Omg.. Losing Badly

DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
edited January 2005 in Frontiersmen Strategy
<div class="IPBDescription">Commandah, we nede moreh turrents!!11</div> Ok.. we have all been there. The comm is a turretspammer and you have virtually no ups and you ejected to late, way to late. Now lets try to salvage that shall we?

First we need a qualified commander. So whats a qualified commander?
* Someone with basic NS knowledge. (we don't need a comm who knows exactly what dmg a pistol does, great but not needed)
* strategy knowledge
* fast fast in CC

If the comm shorts in one of those 3, he might be great, but not perfect. (I short in point 3 if anyone wonders)

Ok.. so whats next?

* Check gametime. Its a way to gamble waht the khara have by then. Yet usually you already saw it.
* Check your rescount
* Check your current running RTs
* Check your base and bas spots.

First thing to do is SELL THE DAMN TURRETS. Maybe place mines, but lets face it. You are probably late ingame with the entire team inbase. No need for em, sell. You get needed res.

Second upgrade. Pushing on what you got now is probably worth nothing. Keep rines to guard base. Boring, so the hell with it. If you notice you can guard with less rines, send the others to push. preferably to get RTs, but atleast to keep presure.

seriously TRY to presure. If you gotta rebuild base to spare rines, DO SO.

So you got upgraded huh.. Time to push. Keep a minimum on guards and push out.
Push on parts far from hives, gain room first. Work your way to chokepoints and RTs, ignore hives. They probably have em. Just try to live. Sure, getting hives is important but you probably cant... yet. If presure on base and your team is high, get a rambo to attack various hives, or 2 for different hives each.

Now you push from your base out you get some RTs back. Unfortunately, you need to protect them. That means phasetech and a few turrets. Don't overdo it, minimum. pls

basicly work your way from RT to RT with chokepoints where you can TF if you want. Most important is to keep Base, then RTs. Work your way to the hive.

point is to make a chain of rine RTs/Chokepoints to presure with few res and ups as you can. DO UP.

If you can manage a good chain, you get to clean out hives pretty soon.

breakpoints:
* team needs to be able to hold spots
* you need to hold chokepoints and base (so work your way to em slowly)
* some forget to up, do NOT forget
* kharaa can push, you MUST distract them

If you lose a chokepoint, no fear.. Its a gap in a chain, correct. Most presure will be on the ends. A gap in the middle is easily restored.

So in the ends we have as many turrets as we had before eject. point is, there spread, you upgrade, and you build em slowly.

> update<

Ok.. I talked about a chain.. this is it. Example, ns_hera.
<img src='http://members.home.nl/dcdemeijer/img/ns_hera.jpg' border='0' alt='user posted image' />

red dots are RTs. The square is base. There are 2 chains, prefered one is numbered.

You get to pic 3 RTs to start to push to, Reception, cargo and maintenance. (no full names, but you get the idea.) Basicly, left, above, right.
The CLOSEST one is above, since I regard the elevator a risk.
From there on you push to the closest RT next. A VERY big point is, it must be easy to reach WALKING from the previous RT. If it aint, find a better.

Now lets say we have RT 1, 2 and 3. Place a PG ONLY on RT 1 and 2. And in the order of the chain. So do NOT place 2 before 1. If you place correct, ppl phase first with 1, then 2.

The gain is simple. If node 3 is under attack you got node2 to phase to, and you can walk to 3. if you would phase to 3, the PG be camped. Which aint helping.
If there was a 4, you could phase to 3, and walk to 4. In the event of 4 nodes (not in example) if lets say 2 is attacked you got a PG. DO NOT USE PG. Walk to 2.
point is, most presure will be on the end if the chain. If they presure the middle, there idiots. You can reach em and there IN your chain. rines are bound not to only be on 1. So they can ambush from other places of the chain.

Example is 3. Say you are building node 3 and 2 gets attacked. You can A. phase to 1 and walk. B. Walk. 2 sides to keep a eye on. Also kharaa will be watching the PG which you will NOT use. (follow the chain, don't PG blindly)

So on the end of the node, don't place a PG. walk. Since all points are in walking distance of atleast one other point, you don't need much turrets. (or any at all). just phase, walk and fire.

longer chains are better, but the unnumbered one can be another chain. if you can chain in one chain rather then 2, do it. Maybe with a inbetween base?

This is my vision anywayz, what you all think?

