Techniques Of Playing Ns As Marines
Lofung
Join Date: 2004-08-21 Member: 30757Members
<div class="IPBDescription">or how to play ns?...</div> Plz kindly leave your comment, no matter how stupid this post look like <!--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-->
This is the very first time fo me to type this kind of "Guides(?)"
<span style='color:red'>General Marines:</span>
The Map WITHOUT MT
==============
Many people treat the map as a tool of staying away from being lost. Only a few people realize that the maps can let u know a lot of information.
For example:
Number of RTs marines have
Whether the comm has dropped obs/arms lab/proto or not
Aliens structure/lifeforms detected by obs
Number of hives secured
Distrubution of marines
nearby aliens hiding which are not visible show up on maps sometimes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ALL aliens structures/lifeforms are shown when comm scans
...
so look at the map next time before asking "arms lab comm?"
Whenever you building an rt, peek the map!
Whenever you waiting your comm for a PG, peek the map!
Whenever your comm scans, look at the map and remember it!
The Map WITH MT
===========
Even useful.
Here are what you can know:
A red dot near marine rt: problaly a skulk biting it, save it!
A line of red dots heading towards hive: RAMPAGE! ask comm to distress and PG!
Red dots surrounding a pg: PG buffet
Area on maps always without red dots: problaly with SC in it
And of course... know the distrubtion of alien lifeforms
so always pick the way with least dots if you are sneaking into the hive for pg rush.
Hive sneaking
=========
Whenever the comm ask you to sneak the hive, always try to recall the map u have seen. Pick the way with least OCs. Ask the comm to scan and secure if nescessary (scans cost no res!) When you reaches the hive. Let the comm know you did it using a microphone or typing. Order requests will generate voice and may cause aliens' discovery of your sneaking. When the comm drop you a pg, be smart to use your ears. Do not build whenever you hear aliens walking. Fortunately you could set up a PG by this.
Building structure
===========
When building a strcuture, do not expose your back to corridors. Turn to a suitbale position so that u can notice incoming aliens. If possible, open your maps to see and open your ears to hear while holding the "use" button.
Humping armory
==========
Stupid, but some n00bs still lack it. When reloading at armory, NEVER KEEP PRESSING THE "USE" BUTTON, HOLD IT. It isnt just annoying hearing the "bibibibibi" sound, but also never speed up your loading speed.
sieging a hive/structure
===============
Be noted that siege cannons will siege aliens strcuture if it is seen by marines or scanned by comm and it is in siege radius. So whenever you are building sieges and not ready for sieging, avoid doing so. When ever the obs run out of energy, do so.
facing aliens when you are nearby mines or turrets..
=====================================
Always try to lure them to mines or turrets. The aim of this game is to WIN AS A TEAM but not to GET A SKYHIGH K:D ratio and losing the game. Mines and turrets helps you to kill them, though little only sometimes..
Facing a fade (also appliacable to onos)
=========================
If the fade blinks in, misses you, try to walk away from it. Block his exit. If you are lucky enough to have a couple of marines accompanying you, this will increase the chance of killing the fade.
Whenever the fade swipes at you, if your skills are not good enough, try to duck down so that fade misses a hit. Grab the chance. In most cases you cant jump higher than the crosshair of aliens. Consider.
Welding points
=========
NOT ALL THE WELDINGS DONE ARE GOOD FOR MARINES. Opening siege rooms too only may lead to the formation of an OC garden. Weld the places only when nescessary. For example, the welding point at the top of ns_lost leads to a hive. If it is welded too early, gorges may invest there to prevent marines coming.
Vents
====
NEVER CLIMB INTO VENTS when unnecessarily. Its for skulks only, come on.
