Discussion

BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
<div class="IPBDescription">Teamwork/Ramboing</div> I'm going to first look at cs, your FAAAVORITE game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . And then compare it to ns strategy.

In cs, the plan is to basically push forward, and move with you teammates. If they fall back and camp, you camp. If they charge you charge. It's like the idea in physics of drift velocity - a bunch of particles moving randomly but with a collective velocity in a direction, so the fluid gets there.

The teamwork in cs (on pubs), is often "everyone rush B next round", "follow me! short A!" That is big picture strategy - the overall plan.

Then we have people who coordinate in micromanagement - on the ground 1v1 kind of battles. They'll tell their teammates to stand back, throw a well-placed flashbang, and then yell to charge. This is ramboness - outwitting your opponent and having better aim, but also sticking together, spreading out so you don't get mowed down when you line up, baiting each other... that kind of thing. Unspoken (and spoken coordination).

And then theres intelligence - the military kind. From the radio command "Enemy spoted!" to guys typing "bomb down in tunnel" to guys on voice telling you they heard footsteps and a shotgun cocking in the camera room at the end of the sewers.

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Now lets look at the same strategy in NS.

Macromanagement: We have comms, and gorges. One comm. A mass of aliens. In cs, usually a leader will pop up with a plan for the next round and rally the team. In ns that's what the comm is for. Aliens though, there really isn't no Lieutennant to lead the charge. This is something we could work on. Comms now have an instarally device - the new bacon. Marines pull of entire team hive rushes all the time. Aliens have a hard time getting coordinated attacks together.

Now about the "push" tactic - the whole team just wanders on their own, maybe small groups, killing what they see, pushing til death. This works well with marines - rt demolishers and skulk pwners. A guy runs out of base, you follow him and cover him. This also works with Fades - rambo around destroying vital stuff. The problem comes with light marines vs skulks - skulks in groups ARE good at taking out rts, but marines in groups (shooting them down) are much better at it. It's impossible to focus fire with bite, but with guns it works very well (just look at cs).

The individual battles now. We do have good ambushing - 3 skulks over a doorway --> pwnt marines. But marines again have an easier time. It's basically shoot anything in sight, and stick together but not too close. Whereas aliens you have to cooridnate.

And now to intelligence. This tends to be good in ns, rambos telling the team that they just heard a fade in Triad, or that the other team has a 2nd hive going up in Generator. Aliens announcing the marine's shotgun rush.

So... I'd say this sums up a good chunk of ns's problems right now. Theres a certain type of teamwork - cs teamwork - that happens naturally without and words typed/spoken. Both teams require lots of teamwork, but with marines it comes more naturally, so in low skill games we'll see marines with more teamwork because it's easier to work together. I can't say much for clanners though...

Thoughts? Additions? Corrections?

Comments

  • AzkarAzkar Join Date: 2003-07-16 Member: 18204Members, Constellation
    I think its because there are new rounds every time in CS, the commander doesnt get a break
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    CS is a lot more similar to NS than anyone here would care to aknowledge. Since I've been dedicated in CAL for both games I can assure you, it is. There is a lot of teamwork in CS....more so than the marines use in NS that is for certain. Especially in 3.0, since rambos=win

    Pubbing (the dreaded aspect of both games) are a pain in the **** in both games.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    I'm with CWAG, but I disagree with his comment on pubs. At least, if you find a good pub.

    The thing with rambos, is people are beginning to screw up the definition of a rambo. Origonally, rambos were maniacs that went out shooting and did little for the team otherwise.

    By today's definition, I am sort of a rambo. I usually let my comm know, get out of base, and hunt for resources. Most of the time I end up at a hive after one or two RT's, at which point I might request backup from anyone else nearby. By then, I'm far enough away from main operations that I end up hunting for some more RT's in the proximity and then standing by for a phase link.

    Of course, that's not a bad kind of rambo, is it? A commander can get 2-3 RT's and a hive lockdown from me on a good day (or I ended finding their real hive, which radically changes the game strategy).
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    I always thought of a Rambo as someone who struck out on his own just because he couldn't play as a team.

    Not someone who went off on their own in-order to improve the teams chances.
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    In NS you can't communicate with your alien teammates. This is universally true for all pubbies. And I don't really think there's a way to 'remedy the situation'. The maps are too big to coordinate something nifty, especially when all your buddies are dispersed everywhere. I guess small, but complex maps is a possible solution, kinda.
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    Most people who are succesful rambos on pub servers rambo because the rest of their team sucks.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Rambos need to be good or they're just fodder. You can't live forever with no ammo and 20 miles from home.










    Anyhow, better alien teams COMMUNICATE and COORDINATE. Coordination is the most important of the two. If all the team say they're saving for fade, then they've communicated but NOT coordinated. If they say nothing but develop some form of ubercommunication where each player just "knows" what he should be doing, then they're not really communicating per se but they ARE coordinating.



    Coordination is a hard thing to teach, as you NEED people to pick the support class. I see it all the time in BF1942 - I'm the only engineer and noone else is helping repair the bunkers. Or perhaps I've snagged a big cannon but noone will spot for me. In any case I can merely switch class and we can win without the big support. But in NS you NEED GORGES, you need someone to build your upgrades, to make the hives, etc. And thats a hard thing to impress on gloryhunters.
  • CarNagE1CarNagE1 Poland Join Date: 2003-05-14 Member: 16298Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter, Subnautica Playtester
    Rambos are needed always. There have to be one that is keeping aliens from reaching strat poiints like messhall or just standing in second hive and keeping aliens from building it.
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