Comments

  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    edited January 2005
    Also very important when you go comm after late eject:
    check for phase tech and upgraded armory <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

    edit:oops misread what you ment with "second upgrade"
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    So you're question was, "how do you know if a comm sucks?" Well, the answer is relatively simple.

    The first sign of suckiness is when the commander goes straight for a lockdown in double or a hive. He wastes 50+ res trying to "secure" an area, while he ignores upgrades, rts, and medpack/ammo requests.

    The second sign is a horrible base layout. This is pretty subjective, but the idea of structure placement is to make sure what ever is attacking the base has no chance of taking cover behind anything, so that, in the case of an emergency where a comm has to jump out of the chair (another sign of suckiness unless you've placed structures far away from the cc) or beacon, the alien will have no choice but to run . If the commander crams all the structures in one spot, it'll cause a lot of blocking with all the marine traffic. Perfect for that lone skulk seeking a supersized value meal.

    The third sign is when you call 23984729347x times for a medpack/ammo/rt and the comm doesn't respond. It's understandable that sometimes, when you're focusing on one thing like a hive siege and someone at the other end of the map is calling for a medpack, it is quite difficult to address all the problems. But i've been in games where all the marines were in one room, waiting for the comm to drop a pg and prep for sieging, only to wait for an eternity. Meanwhile, the alien team managed to get all 3 hives up and a stinky <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> , so essentially, we were screwed due to the irresponsibility of the commander.
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    edited January 2005
    <!--QuoteBegin-Armageddon+Jan 13 2005, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Armageddon @ Jan 13 2005, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So you're question was, "how do you know if a comm sucks?"  Well, the answer is relatively simple.

    The first sign of suckiness is when the commander goes straight for a lockdown in double or a hive.  He wastes 50+ res trying to "secure" an area, while he ignores upgrades, rts, and medpack/ammo requests.

    The second sign is a horrible base layout.  This is pretty subjective, but the idea of structure placement is to make sure what ever is attacking the base has no chance of taking cover behind anything, so that, in the case of an emergency where a comm has to jump out of the chair (another sign of suckiness unless you've placed structures far away from the cc) or beacon, the alien will have no choice but to run .  If the commander crams all the structures in one spot, it'll cause a lot of blocking with all the marine traffic.  Perfect for that lone skulk seeking a supersized value meal.

    The third sign is when you call 23984729347x times for a medpack/ammo/rt and the comm doesn't respond.  It's understandable that sometimes, when you're focusing on one thing like a hive siege and someone at the other end of the map is calling for a medpack, it is quite difficult to address all the problems.  But i've been in games where all the marines were in one room, waiting for the comm to drop a pg and prep for sieging, only to wait for an eternity.  Meanwhile, the alien team managed to get all 3 hives up and a stinky  <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> , so essentially, we were screwed due to the irresponsibility of the commander. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i love you.

    my personal rules:

    1- PUT MARINES FIRST! If they call for medpak, give it to them before planting that rt!
    2- BE SPONTANEOUS! Don't wait for your rines to call for medpaks, give it to em during the battle (unless they're fighting a fade 1 on 1 or similar situations)
    3- Organization is a key to success! I've seen bases fall due to no organization. (and i'm sure everyone else has as well <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
    4- (optional but great for team <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->) See that rine who just defended a crucial outpost and lived? Thank him, praise him, and tell him how thankful you are.

    well, thats all i can think of in 30 seconds...

    O_o
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    the no medpack request sounds like me, It's my way of punishing my marines.
  • GneralasGneralas Join Date: 2004-01-20 Member: 25523Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    i love you.

    my personal rules:

    1- PUT MARINES FIRST! If they call for medpak, give it to them before planting that rt!
    2- BE SPONTANEOUS! Don't wait for your rines to call for medpaks, give it to em during the battle (unless they're fighting a fade 1 on 1 or similar situations)
    3- Organization is a key to success! I've seen bases fall due to no organization. (and i'm sure everyone else has as well )
    4- (optional but great for team ) See that rine who just defended a crucial outpost and lived? Thank him, praise him, and tell him how thankful you are.

    well, thats all i can think of in 30 seconds...

    O_o <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I like the sound of the 4th thing here, i have probably saved the marines from death a few times and i don't even get a thank you <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->, it really makes me wonder "What is the point of this?".
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    great you all fall in, but this aint a topic of a good comm. (still ok)
    Its a topic of saving lost causes, preferably on the way specified above.

