This Right
Munterman
Join Date: 2003-09-25 Member: 21215Members
<div class="IPBDescription">Chex this out</div> Marines
-Learn to aim .... Nothing fancy, just make sure all your bullets hit the target
-TEAMWORK wins as rines
-Always try to be attacking
-Stay mobile ... rines that can swap attacking are swiftly will catch aliens off guard
-If you can jump into the top of a res tower
-Rambo’s have their use (at the start in particular, killing eggs evolving to gorges at res nodes) but a whole team is no good
-If you get para do something constructive like attacking their res - it diverts aliens from other things and doesn’t give away
the important position of your squad.
-Work in groups unless para's - two rines are four times as useful as one, cos one can jump on top of the other. This means
you can get your tfs into some pretty ingenious places.
-Learn to jp .. More potential than HA
Comm
-One guard’s base ... it's pretty embarrassing to be rushed by two skulks and lose spawn.
-Only electrify far out res towers ... don’t bother with secure ones.
-Try to have jps by three minutes in (sounds pfffft I know) .. take out the hive that they inevitably building, then
screw their first hive.
-Jps and shotguns for speed .. HMG to heavy and slow
-lvl 1 armour first .. extra bite to kill .. after that go weps
-Obs is over-rated xcept for motion ... we shouldn’t have time/res for tf/pg in matches
-Mines in base are good .. Hold rushes in the first few minutes .. and by that time you should be attacking with jps
-Watch what your squads are doing and keep em medded if they in vital positions
-Know when to cut your losses
-Learn to aim .... Nothing fancy, just make sure all your bullets hit the target
-TEAMWORK wins as rines
-Always try to be attacking
-Stay mobile ... rines that can swap attacking are swiftly will catch aliens off guard
-If you can jump into the top of a res tower
-Rambo’s have their use (at the start in particular, killing eggs evolving to gorges at res nodes) but a whole team is no good
-If you get para do something constructive like attacking their res - it diverts aliens from other things and doesn’t give away
the important position of your squad.
-Work in groups unless para's - two rines are four times as useful as one, cos one can jump on top of the other. This means
you can get your tfs into some pretty ingenious places.
-Learn to jp .. More potential than HA
Comm
-One guard’s base ... it's pretty embarrassing to be rushed by two skulks and lose spawn.
-Only electrify far out res towers ... don’t bother with secure ones.
-Try to have jps by three minutes in (sounds pfffft I know) .. take out the hive that they inevitably building, then
screw their first hive.
-Jps and shotguns for speed .. HMG to heavy and slow
-lvl 1 armour first .. extra bite to kill .. after that go weps
-Obs is over-rated xcept for motion ... we shouldn’t have time/res for tf/pg in matches
-Mines in base are good .. Hold rushes in the first few minutes .. and by that time you should be attacking with jps
-Watch what your squads are doing and keep em medded if they in vital positions
-Know when to cut your losses
Comments
-One guard’s base ... it's pretty embarrassing to be rushed by two skulks and lose spawn.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah that has always been <b>very</b> embarrasing for me when I am on the marine team. So I usually stay back at base and guard as a rule because it is hard to get pubbers to do it. It's too boring for them I guess.
Upgraded armory is a prequisite for protolab, which you need to research jetpacks. Upgrading the armory takes 3 minutes. If you start upgrading it immediatly after it is built you can have it at 3:30 say, if you then have enough res for a protolab you can plonk it down immediatly... meaning that if you go for nothing but jetpacks, you can *start reseaching* them after 4 minutes. Ie: what you suggest is not within the frames of the game.
Short version, this is a very dumb suggestion.
Might give this a try, even though it probably won't work.
Definitely works though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Oh well don't I just feel mediocre lol...
then again, nz is small and odds are a team -nz-er will be playing .... if you played them when nz played usa you may know what they're like, and how they'd rip apart a public server with jp/shotty <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
having said that, last night the teams where stacked against me but my jp rush won, proving that if you give enough n00bs jp/shotguns repeatedly they WILL eventually (I mean eventually >.< ) kill the one sad hive the aliens have
-Learn to aim .... Nothing fancy, just make sure all your bullets hit the target
-TEAMWORK wins as rines
-Always try to be attacking
-Stay mobile ... rines that can swap attacking are swiftly will catch aliens off guard
-If you can jump into the top of a res tower
-Rambo’s have their use (at the start in particular, killing eggs evolving to gorges at res nodes) but a whole team is no good
-If you get para do something constructive like attacking their res - it diverts aliens from other things and doesn’t give away
the important position of your squad.
-Work in groups unless para's - two rines are four times as useful as one, cos one can jump on top of the other. This means
you can get your tfs into some pretty ingenious places.
