be uberleet shot, unless, for example his job is to defend the base.) and he must not care about his score <b>at all</b> (eg. if he does -2/22 doesn't mean he sucked, it means he sacrificed himself for the good of the team [most of the time])
Also let me add that the comm should know everyones strengths and weakness's and put them to use, if someones a decent shot, put him attacking do NOT put him to defend the base, that's what the person with the best shot is for.
Theres one thing that no one has said, and thats... <b>Isnt a quiter</b> In this im talking about, "lets just F4 the rens/alinens are too good" this would be the worst thing. Yes we all know about having tactics, knowlage, kill skill, and communicates well are good. But Working as a team, and trying to the end is every thing. Ive seen games were rens martch to the hive in HA and kill it and every thing around it, this being the 2nd hive and now all we have is skulks, in the end we worked as a team and took them back and ended the game quick after because it made every one work as a team to get the hive back. Or alians have 3 hives, rens get HA and kill a hive. No one goes to kill them. Then they take another hive, thus all but a few aliens are left and game over. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Team work is key!!! Thats Y aliens win most of the time because they work as a team. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
Important, but not a defining quality.
Knowing your limits.
Knowing when to jump into that firefight would be total suicide, and not cause any trouble. People who say 'people with lots of deaths are more useful, because they slow them down' isn't necessarily true. I won't run into a room full of 4 marines covering the doors, for that very reason. They're [b]not achieving anything[b]. I'm happy to let them wait for me forever, because 1 skulk has tied up 4 marines, wasting their time and making the rest of the teams life easier. And I can do that for longer than a suicider.
in my eyes, Good players are those who do not constantly blame others, whine,ask for stuff when they got low res and who supply the team with information such as locations of RTs, which hives are build, if the 'rines are breaking trough somewhere, etc...
you don't need to be a killing machine or suggest all kinds of strategical stuff to comms/gorges to be recognized as a good player in my eyes, you just need to communicate a little with the team(this is optional though) or respond to calls of distress of other players and help them.
<!--QuoteBegin--klatu+May 29 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (klatu @ May 29 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a player can be good player without being able to kill a single skulk/marine ? ..eeh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> *cough*Commander*cough*
<!--QuoteBegin--MagiTek+May 29 2003, 07:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MagiTek @ May 29 2003, 07:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm surprised that word isn't blocked by the filters, Ulysses. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yeah - I felt a bit annoyed at those people I railed against. I've gone back and edited it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--K'Ragg+May 30 2003, 11:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (K'Ragg @ May 30 2003, 11:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--klatu+May 29 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (klatu @ May 29 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a player can be good player without being able to kill a single skulk/marine ? ..eeh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> *cough*Commander*cough* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> just hope yer base defense doesnt get overwhelmed.
Both have equal teamwork abilities, map awareness, tech awareness, blah blah blah.
I take number 2. Cos with a good low latency value. Skill with aiming will likely come with time. Its not as critical as DOD, but NS with a ping of 300 sucks huh? Pretty much unplayable.
Oh and a good marine knows when to vote out a commander whos just being a muppet. Nine times out of ten its unnessecery, but if it is needed and your against a good alien team chances are you've lost already.
Yeah and as said before, the elite know when to fire and when not to fire. Theres a lot of common sence needed for victory in this game. If you have idiots on your team, even though they are bad mothers at shooting, they wont automatically make for good team players.
A good player is a person who remembers this is a game. He/She goes out to have a fun time and enjoy them self, they also want to win, but make sure that its fun winning as much as it is losing!
A good Kahrra depends on what type you are. GORGE: Needs to know how to build and what the map is like, knowing the choke points and points of intrest. If you start building a wall of sensory chambers, chances are your are not going to be a good Gorge. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> LERK:Being a good lerk, involves remembering what your good @, protecting the bigger more powerful teammates, thought this will change in 1.1, for now a LERK should be a defencive player mostly SKULK: CRAZY BITING BASTEGE, nough said! FADE/ONOS: KILL, KILL, and KILL some more, have fun doing it and always help out your weaker teammates, and they will do the same for you.
MARINES: Listen to your commander, but make sure you have fun and try to stick together. COMMANDER: know the map, know your buttons and know how to drop health on your poor marines in the middle of a important fight!
If using voice makes you a good player, then I am a bad player because I can't stand to listen to some retard, whose balls haven't dropped whine about every mistake their team makes.
