Those Oh So Clever Vets...

CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
<div class="IPBDescription">... don't they just screw up your plans?</div> Someone else must have experienced this. You're commanding a game, pushing here, protecting there, tweaking your plan as the game changes. Then a voice says: "Comm, drop me a pg, I've sneaked into Cargo Hive (for example)"
Now, the opportunity is too good to pass up - you have to give this guy what he's asking for a regret the lost opportunity later. But your PLAN was to push down the other side of the map and take Engine Room.
So after the phase rush failed due to a skulk rush and then a damn fade turning up, you discover that your old plan that you've been working towards all game is no longer valid. You have to take a new stratergy, excpet everything you've done up till now isn't quite right for that.
ARRRGH!
I know they're trying to be helpful, and I aprreciate it but useful marines can be oh so troublesome.

Comments

  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    It's quite simple. Just say "sorry don't have the res for that I'm going to do X, go in there and cause havoc/take structures down."

    Most experienced players will oblige your request if you give them a good reason why you won't do what they want. That marine on the opposite side of the map then draws half the alien team to him and makes your plan easier to execute because of the distraction he causes. Everyone wins.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I agree that the creative force that is a good player can often cause an almost involontary over-extension on your part, as COM. On the other hand, it's at least as often the reason for a win or serious comeback.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Its your own fault as a comm for dropping the phasegate, who run's the team, the Commander or the Vet?
  • UnknownUnknown Join Date: 1970-01-01 Member:
    ^^^
    exactly, and most of the time they can't even manage a pg if theres more then 1 alien maybe 2 if they real good comming at them. not to mention getting your team to phase in pubs...
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    That is one of the burdens of responsibility you have as a commander.

    Sometimes it works, sometimes it doesn't, it is the commander's job to decide whether or not to take a risk on targets of opportunity.


    Although sometimes marines can force the commander into a corner where he has no choice but to make bad choices. Consider the original plan here to attack the opposite side of the map, sometimes it isnt even possible to implement the plan that you wanted, because your best shooter is sneaking for a pg and 2 others are ramboing. It is all too common that your grand assault scheme is whitled down to 3 marines trying to dig in to a heavily defended area and then you HAVE to give that rambo a pg even if you know strategically it is the wrong thing to do.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Although this aspect wins a lot of games and I personally will never complain when it happens, it can be annoying sometimes. I lost a game because of it the other day on Tanith - starting hive was Sat, we had double locked down the whole game, and eventually we managed to break through the lame in Cargo and were able to siege Fusion hive. However, we ended up losing Cargo to one onos and one fade, partially because two highly skilled vets were trying to rambo into Sat the entire game. If I had one or both of them in Cargo with HMGs, I bet things would have turned out a lot differently.

    I think the rambo vets need to have a sense for the noob ratio of the team - if it's too high, don't rambo because that means less than half the team is following the commander's orders, with the result that nothing gets accomplished.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    The most important thing is to get everyone on the same page. Rambo isn't really helpfull unless it's a diversion...That's what I think anyways. especially if they are ramboing and not getting res on teh way, GOSH i hate that <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I love how you blame it on the vets and not on your own stupidity and inability to stick with your original plans.
  • m4dm4d Join Date: 2003-07-25 Member: 18419Members
    <!--QuoteBegin-ChkChkChk+Mar 12 2004, 01:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChkChkChk @ Mar 12 2004, 01:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The most important thing is to get everyone on the same page. Rambo isn't really helpfull unless it's a diversion...That's what I think anyways. especially if they are ramboing and not getting res on teh way, GOSH i hate that <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Skilled rambo's will bring you good RfK and cost the alines some res for the killed gorges.

