Amckerns' Rambo

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
edited October 2003 in Frontiersmen Strategy
<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

Comments

  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    Ramboing?
    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.
  • J3kJ3k Join Date: 2003-09-04 Member: 20562Members
    <!--QuoteBegin--2_of_8+Oct 28 2003, 09:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2_of_8 @ Oct 28 2003, 09:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sat Comm is OK on ns_tanith. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    id rather go for waste on ns_tanith even tho sat comm would probably be easier
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Also bear in mind that the comm is well within his rights to totally ignore you. Don't cause a scene just because he won't drop something near you - he might have a different plan.


    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.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    Honestly, I try not to rambo. If I get orders to 'apply pressure' (a sanctioned rambo) it's fine by me, I have no problem, but I really kinda like the protective meatwall of other marines around me. If I am told to 'apply pressure' I really like any one place specifically, except for on two maps. Satcomm is my friend, and eclipse is another of my favorite hunting grounds. On the opposite note, I really HATE to do single-man pressure on ns_lost or ns_caged, because there are many things that can go wrong. The maps are too easy to get places on, and unless you're hidden away in some dark corner of the map (shipping tunnel) it's suicide to try anything.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I have to say I personally prefer being a professional scout or Ninja. The whole rambo concept disagrees with me.

    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.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    While "the elite rambo" in theory can cause much havoc, I hate it when my marines do it.

    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.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Bring up the minimap. If half your mates run out of base, HELP BUILD. If noone leaves, then you can RISK going scout.... though if the comm yells at you, be a man AND TAKE THE ABUSE. Some comms like initiative from players they know, but some comms tolerate no insubordination.

    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.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    If nobody at all leaves, I HAVE been known to ask a comm what res nodes he wants, then I tell him my route, and proceed to follow it, capping the res along the way, to be sure to keep up with alien res production. If I know the alien team is good, I will ask for a helper, or wait for a larger group to move out.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    ok folks

    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
  • LachdananLachdanan Join Date: 2003-06-04 Member: 16995Members, Constellation, Reinforced - Onos
    the rambos tools to provide him with informations is tab and c

    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.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    i spose the res one is good, it might stop the skulks from a base rush, and there fore help the comm set up, with out losing his team - and useing bacon (Becon)

    amckern
  • DismanDisman Kentucky Join Date: 2003-04-05 Member: 15227Members
    edited October 2003
    I have been known to rambo off from time to time. When i do this I usually take the precautions that you've mentioned. I will say that one marine can be a huge distraction. While the others are building/capping nodes. If you have 1 rine vet rush into a hive undetected he can find a nice camping spot for when the the skulks respawn.

    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.
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