    However the chain-method (I made it up, but I dunno if someone else also got this bright idea ever) is good for general comming aswell I think.

    Anywayz, comments on it?
  • EggmanEggman Join Date: 2004-09-05 Member: 31423Members
    If you know you have lost for sure, then you may as well make your marines lose gracefully and feel good about the loss... so give them some big guns and orders to go out and shoot down aliens so they at least feel some sense of accomplishment. That's my philosophy anyway.
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    I'm not trying to offend you or anything, but chances are, if you have a nubcomm who turretfarmed MS and got no ups for 5 mins, you lost. At least if the aliens are half decent.
    Even with a good commander, if you start out too slowly, or make one crucial mistake (lose IP for a min), you are several steps closer to losing. In my opinion, it is almost impossible to comeback from such a bad situation.
    Maybe I've been playing on organized servers too much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • EggmanEggman Join Date: 2004-09-05 Member: 31423Members
    The only way you can pull out of it and win is if the alien team is horrible... and most of the time they are at least decent so they'll still beat you.
  • Ice9Ice9 Join Date: 2004-06-09 Member: 29208Members
    True dat. It's harder to come back from a hard kick in the **** these days...
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Actually if this happens in gametime between 5-15:00 you are screwed otherwise you actually have good chances. The hardest point is to get your marines back on field, after that give them phase gates _often_ It is really important that you have pgs out there (even in strange places) After getting 3-4 rts you have really good chances from there you should get hive.

    But as I sad the hardest part is to get your team out of the marine start.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    i never said it would be easy, but there is a chance you can make it work, when the chain gets defended ok.

    but true. nothing can beat 3 onos unless you got lvl3 hmg and catpack already, which I doubt
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    But how will you win without your turrets! OMGZ0RZ! Your base willz get all eaten byz da skulks!

    I find that if you already got turret spammed recycing most but leaving a few of the more well placed ones can not be too bad. We had one guy even who built EVERYTHING practically in range of an elec TF and then put turrets up I was like "ooo i'll just leave that TF there...maybe these two turrets too back by my lovely chair because they make me feel sexy." and recyced the other 10 turrets.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    I'm wondering if hand grenades would be useful in losing causes. Given that the marines will eventually lose, it seems to me, the more deaths the marines receive, the more hand grenades they will spawn with. So that means HG's are most effective when marines are losing.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    You will get a lot of them, but they won't do much against the fades and onos that are coming in to your base.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    handnades.. pff..

    get a tad more res and pump it in catpacks. now THAT will help seriously. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • AkumaAkuma Join Date: 2002-11-18 Member: 9219Members, Constellation
    Hand grens are only useful for 1) Flushing some aliens out of a room and 2)Suprising skulks that aren't paying attention.

    They CAN be effective if you have a full team of 5+ marines all throw some hand grenades in. As the damage adds up but they are best to go "Hmm wonder if an alien is hiding ahead...*click ting ting ting BOOM* and see if something goes running or you hear the sound of **** alien coming to bite your face.
  • SuitePeeSuitePee Join Date: 2004-11-18 Member: 32857Members
    I thought that a previous post,saying that "marines were expendable" would help a commander,instead of giving out medipacks to EVERY marine. Keeping pressure means only keeping the valuable marines alive (ha'ers,skilled jp'ers...),while the 'cannon fodder' can be replaced or used to reinforce base,arguably right? Especially with low res and emergency comming situations....
    But a bad commander can be spotted at twenty paces. In fact,in one NS game today the commander simply refused to put up any ip's,and was promptly slaughtered by the imminent skulk rush. It was safe to say he never commed again. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    But marines,give the comm a break. It's hard being a comm,even if you have mastered it. The comm is not the be-all and end-all. You have to do things,use your initiative dammit,don't think this post is a rant about comms and how they should operate. COS YOU HAVE TO DO THE COMM'S WORK,so a comm is somewhat only as good as his marines are willing to do their share.

    Does all this sound informative? (I hope so,otherwise I will not post here again....)

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> KEEP ON TREKKING MARINES! THE ALIENS SUCK!!
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    its true. its hard to save the game, even with the method I started this topic with.
    if rines also give up.. well.. poor old comm
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    < Banned from at least 1 server for not spamming turrets incessantly in hives, and outside a hive when the marines could *easily* walk over the hive and gl it down.
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    like everytime, all depends on the aliens

    but i must admit, that strat sounds surprisingly good
    now the only question is how it play on the field
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