    Building stuff can be left to the marines that can't even hit an onos direct infront of them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    j/k but sometimes it's more important to travel quick to a location instead of building stuff, especialy on the roundstart. A fast and good rambo can kill 1-2 gorgeegg's crippling the aliens badly.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    <!--QuoteBegin-Sarisel+Mar 12 2004, 03:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Mar 12 2004, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I love how you blame it on the vets and not on your own stupidity and inability to stick with your original plans. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Perhaps this is justified, I do not know. A lot of the people who are vets now should not be. I think I am included in that number, so don't think that I'm being elitist or that crap. Yes, his own actions caused this, but also, if it wasn't his plan...why was the vet even there? Should he be following orders, instead of wandering around aimlessly? In my opinion, the fault is indeed the man who took the time to get to that hive. Orders are orders, and I don't care how long you've been playing, or how much you think you know, you -must- follow them.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    I know I always have a choice. I'm just wondering if anyone else has experinced the same thing and how they would react to the same dilemma.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Here is what you do:

    As a Vet:
    If the comm is carrying out a plan, and your teammates are at a tactical location and he is dropping stuff for them, make a distraction to draw the aliens away.

    As a reg:
    If you look on your minimap and you see a lone rambo, ask the comm if he could give the lone guy a order to create a distraction, but never tell the guy what to do unless the comm is already dropping you a pg and stuff, otherwise just create a distraction, and then run...
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    And as a commander: follow your own plans (unless your current plan is in the process of failing).
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    Two ways to handle it.
    Go have the guy reck havic on a hive. nothing is funnier than a completly confused alean team because your attacking 2 or three hives at the same time.
    They just basicly freak out. and jump into the lava in confusion.

    or. you could pull out of the other base, while he builds a phase gate. build a TF over there and recycle other stuff at the ohter push. let them think they killed it.but its fast thing.

    or jsut use becon. and phase over to the ohter hive. with shoties.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    The best way is just to get a very good reputation as a skilled comm

    "OMGSTFUNOOBLAR!!" will then be bound to enter, problem solved.
  • teh_biscutteh_biscut Join Date: 2004-03-10 Member: 27259Members
    i never comm anymore (anger management problems) but when i did , marinubs that didnt follow orders got a defend marker placed on themselves <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • RenholderRenholder Join Date: 2004-02-16 Member: 26618Members
    I don't know about the specifics of this incident, but I think if in general you have a hard time as a commander using people who aim extremely well and have initiative to their full potential or changing your plans on the fly, you should examine your own commanding style. Mine is this: If you have a guy on your team who has half of your teams kills, then he's earned the right to try what he wants. It really depends on the type of "vet". Some vets aim well and will chime in on plans or act like a commander on the ground. Use them by listening to them, they know what they're talking about. Others will go around ramboing without saying anything to anyone (usually smurf vets). Give them a gun, give them meds and ammo, and let them wreak havoc among the enemy.

    I suspect you'll find yourself winning a lot more if you treated your best players with respect and tried to earn theirs instead of focusing on fixed plans. Marines are your greatest resource, and each one is different. Don't try to force a square peg into a round hole.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    1:) Your own damn fault, another way to hate on veterans eh?

    2:) I'm sure any veteran would hold the ground by himself anyways.
  • RedWingateRedWingate Join Date: 2004-03-15 Member: 27349Members, Constellation
    This can be kinda funny sometimes, i remember playing caged - allready locked generator with pg and tf + 4-5 turrets and trying to recap double as suddenly someone was asking me to build a pg over at sewer hive. I thought after 1-2 minutes "allright that guy killed about 10 skulks just waiting for a pg so lets give it to him see him die while he gets it up". He actually managed to build the pg but one thing made me wonder "why the heck are so many skulks over there"

    Well ... we just got our PG up in their main-hive everybody phased there got a armory up some shottys and catpacks later the game was as good as won :-)
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    edited March 2004
    A good comm always adapt to their marines and answer their needs. If you cant adapt, quit commanding.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    I think it sucks they made it so you cant have a defend icon ontop of people anymore. That did motivate people to listen.
Sign In or Register to comment.