Importance Of Rambos
2_of_Eight
Join Date: 2003-08-20 Member: 20016Members
Hello.
We all don't like it when all the marines are randomly running around the map with SGs and dying to gorges, right? We (commanders) want them to be in a group preferably, sieging a hive or something.
But there <i>can</i> be such a thing as too much teamwork. You might have the <i>entire</i> team stationed in one location, sieging or taking down res nodes or something. Especially sieging: you would want one person to <b>not go to the siege location, but instead, take out their nodes</b>. Aliens are <i>not</i> going to respond to "resource tower is under attack" calls while their hive is dying. There will be absolutely no defence for any res tower. except maybe OCs. Other than that, you can completely freely take down their nodes. I usually am the one running around and taking down their nodes; the commander loves it, because the aliens, after a siege (successful or not), end up having to rebuild all of their RTs.
Rambos for the win! But keep in mind, <u>most of you should be staying with the team</u>. Only one person should be taking down RTs - preferably with a shotgun, it is quite a bit faster.
Off I go!
We all don't like it when all the marines are randomly running around the map with SGs and dying to gorges, right? We (commanders) want them to be in a group preferably, sieging a hive or something.
But there <i>can</i> be such a thing as too much teamwork. You might have the <i>entire</i> team stationed in one location, sieging or taking down res nodes or something. Especially sieging: you would want one person to <b>not go to the siege location, but instead, take out their nodes</b>. Aliens are <i>not</i> going to respond to "resource tower is under attack" calls while their hive is dying. There will be absolutely no defence for any res tower. except maybe OCs. Other than that, you can completely freely take down their nodes. I usually am the one running around and taking down their nodes; the commander loves it, because the aliens, after a siege (successful or not), end up having to rebuild all of their RTs.
Rambos for the win! But keep in mind, <u>most of you should be staying with the team</u>. Only one person should be taking down RTs - preferably with a shotgun, it is quite a bit faster.
Off I go!
Comments
A rambo who knows what he's doing means you get ninja phase gates, more RTs, more enemy RTs taken down, etc.
Because of this, having someone capping res and taking down alien res while sieging that hive is VITAL for a successful marine game.
As a sidenote for the aliens: when marines are starting a siege on your hive, immediately send out 1-2 skulks to hit their resnodes while your gorge players continues to cap/recap rts, because odds are they will spend so much resources and personel on the siege that even if they get the hive down they wont have enough power left to use the advantage if you have destroyed their restowers. This gives you time to redrop the hive and nodes, and will in some cases even leave you in better shape after a siege than before one.
This kind of requires that you have at least a lerk and a fade to force the siege and harass it enough for it to be costly.
I think the community should divide Rambos now in two categories:
The Ramboers:
These are they guys that gets lost in map and die to first skulk on roof. So here you have the Negative Rambos
The Rambos:
These are the guys you love and feed em with medpacks and ammo. They can simpply hold off alien team while rest of your team gets rt`s
Ninja : marine who moves around the map to important PG locations without being detected.
Flex : marine who knows the game, can aim, and understands the overall plan of the comm and does whatever is necessary to help him (build things, take down rts, get a PG up somewhere, recap rts while the main assault is taking place).
IMHO