To Comms: Do Not Overdrop
MistenTH
Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Save your res</div> Case 1: Ammo / Med spam
If you spam 5 meds to save 1 marine, and he kills the skulk, you've wasted meds. What's even worse is if the marine dies. Perfect your aim so that you can med almost on the marine to save res.
Same for ammo. If a marine wants ammo, don't spam 5 packs for him. Most likely he'll die before he uses it.
Dropping 2 packs will suffice, unless he's doing something like gunning OCs or RTs down, in which case you may drop more.
Case 2: Weapon Spam
Imagine you have 7 marines.
You drop 7 shotguns/HMGs for them.
They move out to the hive.
A skulk kills 1 half way to the hive.
As everyone has a weapon, the weapon is wasted and not picked up.
If you dropped 3-4 weapons for 7 marines instead, the weapons will continually be recycled until there are more guns than marines.
SGs/HMGs/GLs are good, but remember that the LMG excels in the medium range damage category. A full shottie/hmg team won't kill a fade blinking down the corridor, but a LMG has the cone to do so.
If you spam 5 meds to save 1 marine, and he kills the skulk, you've wasted meds. What's even worse is if the marine dies. Perfect your aim so that you can med almost on the marine to save res.
Same for ammo. If a marine wants ammo, don't spam 5 packs for him. Most likely he'll die before he uses it.
Dropping 2 packs will suffice, unless he's doing something like gunning OCs or RTs down, in which case you may drop more.
Case 2: Weapon Spam
Imagine you have 7 marines.
You drop 7 shotguns/HMGs for them.
They move out to the hive.
A skulk kills 1 half way to the hive.
As everyone has a weapon, the weapon is wasted and not picked up.
If you dropped 3-4 weapons for 7 marines instead, the weapons will continually be recycled until there are more guns than marines.
SGs/HMGs/GLs are good, but remember that the LMG excels in the medium range damage category. A full shottie/hmg team won't kill a fade blinking down the corridor, but a LMG has the cone to do so.
Comments
good thread
A thing I find extremly strange about comms in Pubs as well the complete lack of a mix of weapons as well.
In a lot of games I find comms just go Hmg hmg hmg hmg... and don't mix it up.
HMG/SG is a killer combo on fades especially if you can get them coming in, 2 Sg blasts on a non cara fade will garuntee that on escape in a straight corridor that its a dead fade.
Comms should never drop stuff unless the marines are doing something that's worth the res.
Thanks for posting it anyway!
~Egad
Save the cash from not medspamming and dropping many'a packs of ammo and buy gunz.
Me likes teh gunz. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
But I always just figure, if I dont give everyone a shotgun, the others will just stay in base whining about how they dont have one (In pubs atleast).
I'll try mixing up the hmg/shotgun idea though.
still i dun find a reason why some comms will med a marine facing a full-hp-fade 1vs1. add this, dun med in some cases if its not gonna kill
Don't med against full-health onos or fades... or drop ammo or rt's if one is coming.
Don't med against full-health onos or fades... or drop ammo or rt's if one is coming. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
2 gorges against one marine. That is the one case I have seen several times where I give my damn marine whatever meds he wants/needs.
In a lot of games I find comms just go Hmg hmg hmg hmg... and don't mix it up.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
atleast sum1 else hates it too
idealy you want a good mix of weapons, HMG, SGs, and a very few LMGs (Quick reload is more helpfull than most realize)
1/3-2/3 hmgs
1/3-2/5th SGs
1/3-1/5th LMGs
So now we're talking about a 10 vs 10 game, instead of a 6 vs 6 game or even 8 vs 8.
risky though, since you dont get an obs, except just before you drop all the hmgs
good thread <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I second that.
A neat thing is to drop health on the person just an instant before they take damage. The only time I ever medspam is to make a "fireworks finale" effect when we have won the game. When I drop meds though I usually go: eaea or eseses in a rapid burst. Droping meds and ammo while cheap often eats up your res more than you would think, you want your research done soon so you can have the tech percentage <i>advantage</i>, not disadvantage. If realize my soldiers are holding a defensive line in an area and are getting a lot of activity I usually drop an armory instead of ammo. Why? Because an armory is a <i><b>free & infinite</b></i> supply of ammo.
