A Division Of Labour
Niteowl
Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">for pubs, the one rambo strat</div> this is a decent strat when on pubs with variable cohesiveness, teamwork, and given that you have ONE good player on your team.
conditions:
mediocre on both sides for skill and teamwork.
you have ONE good rambo.
map is fairly shallow/small
you are fairly certain (from past matches) that the aliens are going DMS or MDS
base setup:
minimal, you might get skulk rushed and yer entire base will go down, that's fine, just don't invest in it too much YET.
an IP, an armory, maybe a shottie or two if you have a small team
basic orders:
send that one guy out on his lonesome, he's the RAMBO. he disrupts stuff, camps hive, does whatever he can to fluster the aliens. ignore him except for the odd pleas
the rest is SQUAD ONE (some like squad five... perhaps due to the voice quality that is a bit.. uhm.. backed up) and send them in a nice path from the RT furthest the hive and capping and electing RTs. all the way to their hive.
you should have a nice secured rez pool. now youcan D up and spruce up the MS. get ups and PG from MS to outside alien base. get a few more IPs, spam shotties.
should be over, more or less.
Strengths:
-easy to organize, once the stragglers and non-designated rambos realize there is a plan, and that one group is really getting taken care, of, they usually fall in line. but this is the main strength, EASY to organize. your rambo can also set up PGs to get your squad one to places you need.
-a large group of rines marchign through the map early can be quite unstoppable
-you are booming while preventing them from booming
-one rambo can get the aliens unorganized
-keeps aliens off RTs
-by the time aliens can get ups, get scared and put up OCs, decide to finally get to YOUR rts, they are electrified
-you are hopefully out organizing the alien team. as the alien team can be quite sparse at the beginning, with one RT.
Weaknesses
-base SUPER DUPER weak to start
-one large ambush on squad one following a counter rush on your base should crush you
-IF the aliens are more than mediocrely organized, this is a death strat, but i'm assuming pub play here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-if the aliens are AS organized at the START (which they usually aren't), you will probably lose.
comments, criticisms, questions, concerns?
Things to watch for:
-a skulk rush on base, if it's small, just send squad one back to base to fend them off, possibly D up base, depending on your RT situation. if the rush is big, relocate.
conditions:
mediocre on both sides for skill and teamwork.
you have ONE good rambo.
map is fairly shallow/small
you are fairly certain (from past matches) that the aliens are going DMS or MDS
base setup:
minimal, you might get skulk rushed and yer entire base will go down, that's fine, just don't invest in it too much YET.
an IP, an armory, maybe a shottie or two if you have a small team
basic orders:
send that one guy out on his lonesome, he's the RAMBO. he disrupts stuff, camps hive, does whatever he can to fluster the aliens. ignore him except for the odd pleas
the rest is SQUAD ONE (some like squad five... perhaps due to the voice quality that is a bit.. uhm.. backed up) and send them in a nice path from the RT furthest the hive and capping and electing RTs. all the way to their hive.
you should have a nice secured rez pool. now youcan D up and spruce up the MS. get ups and PG from MS to outside alien base. get a few more IPs, spam shotties.
should be over, more or less.
Strengths:
-easy to organize, once the stragglers and non-designated rambos realize there is a plan, and that one group is really getting taken care, of, they usually fall in line. but this is the main strength, EASY to organize. your rambo can also set up PGs to get your squad one to places you need.
-a large group of rines marchign through the map early can be quite unstoppable
-you are booming while preventing them from booming
-one rambo can get the aliens unorganized
-keeps aliens off RTs
-by the time aliens can get ups, get scared and put up OCs, decide to finally get to YOUR rts, they are electrified
-you are hopefully out organizing the alien team. as the alien team can be quite sparse at the beginning, with one RT.
Weaknesses
-base SUPER DUPER weak to start
-one large ambush on squad one following a counter rush on your base should crush you
-IF the aliens are more than mediocrely organized, this is a death strat, but i'm assuming pub play here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-if the aliens are AS organized at the START (which they usually aren't), you will probably lose.
comments, criticisms, questions, concerns?
Things to watch for:
-a skulk rush on base, if it's small, just send squad one back to base to fend them off, possibly D up base, depending on your RT situation. if the rush is big, relocate.
Comments
There's really no competition. It's all about the morale.
You're in <i><b><span style='font-size:14pt;line-height:100%'><span style='color:red'>Squad 5!!!</i></b></span></span> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
OR
<span style='font-size:8pt;line-height:100%'>You're in Squad 1. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--></span>
And in the name of keeping this on-topic, I totally agree with this as a pub strat. If you can get one good ninja working for you, and have the rest cap and patrol nodes, you're golden. This is my strategy of choice for pubs, maybe with a pair of ninja.
that's the beauty of it, you have most, or some of the pubbers moving together, the rest will prolly go rambo and die alot by themselves, eventually, they will start sticking to the one squad when they see where the SGs and medpacks go.
it ASSUMES you will have quite a number go off, but having to worry about ONE group is quite a bit better, for you,and for the group.
In small games youd use this very strategy, but having 2 groups, one of which is on offence, the other defence...
In small games youd use this very strategy, but having 2 groups, one of which is on offence, the other defence... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
what would you suggest on larger servers? 2 equal sized groups?