-Learn to jp .. More potential than HA
Comm
-One guard’s base ... it's pretty embarrassing to be rushed by two skulks and lose spawn.
-Only electrify far out res towers ... don’t bother with secure ones.
-Try to have jps by three minutes in (sounds pfffft I know) .. take out the hive that they inevitably building, then
screw their first hive.
-Jps and shotguns for speed .. HMG to heavy and slow
-lvl 1 armour first .. extra bite to kill .. after that go weps
-Obs is over-rated xcept for motion ... we shouldn’t have time/res for tf/pg in matches
-Mines in base are good .. Hold rushes in the first few minutes .. and by that time you should be attacking with jps
-Watch what your squads are doing and keep em medded if they in vital positions
-Know when to cut your losses <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well...if all bullets hit their target, you dont need more than that...
700 dmg with pistol and lmg * #of marines = teh w1n
Seriously though: JPs arnt ALWAYS better than HA...theres no general strategies...
Putting tfs and phases on wierd places is just lame, since aliens get very little chance of taking it out, due to flaws in the game(see relocation to waste/tanith)
NO other freakin way to win bast without jetpacks... the vent network makes them gods on that map.....
I like being able to make the upgraded tf in base and drop sieges within range of both feed and engine hive... makes it so the tf is safe and u can drop more sieges whenever u get a chance... keeps aliens on their toes all the time... plus that room above feedwater...=LEET with health/ammo spam....
~Jason
NO other freakin way to win bast without jetpacks... the vent network makes them gods on that map.....
I like being able to make the upgraded tf in base and drop sieges within range of both feed and engine hive... makes it so the tf is safe and u can drop more sieges whenever u get a chance... keeps aliens on their toes all the time... plus that room above feedwater...=LEET with health/ammo spam....
~Jason <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ok:
1. Build IPs so they cant be biled from the vent, the nget the TF and elect.
2. Which hive do they have?
a) If engine, go into the vent with sgs and siege almost in the very beginning, while taking atmos and electrifying. Then proceed to refinery and put up a phase(if siege dont work) and seal of at the catwalk next to the RT outside ref. After that you denied access to all but one external RT(if you place base at ref so you can get all 3 rts around it. During this, try sieging again maybe once or twice.(Onos proof will make less onos'). When ref is secured, you should have teched 3/3 and bult a protlab, which is set on HA. Hand out GLs HMGs and SGs(a few) do a serious attempt of a siege with phase and turrets this time. Tactic is to put enough pressure on the aliens early on to take feewater and atmos quickly and gain a res advantage.(Dont forget to seal the vent at start)
b) If ref, quickly relocate to Feedwater or somewhere around it, proceed to Lame up tram and make a phasegate to main aft. Lame up both places(you dont need to relocate though) while taking the RTs(atmos, main aft, engine feed and feed access). Go for a quick phasegate at the "hidden" RT, get some turrets up inside Refinery and build a new TF where they stand. Sen in semiTeched LA rines with SGs(HMGs if you got adv. arm) and siege the hive. If that fails go down the elevator to refinery and kill their RT, place rines there to camp. then proceed into ref with a few men and start shotting the hive while the people on the other side builds a tf. At this moment you should be able to have 3/3 and Adv. weps. Just phase up and send some people in to harass while sieging.
c) If Feed, send some people in to camp atmos, while secureing engine and main aft. Electrify. Proceed to refinery and phase at one of the RTs. get all 3 as quickly as possible while denying atmos. seal of tram from the other way and start advancing with sieges. Make sure to electrify all res.(onoses cant sneak from Feed hive)then you simply siege feed from tram and go in.
This is from the top of my head, and could probably be done differently in many ways. The skill of a commander comes not from having many strategies, but to be able to repair the mistakes.
<span style='color:orange'> -> Don't be afraid to ignore noob players that ask for hmg, and jp in the first 2 min of the game.
-> If people fail to stick to your waypoints, don't help them out unless they are an elite player with mad skills (chances are they know what to do better than you do) This punishment will hopefully change their behavior. YES RAMBOS HAVE WP TOO!
-> If your team is loosing because of a lack of marine coheision, and marines ignoring waypoints warn the players they will be punished if they don't follow orders. If they all ignore you and you continue losing, recycle everything and then quickly CC spam and med-spam all your resources. Then F4 so you can start a new game since it is obvious you will lose (mb join the other side...lol). </span>
<span style='color:orange'> -> ignore noob players
-> don't help them!
-> recycle everything and then quickly CC spam and med-spam all your resources. Then F4 so you can start a new game since it is obvious you will lose (mb join the other side...lol). </span> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You're feeling angry today <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->