Help Mee Help Youu

TimmythemoonpigTimmythemoonpig Join Date: 2003-11-08 Member: 22407Members
<div class="IPBDescription">comms pet</div>


I am pretty new here, this has probably been talked about already but anyway...

There are so many rambo marines who know the name of every part of every map yet they do not have a clue how long it takes to get a grenade launcher, they don't know that an Obs runs out of energy, they simply don't know any of this stuff because they've never commed before. Not every comm hates Rambos..I actually like them...I give em health and ammo, I give them jps and shotguns first if they can use them, but I can't stand when they don't look at how much res we've got, what stage the game is at, they don't know what the limitations are etc

All I am saying is, if you know the maps well, then you should know how much most things cost and how long upgrades take.

Comments

  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    This is a common problem caused by the fact that most of NS players come from other *point and click* games such as CS, Tribes 2 etc.

    They can shoot perfectly well but do not know the in's and out's of the game, they also dont realise they can have fun following the commanders orders.

    Personally id play on a diffrent server:

    Roobs is good, now NTFMs *No Time For Muppets*, UK great admins

    Some other servers are good to:

    The Haven, UK
    Mr Men, UK
    CoFr, Altho im not sure if its still around.
    Linuxmonster, Normally full of the forum members

    In short just play on a diffrent server were people have played the game for longer. Ive played since 1.03 altho i dont command anymore due to the massive strain placed on the commander in 2.01 if he/she does one thing wrong the game is pretty much lost.

    Balance comes at a price.. that price is normally fun
  • nooblarnooblar Join Date: 2003-10-04 Member: 21436Members
    edited November 2003
    this was suggested under the marine stratigys a looonnnnggggg time ago.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I have commed about 50 games (full and half) and you know what I still suck at it!
    I am the kind of person who if I comm from the very start, I can do things well, otherwise, its to scary to jump in the seat.
    I don't know how comms are able to do it some times!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    They just do it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    I don't even come close to that chair.
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    edited November 2003
    One of the best things a comm can do to utilize a rambo is let them know what their overall gameplan is. They are less likely to request things that you don't have yet. The marines will also function better as a team. Compare the following two orders:

    Comm: Go to South Loop (creates waypoint)

    or

    Comm: Go to South Loop and hold it until a phase gate is built there. (creates waypoint)

    In both orders the marines are likely to follow the order, but without an overall goal they lose cohesion and purpose. In the first order, your marines are likely to go to south loop and hold it for maybe 30 seconds before wandering off. With the second order, there is a good chance they will stick around at least until the phase is built.


    Rambo's want to win. They want to win bad. So if they know that there is action going down at the Maintenance hive and a diversion is needed at eclipse or computer core; The comm should let the Rambo know to head down to eclipse and raise some hell. It satisfies the Rambo and helps the marines. Heck, even if the Rambo ignores the Comm and heads to Maintenace, at least its an extra gun to hold off the aliens.

    Win-Win.


    (It wont work for rambo's who dont listen but then again we already pretend they do not exist. They neither contribute or detract from the game if the server is over 13 players.)
  • Vitamin_LeadVitamin_Lead Join Date: 2003-04-20 Member: 15683Members
    Ya, when people don't listen it doens't matter how good they are, they still die. Why? because as they take out lots of skulks and other smallish aliens while disobeying orders, they never get weapons or anything, and alone they can't take out a hive. Once aliens start gettin fades, those rambos come crying to commy for shotguns and hmgs, and the comm just says tough crap. Being good is a good thing, as long as you follow orders. Besides, a lone marine can't take out 3-4 skulks consistently, especially is ambushed. (Although I've seen anachronism do it a few times, lol. He's not a rambo though...)

    The only time I can consider rambo's helpful is in the very beginning while the rest of the tema is still at base. If one guy can rack up some kills, so much the better. (He'd just better obey orders when I start giving them.)
  • Stanley_txpStanley_txp Join Date: 2003-10-04 Member: 21426Banned
    i'm comming more and more, and i'm getting the hang of it (5 wins in 20 rounds commed) the trik is to get the rambos to capture res for you.
  • TimmythemoonpigTimmythemoonpig Join Date: 2003-11-08 Member: 22407Members
    One game I tried something that worked..but only because one of the players was a rambo but an extremely good one, he was a freak, people thought he was an aimbot, prob just a good cs player...

    anyway, aliens coming from the left, figured obviously the hive was left and I put him fighting in the left trying to get one res up, he'd die and fight his way back, the res would go down back up, eventually he starts whining down the mic that its pointless theres too many aliens there...meanwhile I have 4 or 5 electrified res put up on the righthandside/middle of the map with no resistance from the aliens...it was something like a 5v5 and he'd been taking on about 4skulks each time, while the other guys, even though they were headless chickens capped loads of res for me with absolutely no opposition, we won fairly easy with a pretty weak team.

    So thats The Diversion...only seems to work when you have one or two really good rambo shooters who the alien team gets really **** off at and keeps attacking.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    The other place I like rambo's is...........

    res node distrations, not enough people do this in pub games.

    Send 1 or 2 guys out by themselves to take out enemy res nodes, generally they can get it into the yellow before aliens come and this serves many positive purposes

    1) Pulls aliens from the front line and makes them have to save the res (or they lose it)
    2) Assuming you got a reasonable number of knife chops into the rt, then in order to bring the RT back up, they need a gorge to heal spray it or drop a chamber, either one takes res and time to do. (More aliens away from front line again)
    3) If they don't heal the RT, then that same rambo can further attack and eventually destroy that RT (15 res down the drain and slows the overall alien attack)
    4) Rambo's like their knives and this gives them a chance to use them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I give health to my rambo IF they are doing something productive, knifing RT's, holding an entrance to a hive etc..

    My 2 cents.
  • Xeno1Xeno1 Join Date: 2003-09-25 Member: 21203Members
    1 (or 2 in a large full game) rambo player can be good for Marines. A good rambo player can sometimes slow down aliens tactics giving the Marine team more time, which is usually needed. Although sometimes you get a rambo player that goes over the top and goes straight for the hive alone trying to kill it which is a bad idea really because it ruins the game if he doesn't kill it and it ruins the game if he does kill it (unlikely).

    I dislike Comms that think that just because they are the Comm they have the control over the strategy totally, it's more fun when the Marines advise the Comm and work with him not just following orders, and not going against every move and decision.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    A rambo that attacks a hive and then runs away can be helpful. It can bring a few aliens back to defend the hive, and if you aren't planning on attacking the hive really soon, then you gain an advantage of map control while the aliens are distracted.
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Heh, once we got a guy to stand on top of the hive. He'd give it a knife and stop moving. A few seconds later, all the aliens would run in screaming 'OMGOMGOMG', see nothing and figure it was a rambo, and leave. Then he'd poke it again. Worked for a few minutes, then the aliens found him.
Sign In or Register to comment.