I've only ever seen one commander who would get out and kill skulks if they attacked his base while everyone else did other things. I can't count how many times I, as a skulk, have eaten comm chairs up until they go red before a comm gets out to try and shoot me. They just sit there!
Last night I rushed into Eclipse, ate 2 marines, then an IP and then almost a comm chair before someone finally came back and murdered me.
<!--QuoteBegin--GoldenShadow+May 30 2003, 12:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoldenShadow @ May 30 2003, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If using voice makes you a good player, then I am a bad player because I can't stand to listen to some retard, whose balls haven't dropped whine about every mistake their team makes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No - using voicecomm WELL helps in part to make you an invaluable player. I once played a game as a Kharaa where one guy used voicecomm magnificently. And desptire marines out-teching us we slaughtered them through tactical coordination. And most of it achieved because this guy usd voicecomm so well.
<!--QuoteBegin--FireWater+May 30 2003, 11:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ May 30 2003, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--K'Ragg+May 30 2003, 11:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (K'Ragg @ May 30 2003, 11:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--klatu+May 29 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (klatu @ May 29 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a player can be good player without being able to kill a single skulk/marine ? ..eeh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> *cough*Commander*cough* <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> just hope yer base defense doesnt get overwhelmed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> *grin* that would be a specific scenario, but a comm *can* be a great player and at the same time not being able to hit a barn from point blank range.
<!--QuoteBegin--Zeo+May 30 2003, 12:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zeo @ May 30 2003, 12:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I take number 2. Cos with a good low latency value. Skill with aiming will likely come with time. Its not as critical as DOD, but NS with a ping of 300 sucks huh? Pretty much unplayable. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I tend to play quite a bit late at night when most people on this continent is sleeping, so I tend to play on american servers, which means I'll have 2-400 ping, and it's still very playable.
In my experience, having such a high ping really hurts as a skulk if you end up in situations where marines have few seconds to fire back at you, but high ping as a marine doesn't hurt at all. Further, you can both comm and gorge with no problems at all.
What matters is if you have packetloss or not, and of course, there's a higher chance of significant packetloss over longer distances, but as long as you have a good line and the server isn't lagging (that *really* hurts at high ping), there is absolutely no problem to play with high ping.
My thoughts, if they are worth anything (which I doubt)
In order of importance:
1) Most importantly in my book: The ability to analyze the situation based on team chatter/orders where backup is needed the most and to be in the places that need help when they are under attack or pushing towards an objective.
2) Map knowledge, tech knowledge, general game awareness (knowing how long you can survive in a firefight against a given opponent, etc.) This helps to supplement number 1).
3) Good aim and general FPS skills (dodging, aiming, retreating/pressing the attack).
4) Knowing when to run a diversion without the help of the comm (rambo'ing, in some sense), and when to stick with the team.
5) Ability to listen to the commander's orders, especially when there's no pressing matters apparent to you (the player). This also sort of ties in with 4).
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
That's because Valve's anti-lag code was written with 56k in mind, and in some ways can punish LPB's.
Scenario # You are 'teh HPB' you run around a corner, and on your screen, a skulk is sitting there, waiting to ambush you. You pour 30ish rounds in, it dies.
To the LPB, you have just heard the marine walk up to the corner, then suddenly he's on the other side of the corridor (due to that oh-so-wonderful warping effect) and oh, he's already fired, so you're dead even if you bite him, because Valve's anti-lag noted he hit a <b>stationary skulk</b>.
heres who i think sucks 1) the people who use game exploits and think its the greatest thing since sliced bread. 2) that comm that cant kill the 1 skulk in base that has no armor and 3 hp 3) people that cant hit the broadside of a barn 4) the peopel who whine about someone hacking when that person kills them and everyone else repeatedly or if that person can bhop and the whiner cannot 5) the people that say "you can be good if you cant shoot"
I'd be asking good for <i>what</i>? For clanplay, ability to kill stuff is right near the top. Ability to keep a picture of the flow of the round is right up there too. Someone who can be gunning down three skulks and predicting where the rest of the alien team is and coordinating with everyone else to shut the aliens down is, as they say, good.