Jetpacks
======
Many consider it as a "flying tool". However, it never gives u a flight time more than 30 seconds. Try to use it as a tool which helps you jump higher but not flying. Dun hold it for too long. It saves your energy. Stomp has no effect to jetpacks
<span style='color:red'>Commander:</span>
Scans
====
Scans cost 0 res but only 25 energy. Many comm saved the energy to 100. It contributes nothing to your team, except for sieging (ONLY). To make full use of it
When you are uncertain with the placement of structures, scan!
Whenever your marine is building rt solo, scan for him!
When you got nothing to do and energy rockets to 100, scan aliens hive, scare them!
Distress
=====
Distress cost you 15 res. But it is the best way to regroup your marines all over the map. With 15 res spent, you saves your time to ask each marine phase in or move to certain place. As i observes, players follows each other. So next time if u want to do a PG rush, distress! Order them to phase in. When one phases, two phase, three phase, everyone gonna phase.
False distress are sometimes useful to noob fades/onos. Although it never happen twice, it saves a little res.
Taking down hives
============
There are 5 ways commonly used:
Taking down by siege cannons
Most applicable to invested hives or late games.
Up to now, siege cannons still do damage to alien lifeforms
However, constant scanning is needed
Setting up sieges take time
Aliens may discover it while preparing
Taking down by shotgun rush
Many comms lack this skill
Fast, expensive but 'reusable'
Consider this:
If you are putting 3 sieges (70res), why not give out the whole team sgs and pwn the hive (problaly 60~130 res)
After pwning one hive
you can distress back marines and pwn another one.
On the way matching to hive, any liftforms in the route will be removed.
effective isnt it?
However, note that it is not good for hive full with ocs and team with bad aiming
Taking down by "bare hands"
HA trains?
trival.
Taking down by jetpack solos/groups
depend on teams' skill
note that some hives are not good for jetpacks. However, some hives are not good for jps (e.g. fusion in ns_tanith). Think twice before upgrading jetpacks. In some cases, jetpacks are more effective for pros instead of HAs.
Catpacks
======
Requires good timing and aiming (yeah, dropping on to marines heads)
Catpacks may look expensive, but it may be effective to sg/hmg teams when pwning fades/onos. (i.e. chasing or shoot faster)
to be continued....(?)
This is the very first time fo me to type this kind of "Guides(?)"
<span style='color:red'>General Marines:</span>
The Map WITHOUT MT
==============
Many people treat the map as a tool of staying away from being lost. Only a few people realize that the maps can let u know a lot of information.
For example:
Number of RTs marines have
Whether the comm has dropped obs/arms lab/proto or not
Aliens structure/lifeforms detected by obs
Number of hives secured
Distrubution of marines
nearby aliens hiding which are not visible show up on maps sometimes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ALL aliens structures/lifeforms are shown when comm scans
...
so look at the map next time before asking "arms lab comm?"
Whenever you building an rt, peek the map!
Whenever you waiting your comm for a PG, peek the map!
Whenever your comm scans, look at the map and remember it!
The Map WITH MT
===========
Even useful.
Here are what you can know:
A red dot near marine rt: problaly a skulk biting it, save it!
A line of red dots heading towards hive: RAMPAGE! ask comm to distress and PG!
Red dots surrounding a pg: PG buffet
Area on maps always without red dots: problaly with SC in it
And of course... know the distrubtion of alien lifeforms
so always pick the way with least dots if you are sneaking into the hive for pg rush.
Hive sneaking
=========
Whenever the comm ask you to sneak the hive, always try to recall the map u have seen. Pick the way with least OCs. Ask the comm to scan and secure if nescessary (scans cost no res!) When you reaches the hive. Let the comm know you did it using a microphone or typing. Order requests will generate voice and may cause aliens' discovery of your sneaking. When the comm drop you a pg, be smart to use your ears. Do not build whenever you hear aliens walking. Fortunately you could set up a PG by this.
Building structure
===========
When building a strcuture, do not expose your back to corridors. Turn to a suitbale position so that u can notice incoming aliens. If possible, open your maps to see and open your ears to hear while holding the "use" button.
