New Marine Philosophy
Nefilim
Join Date: 2003-08-09 Member: 19222Members, Constellation
<div class="IPBDescription">Clarity between comm and team</div> I always hear bitterness after a game's end on "who fault it was" that marines failed. The comm rips at the team for "not being able to kill one alien," the team tries to eject the comm.
So here's my version on who's at fault when things go desperate, aside from fighting a group of crafty aliens:
At the start of the game, the outcome is decided by the team. The marine is the one who goes out and builds a TF at the hive to start and early lockdown. They're the ones who cap resource towers for a quick electrification rush. They're the ones who hunt down eggs and kill alien resource towers before they get any strong defense.
After a while, it's the commander's role. A commander needs to stay on top of upgrades. I always hear the commander crying about how the marines "can't kill one alien" when trying to set up a siege base right outside the hive. There's a difference between a marine being unable to kill a single hive skulk and a good fade with carapace and adren. Level 1 LMGs just can't do the job. There's no reason a marine team should be losing if they have a good start and cap at least four nodes and lock down a hive or doubles for additional res.
So, marines, next time you vote to eject the comm and call him an idiot, take a look at how many of you got off your butts and went to the waypoint, actually tried to communicate with the team, and helped with the micromanagement. If you're sitting in base with nothing to do and nothing is being attacked, chances are the comm is busy checking up on the upgrades and someone securing a nozzle somewhere; press "C," take a look at what nodes are still open, then tread lightly and see if you can arrive. Build what needs to be built, check the health on vital equipment, and most of all - <b>be productive</b>. Nothing is worse than a team of marines who need to be handfed every order (especially at game starts) and a team who run off when reinforcements are needed elsewhere.
Commanders, don't be afraid to add the arms lab and observatory to ctrl-4 and 5. Hell, build more than one observatory - scan is your <i>friend</i>. Use it often - it's not just for sieges. Get a mic, tell your team exactly what you're planning to do. I've seen some of the most mindless of tactics succeed simply because the commander communicated with his team. Don't blame your team for "being nubs" because you were slow on researching HA and found yourself sitting on 200 res and unable to drop a counter for all the fades and lerks running about.
So here's my version on who's at fault when things go desperate, aside from fighting a group of crafty aliens:
At the start of the game, the outcome is decided by the team. The marine is the one who goes out and builds a TF at the hive to start and early lockdown. They're the ones who cap resource towers for a quick electrification rush. They're the ones who hunt down eggs and kill alien resource towers before they get any strong defense.
After a while, it's the commander's role. A commander needs to stay on top of upgrades. I always hear the commander crying about how the marines "can't kill one alien" when trying to set up a siege base right outside the hive. There's a difference between a marine being unable to kill a single hive skulk and a good fade with carapace and adren. Level 1 LMGs just can't do the job. There's no reason a marine team should be losing if they have a good start and cap at least four nodes and lock down a hive or doubles for additional res.
So, marines, next time you vote to eject the comm and call him an idiot, take a look at how many of you got off your butts and went to the waypoint, actually tried to communicate with the team, and helped with the micromanagement. If you're sitting in base with nothing to do and nothing is being attacked, chances are the comm is busy checking up on the upgrades and someone securing a nozzle somewhere; press "C," take a look at what nodes are still open, then tread lightly and see if you can arrive. Build what needs to be built, check the health on vital equipment, and most of all - <b>be productive</b>. Nothing is worse than a team of marines who need to be handfed every order (especially at game starts) and a team who run off when reinforcements are needed elsewhere.
Commanders, don't be afraid to add the arms lab and observatory to ctrl-4 and 5. Hell, build more than one observatory - scan is your <i>friend</i>. Use it often - it's not just for sieges. Get a mic, tell your team exactly what you're planning to do. I've seen some of the most mindless of tactics succeed simply because the commander communicated with his team. Don't blame your team for "being nubs" because you were slow on researching HA and found yourself sitting on 200 res and unable to drop a counter for all the fades and lerks running about.
Comments
You only need a really good com in scrims/matchs.
Comm = 35% deciding factor
Marines = 60%
Luck = 5%
Winning a game by sending the team to their hive and droping an armory, mines and shotties w/ no IPs at MB is an excelent example of this.
i hate this rhetoric.
i hear this ALL the time from sub-par commanders, it's their most favoirte excuse.
i always tell them, alright, if that's the case, then here are your orders: "go kill the hive." if you fail, its because you didn't listen to me and you the marines suck, not me the commander.
Good marines can help an ok comm that wouldn't have won by setting up seiges, rts, pgs, and just being a nuisance. These are the 1337 rambos.
i hate this rhetoric.
i hear this ALL the time from sub-par commanders, it's their most favoirte excuse.
i always tell them, alright, if that's the case, then here are your orders: "go kill the hive." if you fail, its because you didn't listen to me and you the marines suck, not me the commander. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I say that and I am a good freaking comm, so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->