For pubplay, ability to kill stuff is like not real relevant in some ways. I don't especially care if I'm on winning or loosing team on pubs - I'm just there to sharpen my incredibly dull ns deathmatching skills. So for pubplay, someone who isn't a schmoe* is good as far as I'm concerned. There're few things less annoying than someone who's good in the clanplay sense that's on the loosing team and will not farking* shut up about it. I mean I'm sorry dude and maybe all your teammates do suck but <i>so the fark* what?</i> It doesn't matter. It's not even a scrim, and your incessant screaming in voicecomm means I can't hear the skulk trying to sneak up on me. And if that's gonna give you an aneurysm, just stick to scrims and pugs and matches, please.
Comments
fragging power
voice comm and teamwork
fun to play with too
and buck teeth always help <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Follows the comm follows the comm
I noticed a tonne of you said this. Don't you guys play anything other than marine? What makes a good Kharaa player?
Ability to make good decisions in an RTS setting.
Ability to s-t-f-u on voice comm.
Then they need to know their limitations. If you can't shoot for anything, then it better be you building that RT instead of a better marine. If you can't use a JP then don't pick one up until everyone has one. Don't pick up that shotty if you can't use it, etc.
Then it comes down to aim. Until you have aim you're not a good player yet, you're just a good team player. You've also got lots of little things that can fit under the banner of aim. True aim, which is just what most people call aim. You've got target aquisition: the ability to recognise a threat, aim and fire. The faster you can do this, the better you are. Along the lines of that is aiming speed. Just about anybody can whip out their pistol and aim at a skulk at long range, how fast you can have that crosshair where it needs to be is important. Then there's tracking a target. It's all well and good if you can aim at a stationary skulk, but if he's moving you need to be able to track his movements or your aiming "skills" mean diddly squat. Intelligent firing too. Not firing into a fellow teammates back while wildly firing at a skulk, or pulling out your pistol for long-range battles instead of your LMG.
Then there's tactical awareness: knowing where enemies will come from, what enemies are around and what backup you have, etc. There's more but I forgot them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
That's wha's needed in NS. The more you have the better you are. But for a player to simply be called <i>good</i>, I'd say they need to be a teamplayer, they also need very good true aim as all else falls apart without that. Then I'd say they need good tracking, decent target aquisition skills and at least some intelligence when firing. That's just to be called "good". That's mostly marines though, but the kharaa are so varied I couldn't be bothered listing all the abilities they need.
EDIT
Oh ya, I forgot. You also need to know the maps well enough to get from one place to another. Ultimately you'll want to know every map perfectly, but a basic knowledge of layout and RT/Hive placements is good enough to be a good player if you have everything else.
/EDIT
those who know how to play marine and are amazing at marine by virtue of their aiming ability , but are rubbish at aliens, are bad players.
aim / movment (dogeing): your aim and movments are the signe determining factor in ns, regardless of strats or your com your individual skill is the part that makes you more or less skilled then the next guy, nothing can make up for that, tho you can still lose wiht good aim, individualy its the most important part id say, at least 70%
indepandt thinking - you need to think on your feet and be able to play any role at any time, and not have the com give you step by step instructions. And be ready for anything, no matter what the enviroment is.
maturity - imature people in scrims **** me off so much, esp poor sports, little kids or people who talk crap in scrims, maybe they are just bad people.
dedication - more for the clan scene but if you are not decitated to winning and working with your team you will not be able to make the sacrafices needed to win
I assume you have all the basic skills: like knowlage of tech tree, map, etc.
and of course the deffinition of a good player is one wiht low ping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
1. Teamwork - This goes to many different levels. If you aren't benefiting your team, you are useless. When you are instructed or asked to do something, it is vital to your team to do this. I think some main parts of this are communication, team sacrifice, and coordination. If you don't realize the goals of the team, you can't be an effective team member.
2. Ability to kill - As stated by many before me, this dominates the game. If you can't kill anything, your team can't win. Bottom line. A player who can't kill still may have a strong role in NS as either a gorge or a commander.
3. Knowledge - Knowing the game is very important. If you don't understand the strategy and where focus should be placed, you can't help your team as much as an understanding player. A player without knowledge of the game is usually destined to defend something, or someone, which makes the game rather boring.
Summing things up, I'd have to say teamwork is what can take a person from just a good player, to a dominant player. Ability to kill is important, because at it's heart, NS is a FPS. Withouth that skill, your role is limited. Knowledge simply comes with experience, and is the easiest part of the list to change.
Also a good PC/Connection doesn't hurt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1. Ability to hinder marine objectives. It's (IMO) irrelevant whether this takes the form of eating marines, eating structures, or convincing the marines to hide in their spawn.
