Commanding The Commander
Subversive_Trooper
Join Date: 2004-04-03 Member: 27717Banned
<div class="IPBDescription">What is the best strategy to Rebel?</div> After you enter a map late, there is always a proxy commander who is safe in a fortified metallic chair. It is hard to mutiny and take over the chair, but are there any strategies? A passive way of commanding is sometimes achieved. Marines can yell "Commander you idiot, drop me a turret factory because im guarding a critical point in the map." Of course the commander can refuse and say "You are only guarding a window near a hallway," and wouldn't drop you anything. That can be bad beacause you only wanted a turet factory, turrets and a phase gate so you can teleport back to base, so you wouldn't die from an alien that may come along and kill you. The reason is because we all want the best scores in this mod, and the easiest spot to get the best score has already been taken by the commander. I suggest you follow other marines in a big group, and shoot the marine at the front's feet when you are attacked by aliens. If you have to drop your guns and run away while telling the other marines to defend your escape then I suggest you get a micraphone because it is easier than typing. Health packs at 87 health is a smart idea because, only 2 more bites and you can die. Always try to keep 100 health, and if the lerks gas you, try to run away from the green air. The marine start is not always safe, somethimes it's safer hiding in the alien's hive. Any other suggestions or ideas based on your previous surrival or rebelious playing?
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Comments
Well you always assume you're better for the job, but how do you know if you don't give him a try? Okay, maybe if you ask for a shotgun and he doesn't give, that doesn't make him necessarily a bad comm.
Or perhaps he goofs and makes a mistake. Remember the comm is human afterall. Besides, trying to overthrow the comm is only going to cause trouble for you in the long run. Supposing you don't get on the bad side of the comm and all the rines for making an upset and actually get to be comm, what are the odds the rines are going to be happy with you after you get them riled up over bad decisions the old comm made? Not only that, but half-way in the game, how do you repair the damages already done and win the game?
Sometimes actually *doing* what the comm asks, however flawed you might think it is, actually IS the best course of action for the team. If you raise a fuss, you will make one or more marines stop listening to the comm and potentially screw-up a well-oiled machine. Just don't do it! However wrong the decision could be, it couldn't be worse than a group of marines that don't work together.
~Jason
don't feed the troll <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->