Guys, don't compare just the res costs - compare position too. It's like in chess... pieces have point values, but position is important as well. For example, a bishop in a corner is useless.
Likewise, a marine or a group of marines locking down an important area... like cargo on tantith or double res on caged... if some medspam will save them and let them secure it, it is DEFINATELY worth it.
Medpacks to save a marine knifing an rt can let him finish it. That's ~8 res (estimate) for 15 res of rt - 25 if you count the gorging cost, even more if you cound the res that the aliens now AREN'T getting, and the time an alien has to spend going gorge (time spent NOT attacking you!).
Ammo and med drops are EXCELLENT for morale. Your marines will love and obey you if you keep them well stocked with ammo and medkits. AND THEY WILL HUMP THE ARMORY LESS!!!
I'd say more important than conserving res by being cheap with drops is securing and destroying res. Meaning going out and building nodes, and shooting down alien nodes. If you spend 10 res on ammo and meds to shoot down a node before aliens can arrive, that's a win. As for morale... well taken-care-of marines obey you.
Guys, don't compare just the res costs - compare position too. It's like in chess... pieces have point values, but position is important as well. For example, a bishop in a corner is useless.
Likewise, a marine or a group of marines locking down an important area... like cargo on tantith or double res on caged... if some medspam will save them and let them secure it, it is DEFINATELY worth it.
Medpacks to save a marine knifing an rt can let him finish it. That's ~8 res (estimate) for 15 res of rt - 25 if you count the gorging cost, even more if you cound the res that the aliens now AREN'T getting, and the time an alien has to spend going gorge (time spent NOT attacking you!).
Ammo and med drops are EXCELLENT for morale. Your marines will love and obey you if you keep them well stocked with ammo and medkits. AND THEY WILL HUMP THE ARMORY LESS!!!
I'd say more important than conserving res by being cheap with drops is securing and destroying res. Meaning going out and building nodes, and shooting down alien nodes. If you spend 10 res on ammo and meds to shoot down a node before aliens can arrive, that's a win. As for morale... well taken-care-of marines obey you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Listen to the man, he's got it.
still i dun find a reason why some comms will med a marine facing a full-hp-fade 1vs1. add this, dun med in some cases if its not gonna kill <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A full HP fade that swipes a marine down before he empties a clip is still a full HP fade. A full HP fade that takes a whole clip of lmg and some pistol shots is a fade out of commission for 15 or more seconds, depending on his upgrades or hives. Even if the marine is dead. Lets repeat that for emphasis: <b>even if the marine is dead</b>.
Once a new commander figures out the hotkeys, he normally goes crazy with the spam. You're just getting the really REALLY new coms, that don't know how to do anything without clicking on the hud icons.
well said on moral... sometimes commanders forget about the human factor.
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Some similar tips with the same message: TAKE CARE OF YOUR MARINES!
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=93389&st=0' target='_blank'>http://www.unknownworlds.com/forums/index....opic=93389&st=0</a>
That's true. But sometimes when you have a few rts, you need to be conservative with the number of meds/ammo you spam. Kind of depends on the situation. In most cases though, you should med spam no matter what. The RFK that the skulk gives + res flow from rts makes up for the res spent.
Ramboing in some useless corridor is sure something to be ignored but then you shouldnt put comm in situation where he needs to save you not letting rfk for nothing....
In a lot of games I find comms just go Hmg hmg hmg hmg... and don't mix it up.
HMG/SG is a killer combo on fades especially if you can get them coming in, 2 Sg blasts on a non cara fade will garuntee that on escape in a straight corridor that its a dead fade. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Indeed, Shotguns are plenty useful, but experience says pubs are full of noobs who can't kill diddly with a shottie. Thus most frustrated comms just drop hmg's when pubbing.
Well at least that's how it used to be. But now so many new players play combat before trying classic, they might already be proficient with a shottie.