Avitar Members Join Date: 2003-09-11 Member: 20760Posts: 211
edited May 2004 in Frontiersmen Strategy
Com opening strats....In most games try not to drop more than 1 building at a time for marines to build, unless you have a huge team 10 or more players on rines, in which you should drop 2 at a time.
This is built on the buisiness concept of JIT (Just in time). First many rines dont realize what buildings are more important, and which are less important at crucial times in the game. If it is crowded around a building you are also likely to have 1 or 2 marines gaurd which is important since good coms know they are the best defense gainst the aliens.
You should have the next building already selected so you only have to click on the placement. This way rines always build the most important structures first.
I usually open with buildings in the following order (looking somthing like this):
Electrify the TF
if you place the structures tightly together just right, you can have the electrified tf protect all of them since electrification is based on a radius. In addition rines dont have to spend time building turrets, or gaurding base, so they can immediately move out and get you RT's.
I generally have no one stay at base and either have the spawning rines build, or hop out of the chair and build an obs if they are kicking **** and are staying alive so i can PG them back to build.
more to come
smart rines will also stand on top of the electrified tf if rine start is being rushed, which means it will be easy to defend, needing only to put about 5 bullets into a hurt skulk.
this will also give you the 4 min hmgs to kill any fade or onos you have to deal with. Drop 1 - 2 hmgs for every squad of 3-4 rines and you will usually dominate if they can aim at all (if not you already lost).
many may not like this stratagy, and it is worth noting it is primarly for pubs since in clan play someone will almost always save for early fade or onos.
in most pubs nearly every game there will be an early alien rush of 25 - 75 % of the team, this stops those rushes dead in their tracks.
mines (which are popular) seem more like a waste for numerous reasons:
-> usually improperly placed (or not at all)
-> one time use
-> they are avoided easily since they are no-longer invisable (except on some modded servers)
you should be flexable, but this is one great opening strat that makes a great changup to the standard arms lab rush. static stratagies (such as aliens always getting DC, MC, then SC). is a horrible stratagy that will put you at a disadvantage.
First your opponents will see your pattern and exploit it to judge exactly where you are, and what strength you are. be flexable and dont be afraid to experiment.
although i have tryed doezens of strats this is one of the top 3 for pubs... I rarely lose when i com. these strats come from about an 80% win ratio and tens of thousands of games on hundreds of servers (3-5 hours a night, 6 days a week).
PS: If your com has 15 or less res continuesly the entire game no matter how many nodes you have... he is probly doing a great job. a Res whorin com accomplishes nothing. then again spamming your res away does nothing for you.
If you have the permenet built structures to show for it, your com is doing his/her job.
Post edited by Unknown User on
Well I asked players what they want:
1. High Quality Textures/Styles
2. Normal Texture/Styles which give fast FPS
They overwelmingly answered number 2
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