2. Good instincts. Experienced alien players can intuitively determine when to group up and when to disperse. They can see a fellow alien zip down the hall, and instantly understand what that person is attempting to accomplish, and whether/how they can help. This mostly requires experience and situational awareness.
3. Communication. While aliens are largely autonomous, they are not omniscient. Identifying marine outposts and movement early is key.
Ultimately, #1 is where it's all at. #2 and #3 simply augment #1.
Someone who can kill decent but also will put his team before himself ( Suicide on those mines, be the "bait", defend hive/base, ect). Its the kind of player that makes your team better.
I also think that a killing machine is a good player because its not only just point and shoot, killing takes strategy also. Alot more goes into it than what some people realize. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What he said.
- On a team of good shooters but nothing else, a good leader would be more helpful then a super-fragger.
- On a team with lots of great teamwork players with low aim, a good shooter would help more.
It's a team game so the value of your qualities are dependant on what your team already has. A truly good player can fill any of those roles.
Ronaldo is a great football player (that's 'soccer' to you Americans). Nobody doubts that. However, 11 Ronaldos in a team would not stand a chance against any half-decent club. Why? He IS an extremely good player. He has pace, he can dribble and he can score. But he doesn't have defensive positioning, he can't tackle and he's not much of a playmaker, also, I bet he's crap as a goalkeeper. You need a goalie, defenders and midfielders as well as strikers. A team of only strikers or goalkeepers will fail.
In NS you need a COM, a load of 'teamworkers' (people that stick together, cover eachother and don't mind dying to help the team), someone with tactical abilities and presence and a killer or two. As long as you can find a role to fill on the team, you are a good player.
Also let me add that the comm should know everyones strengths and weakness's and put them to use, if someones a decent shot, put him attacking do NOT put him to defend the base, that's what the person with the best shot is for.
<b>Isnt a quiter</b>
In this im talking about, "lets just F4 the rens/alinens are too good" this would be the worst thing. Yes we all know about having tactics, knowlage, kill skill, and communicates well are good. But Working as a team, and trying to the end is every thing. Ive seen games were rens martch to the hive in HA and kill it and every thing around it, this being the 2nd hive and now all we have is skulks, in the end we worked as a team and took them back and ended the game quick after because it made every one work as a team to get the hive back. Or alians have 3 hives, rens get HA and kill a hive. No one goes to kill them. Then they take another hive, thus all but a few aliens are left and game over. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Team work is key!!! Thats Y aliens win most of the time because they work as a team. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Knowing your limits.
Knowing when to jump into that firefight would be total suicide, and not cause any trouble. People who say 'people with lots of deaths are more useful, because they slow them down' isn't necessarily true. I won't run into a room full of 4 marines covering the doors, for that very reason. They're [b]not achieving anything[b]. I'm happy to let them wait for me forever, because 1 skulk has tied up 4 marines, wasting their time and making the rest of the teams life easier. And I can do that for longer than a suicider.
you don't need to be a killing machine or suggest all kinds of strategical stuff to comms/gorges to be recognized as a good player in my eyes, you just need to communicate a little with the team(this is optional though) or respond to calls of distress of other players and help them.
*cough*Commander*cough*
Yeah - I felt a bit annoyed at those people I railed against. I've gone back and edited it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
*cough*Commander*cough* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
just hope yer base defense doesnt get overwhelmed.
1. Marksmenship: High
Ping: 300
2. Marksmenship: Low
Ping: 30
Both have equal teamwork abilities, map awareness, tech awareness, blah blah blah.
I take number 2. Cos with a good low latency value. Skill with aiming will likely come with time. Its not as critical as DOD, but NS with a ping of 300 sucks huh? Pretty much unplayable.
Oh and a good marine knows when to vote out a commander whos just being a muppet. Nine times out of ten its unnessecery, but if it is needed and your against a good alien team chances are you've lost already.
Yeah and as said before, the elite know when to fire and when not to fire. Theres a lot of common sence needed for victory in this game. If you have idiots on your team, even though they are bad mothers at shooting, they wont automatically make for good team players.
He/She goes out to have a fun time and enjoy them self, they also want to win, but make sure that its fun winning as much as it is losing!
A good Kahrra depends on what type you are.
