The Commander's Game

Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
<div class="IPBDescription">For 3.0</div> This is Rapier7 reporting in from the pub front. It's been a costly war, but the marines are still very much in control if they know what they are doing.

Tips:

Scan, scan, scan. Many aliens go sensory first, going A1 is the safest way to prolong the combat lifespan of your marines, it's also the least risky.

Because:

They attack from behind via silence? You get at least a split second to react.
Focus? No one hit kill.
Cloaking? Same as silence.
Carapace and celerity, if they get close enough to bite? You can take an extra hit.

Armor 1 is simply the safest investment, because if you rush MT and they go sensory, you're screwed.


The Advanced Armory:

I cannot stress to marines how important it is to get this up early. I personally research A1, drop 2 RTs or 3, and then upgrade the armory. Either 4:00 or 4:30, I've got marines rolling out with brand new HMGs, ripe for picking out skulks and the oncoming wave of fades. Exploit this early game advantage as much as possible.


Detect the hive in embryo:

The key to winning a game on the marine side is to prevent the second hive from groing up. Scan hive sites frequently, patrol hive routes. If you see it go up, send all your marines to the siege spot or try and get it by surprise.


Rally your marines:

This is 3.0. It is simply too dangerous for a lone marine to rambo off now, power in numbers, the marines have to stick together to increase their chances of survival. 3 HMGs staring down a hallway will put down a wall of lead for any Kharaa foolish enough to try and pass through.


It's much easier for aliens to win now. Too many people haven't acclimated to the new, harsh gameplay for the marines. But we're still slightly stronger if we can exploit the early game as much as possible. The best way to do this is to research the armory no later than 1:30 into the game. HMGs are incredibly deadly, you need them as fast as possible while still making sure you get your A1 up.

Simply put, sheer marine skill cannot win a game anymore. It's much more dependent on the commander's ability to manage his marines, assess his strategic position, and force through his agenda.

Comments

  • GoDlolGoDlol Join Date: 2005-01-08 Member: 33703Members
    most of those things dont work if the skulks/aliens actually know what they are doing, aka a scrim or match
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-GoDlol+Mar 11 2005, 12:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoDlol @ Mar 11 2005, 12:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> most of those things dont work if the skulks/aliens actually know what they are doing, aka a scrim or match <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A- everyone knows that the dev team only cares about pubbers and comp play isn't importent

    B- the odds of you running into a smart skulk is like finding a needle in a haystack.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    So...

    Are you saying that HMGs suck? That A1 doesn't work? And that making your marines go out in force simply won't cut it?

    What a stupid clanner you are....
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    edited March 2005
    omg how many time i pressed reply <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    <!--QuoteBegin-Rapier7+Mar 12 2005, 01:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Mar 12 2005, 01:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So...

    Are you saying that HMGs suck? That A1 doesn't work? And that making your marines go out in force simply won't cut it?

    What a stupid clanner you are....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    quite hardly work significantly
    it wont get the situation better imo
    when i am still having a 16:1 win/lose ratio of marines in my regular server.
    its really time to look forward for new tactics

    <!--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--> A- everyone knows that the dev team only cares about pubbers and comp play isn't importent<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    vice versa imo
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    <!--QuoteBegin-Rapier7+Mar 10 2005, 11:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Mar 10 2005, 11:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is Rapier7 reporting in from the pub front. It's been a costly war, but the marines are still very much in control if they know what they are doing.

    Tips:

    Scan, scan, scan. Many aliens go sensory first, going A1 is the safest way to prolong the combat lifespan of your marines, it's also the least risky.

    Because:

    They attack from behind via silence? You get at least a split second to react.
    Focus? No one hit kill.
    Cloaking? Same as silence.
    Carapace and celerity, if they get close enough to bite? You can take an extra hit.

    Armor 1 is simply the safest investment, because if you rush MT and they go sensory, you're screwed.


    The Advanced Armory:

    I cannot stress to marines how important it is to get this up early. I personally research A1, drop 2 RTs or 3, and then upgrade the armory. Either 4:00 or 4:30, I've got marines rolling out with brand new HMGs, ripe for picking out skulks and the oncoming wave of fades. Exploit this early game advantage as much as possible.


    Detect the hive in embryo:

    The key to winning a game on the marine side is to prevent the second hive from groing up. Scan hive sites frequently, patrol hive routes. If you see it go up, send all your marines to the siege spot or try and get it by surprise.


    Rally your marines:

    This is 3.0. It is simply too dangerous for a lone marine to rambo off now, power in numbers, the marines have to stick together to increase their chances of survival. 3 HMGs staring down a hallway will put down a wall of lead for any Kharaa foolish enough to try and pass through.


    It's much easier for aliens to win now. Too many people haven't acclimated to the new, harsh gameplay for the marines. But we're still slightly stronger if we can exploit the early game as much as possible. The best way to do this is to research the armory no later than 1:30 into the game. HMGs are incredibly deadly, you need them as fast as possible while still making sure you get your A1 up.

    Simply put, sheer marine skill cannot win a game anymore. It's much more dependent on the commander's ability to manage his marines, assess his strategic position, and force through his agenda. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It depends of situations

    If ur team are a group of nut and noob, A3 W3 cant bring u victory.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I think I said this alot lately.

    dump IP + armory
    one rine builds, others hunt rts
    upgrade armory
    mine armory
    this is all done within the first 25 seconds incase anyone wonders.

    the baseguy can also get RTs.
    med alot
    first person who dies builds the armslab

    armor1
    armor2

    within 2 to 3 min you have armor2, like 5 RTs and its damn sure you got GL HMG before a fade apears. Anything less and armor2 saves you quite fine. just med
  • FlounderFlounder Join Date: 2004-09-12 Member: 31656Members
    I think we all know rapier only comms huge pub games, and any tactics he recommends don't apply to competetive games. That said, why am I even bothering to post in this thread?
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Because you are a troll and an idiot.

    That said, this strategy is definitely applicable to the competitive scene.
  • master_wongmaster_wong Join Date: 2004-11-05 Member: 32649Members
    for now, f the CPL and 1337 leet playa who spend 13494942 hours on ns, cuz they can all suck my balls... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->

    i think that strategy works well, and i noticed how rines are losing very bad since 3.0 are out.
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    Well the competitive scene gives you other obstacles to overcome, like the other team is obviously going to be smart and skilled. It all depends on how well your team listens to orders and how well you give orders.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    To be honset I have won more games as a commander than before 3.0 I can recall only one losing since 3.0 and I`m still wondering why we lost <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo--> <!--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-->
  • AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
    The world is unfair, so as NS do
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