New Marine Philosophy

NefilimNefilim 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.

Comments

  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    Actually you can com about 10 games and than be good enough to win your avg pub. After thats it your rines jobs.

    You only need a really good com in scrims/matchs.
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    Agreed.
    Comm = 35% deciding factor
    Marines = 60%
    Luck = 5%
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    I would say that comm can guarantee loss but can't guarantee victory :-)
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    If you command well with a team that listens you should be able to accomplish most anything.

    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.
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    Maybe it's just me, but I always find a team scrambling about after about four minutes. Once the comm drops the IPs, a few RTs, an armory... he just doesn't know what to do next. The marines go off and try to find something worth doing, which pretty much splits the team off into individual RFK for aliens. It's sad that the "communicate with your team" prerequisite is often overlooked.
  • ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
    <!--QuoteBegin-Stung256+Mar 19 2004, 11:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stung256 @ Mar 19 2004, 11:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you command well with a team that listens you should be able to accomplish most anything. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • RapaciousRapacious Join Date: 2003-09-21 Member: 21084Members
    To be honest, you have to say public is 90% based on the skill level and experience of the players, and of course, a comm with half a brain cell is key - even so, theres only so much one can do with a pack of nubjes...
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    I think that if the marines are above a certain level, then it's all the comm. But if the marines are really crappy, even the best comm can't win.

    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.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    I'm pretty sure the aliens have something to do with it too.
  • xectxect Join Date: 2002-11-24 Member: 9807Members
    I don't think the fault can be placed. In fact, I think a loss comes from lack of communication between commander and grunts. In all but a few cases, a loss is the fault of both sides.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    The only order the com ever gives that could ever mean the differenace between victory and defeat is "phase NOW". A marine team that goes to thier waypoints is nice, but you need rambos to take initive and cap nodes for you just as much. losing a base with a PG in it is the only thing that can really screw you over in a map, it halfs your map movement/map control, and usually results in the aliens getting a hive back, which is never good. As far as I'm concerned, if the com says phase, you don't need ammo, you can phase back for it once you run out. Thus I think the com can only really blame the marines for the loss if he says phase and it doesn't happen, or they just suck, which is ussually the same thing.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin-kann_nix+Mar 19 2004, 03:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kann_nix @ Mar 19 2004, 03:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Stung256+Mar 19 2004, 11:49 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stung256 @ Mar 19 2004, 11:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you command well with a team that listens you should be able to accomplish most anything. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Why do marines <i>always</i> place the blame somewhere within their own team when they lose, but when aliens lose they're more willing to call it the marine's accomplishment? Maybe it has to do with the fact that by the time aliens are brought back down to 1 hive it feels inevitable, I don't know. If this game ever gets to the point where marines only lose when someone makes a big mistake, then it should be pretty obvious that it's seriously unbalanced. Sometimes you do everything right, or reasonably well, and you still lose because the aliens just played better than you.
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