GORGE: Needs to know how to build and what the map is like, knowing the choke points and points of intrest. If you start building a wall of sensory chambers, chances are your are not going to be a good Gorge. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
LERK:Being a good lerk, involves remembering what your good @, protecting the bigger more powerful teammates, thought this will change in 1.1, for now a LERK should be a defencive player mostly
SKULK: CRAZY BITING BASTEGE, nough said!
FADE/ONOS: KILL, KILL, and KILL some more, have fun doing it and always help out your weaker teammates, and they will do the same for you.
MARINES: Listen to your commander, but make sure you have fun and try to stick together.
COMMANDER: know the map, know your buttons and know how to drop health on your poor marines in the middle of a important fight!
FUN is FUN, so keep it that way!
Last night I rushed into Eclipse, ate 2 marines, then an IP and then almost a comm chair before someone finally came back and murdered me.
No - using voicecomm WELL helps in part to make you an invaluable player. I once played a game as a Kharaa where one guy used voicecomm magnificently. And desptire marines out-teching us we slaughtered them through tactical coordination. And most of it achieved because this guy usd voicecomm so well.
*cough*Commander*cough* <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
just hope yer base defense doesnt get overwhelmed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
*grin* that would be a specific scenario, but a comm *can* be a great player and at the same time not being able to hit a barn from point blank range.
I tend to play quite a bit late at night when most people on this continent is sleeping, so I tend to play on american servers, which means I'll have 2-400 ping, and it's still very playable.
In my experience, having such a high ping really hurts as a skulk if you end up in situations where marines have few seconds to fire back at you, but high ping as a marine doesn't hurt at all. Further, you can both comm and gorge with no problems at all.
What matters is if you have packetloss or not, and of course, there's a higher chance of significant packetloss over longer distances, but as long as you have a good line and the server isn't lagging (that *really* hurts at high ping), there is absolutely no problem to play with high ping.
In order of importance:
1) Most importantly in my book: The ability to analyze the situation based on team chatter/orders where backup is needed the most and to be in the places that need help when they are under attack or pushing towards an objective.
2) Map knowledge, tech knowledge, general game awareness (knowing how long you can survive in a firefight against a given opponent, etc.) This helps to supplement number 1).
3) Good aim and general FPS skills (dodging, aiming, retreating/pressing the attack).
4) Knowing when to run a diversion without the help of the comm (rambo'ing, in some sense), and when to stick with the team.
5) Ability to listen to the commander's orders, especially when there's no pressing matters apparent to you (the player). This also sort of ties in with 4).
Scenario # You are 'teh HPB' you run around a corner, and on your screen, a skulk is sitting there, waiting to ambush you. You pour 30ish rounds in, it dies.
To the LPB, you have just heard the marine walk up to the corner, then suddenly he's on the other side of the corridor (due to that oh-so-wonderful warping effect) and oh, he's already fired, so you're dead even if you bite him, because Valve's anti-lag noted he hit a <b>stationary skulk</b>.
It's highly annoying when it happens.
FW sucks hes no good
nuff said
heres who i think sucks
1) the people who use game exploits and think its the greatest thing since sliced bread.
2) that comm that cant kill the 1 skulk in base that has no armor and 3 hp
3) people that cant hit the broadside of a barn
4) the peopel who whine about someone hacking when that person kills them and everyone else repeatedly or if that person can bhop and the whiner cannot
5) the people that say "you can be good if you cant shoot"
rawr
johnny owns you all
I'd be asking good for <i>what</i>? For clanplay, ability to kill stuff is right near the top. Ability to keep a picture of the flow of the round is right up there too. Someone who can be gunning down three skulks and predicting where the rest of the alien team is and coordinating with everyone else to shut the aliens down is, as they say, good.
For pubplay, ability to kill stuff is like not real relevant in some ways. I don't especially care if I'm on winning or loosing team on pubs - I'm just there to sharpen my incredibly dull ns deathmatching skills. So for pubplay, someone who isn't a schmoe* is good as far as I'm concerned. There're few things less annoying than someone who's good in the clanplay sense that's on the loosing team and will not farking* shut up about it. I mean I'm sorry dude and maybe all your teammates do suck but <i>so the fark* what?</i> It doesn't matter. It's not even a scrim, and your incessant screaming in voicecomm means I can't hear the skulk trying to sneak up on me. And if that's gonna give you an aneurysm, just stick to scrims and pugs and matches, please.