Amckerns' Rambo
amckern
Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">Tips on how to rambo</div> Before I start, i take it that your skills in hearing world sounds, and marksman ship is geting toward the "elite" skill level, if not then, go "elite" up!
Difrent maps need difrent ways to rambo but the main skills of a rambo are
Head to a hive as soon as the count down bepper has ended
DO NOT Change betwen guns, when making your way to the hive, unless u realy need to - the gun changing makes world sounds, and a good skulk, can find your loaction when you do so
If you hear the tick, tick, of a skulk clores, or the grrroggg of the gorg, STOP! hive site works some what how motion tracking works from the obs
Once at the hive, camp
Check the rp, and ask the comm to drop a tf/res (dep on hive state) and report back to them, the state of the hive, is it "The Hive", or is it just a res node.
Report back if you found any chambers, and what sort, so the comm knows what do drop at base, be it, an obs for motion, a lab for guns/armor
Ask for orders, or offer sudjestions to your location, such as "Lock down" or "Out Post" (out post has less tf farm, put has pg normaly)
Rabmo hives (Don't know map names)
Proc(or is it waste?)/Sat
Furn/Bio
cc/command - main is good, but most of the time, is a costly lock down, and the hive normaly is at cc/command
swr/tram
engn/furn - use the vent/overlook system to get to furn
power/cargo - if u get to via, and there is a hive, crawl under it, and knife it, hives in 2.x are bigger then they look, and the hit boxes of the hive, also stop any dc/oc hiting u
If you can offer anything else to a rambo, then please post it here.
Also post your rambo hives
amckern
Difrent maps need difrent ways to rambo but the main skills of a rambo are
Head to a hive as soon as the count down bepper has ended
DO NOT Change betwen guns, when making your way to the hive, unless u realy need to - the gun changing makes world sounds, and a good skulk, can find your loaction when you do so
If you hear the tick, tick, of a skulk clores, or the grrroggg of the gorg, STOP! hive site works some what how motion tracking works from the obs
Once at the hive, camp
Check the rp, and ask the comm to drop a tf/res (dep on hive state) and report back to them, the state of the hive, is it "The Hive", or is it just a res node.
Report back if you found any chambers, and what sort, so the comm knows what do drop at base, be it, an obs for motion, a lab for guns/armor
Ask for orders, or offer sudjestions to your location, such as "Lock down" or "Out Post" (out post has less tf farm, put has pg normaly)
Rabmo hives (Don't know map names)
Proc(or is it waste?)/Sat
Furn/Bio
cc/command - main is good, but most of the time, is a costly lock down, and the hive normaly is at cc/command
swr/tram
engn/furn - use the vent/overlook system to get to furn
power/cargo - if u get to via, and there is a hive, crawl under it, and knife it, hives in 2.x are bigger then they look, and the hit boxes of the hive, also stop any dc/oc hiting u
If you can offer anything else to a rambo, then please post it here.
Also post your rambo hives
amckern
Comments
It's like drugs to me. I'm against it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Vent is good on ns_origin. Cargo is amazing on ns_nothing. Sat Comm is OK on ns_tanith.
id rather go for waste on ns_tanith even tho sat comm would probably be easier
Remember, to the comm you're just another nub.
My personal tips - learn the vents. How to get into them, where they lead to. Vents are handy places to learn because you can relocate to them, or put sieges in them, and they're generally connected to hives.
If you want to rambo in the sense of lots of kills...... you're in the wrong game. Just run towards the active hive and keep hitting your attack button.
If you want to use a bit of initiative to help steal a win, keep to the vents, keep your eyes and ears open, check hives and relocation spots to give your comm a better idea of the alien plan.
First of all, there are many good players, but very few who are good enough to do it to a such extend it is actually productive. But there are many who THINK they are good enough to do this ...
Second of all, if any of my marines rambo off, I will have a harder time organizing the game: Capping res, taking down alien res, pressuring the hive. If you are the very elite, I want you to do other more critical tasks than dying alone at an alien hive. Even if you take down three skulks on the way, I always have a MORE productive place for you to be. This is actually a game about territory and mobility, not about kills, for those who still don't get it.
Yes, I realise the intentions are good, but it does not cut. Instead, rely on a commander that ORDERS you to put pressure on a hive. If not, DO NOT RAMBO. Of course, I am still talking about ideal commanderes and ideal marines here.
End result, if the team run off, stay and build. If noone leaves, leave yourself and listen for the comm's constructive comments. I find it helpful to loiter near an open RT as GENERALLY that will put the comm in a good mood. Running to the active hive and triggering an early alien rush of aggression will cripple your earlygame and possibly cost you the ENTIRE game.
I did not know what this thread would bring
I think i am wrote this more as a scouting tips thread, as i now understand the term rambo better
I also, know how to play, and the comm knows my skill, so thats probley why i get more support when i ask for it - good old "db a|A" and the rest at optus 5
I spose get to know the comm, and work with them, then slowy take to the rambo style.
DO NOT RAMBO IF YOUR GOING TO HIVE RUSH! Its useless
amckern
c : Where relocated the comm ? Ok there. Then there 3 rts where aliens wont attack often, ok im on my way.
Tab: The aliens got like 3 gorgs due to 5 aliennames diing--> they have 4 rts where i can attack
c : Which rts they build ? Good first i kill this rt farest away from hive. and if i only hurt it, i brought up the scary Ur restow is under attack
This is normally the organisation of the comm but if he only got thoughts about how to set up his base, u should really make urself thoughts about how to get some damage to the aliens.
amckern
Of course this will cause the alien team to curse his very name and eventually their friends will have to draw back in order to take him out. But this GIVES time to the rines capping res nodes and I think it is a worthwhile distraction <b><u>IF AND ONLY IF</u></b> it is executed correctly. Hell the ramboing rine might actually be able to take out the alien base res or a dc. That can have a huge impact in the first 5 min of game.
While I do not encourage ramboing. It does have it's place sometimes.