Humping armory
==========
Stupid, but some n00bs still lack it. When reloading at armory, NEVER KEEP PRESSING THE "USE" BUTTON, HOLD IT. It isnt just annoying hearing the "bibibibibi" sound, but also never speed up your loading speed.
sieging a hive/structure
===============
Be noted that siege cannons will siege aliens strcuture if it is seen by marines or scanned by comm and it is in siege radius. So whenever you are building sieges and not ready for sieging, avoid doing so. When ever the obs run out of energy, do so.
facing aliens when you are nearby mines or turrets..
=====================================
Always try to lure them to mines or turrets. The aim of this game is to WIN AS A TEAM but not to GET A SKYHIGH K:D ratio and losing the game. Mines and turrets helps you to kill them, though little only sometimes..
Facing a fade (also appliacable to onos)
=========================
If the fade blinks in, misses you, try to walk away from it. Block his exit. If you are lucky enough to have a couple of marines accompanying you, this will increase the chance of killing the fade.
Whenever the fade swipes at you, if your skills are not good enough, try to duck down so that fade misses a hit. Grab the chance. In most cases you cant jump higher than the crosshair of aliens. Consider.
Welding points
=========
NOT ALL THE WELDINGS DONE ARE GOOD FOR MARINES. Opening siege rooms too only may lead to the formation of an OC garden. Weld the places only when nescessary. For example, the welding point at the top of ns_lost leads to a hive. If it is welded too early, gorges may invest there to prevent marines coming.
Vents
====
NEVER CLIMB INTO VENTS when unnecessarily. Its for skulks only, come on.
Jetpacks
======
Many consider it as a "flying tool". However, it never gives u a flight time more than 30 seconds. Try to use it as a tool which helps you jump higher but not flying. Dun hold it for too long. It saves your energy. Stomp has no effect to jetpacks
<span style='color:red'>Commander:</span>
Scans
====
Scans cost 0 res but only 25 energy. Many comm saved the energy to 100. It contributes nothing to your team, except for sieging (ONLY). To make full use of it
When you are uncertain with the placement of structures, scan!
Whenever your marine is building rt solo, scan for him!
When you got nothing to do and energy rockets to 100, scan aliens hive, scare them!
Distress
=====
Distress cost you 15 res. But it is the best way to regroup your marines all over the map. With 15 res spent, you saves your time to ask each marine phase in or move to certain place. As i observes, players follows each other. So next time if u want to do a PG rush, distress! Order them to phase in. When one phases, two phase, three phase, everyone gonna phase.
False distress are sometimes useful to noob fades/onos. Although it never happen twice, it saves a little res.
Taking down hives
============
There are 5 ways commonly used:
Taking down by siege cannons
Most applicable to invested hives or late games.
Up to now, siege cannons still do damage to alien lifeforms
However, constant scanning is needed
Setting up sieges take time
Aliens may discover it while preparing
Taking down by shotgun rush
Many comms lack this skill
Fast, expensive but 'reusable'
Consider this:
If you are putting 3 sieges (70res), why not give out the whole team sgs and pwn the hive (problaly 60~130 res)
After pwning one hive
you can distress back marines and pwn another one.
On the way matching to hive, any liftforms in the route will be removed.
effective isnt it?
However, note that it is not good for hive full with ocs and team with bad aiming
Taking down by "bare hands"
HA trains?
trival.
Taking down by jetpack solos/groups
depend on teams' skill
note that some hives are not good for jetpacks. However, some hives are not good for jps (e.g. fusion in ns_tanith). Think twice before upgrading jetpacks. In some cases, jetpacks are more effective for pros instead of HAs.
Catpacks
======
Requires good timing and aiming (yeah, dropping on to marines heads)
Catpacks may look expensive, but it may be effective to sg/hmg teams when pwning fades/onos. (i.e. chasing or shoot faster)
to be continued....(?)
Comments
yes maps are very useful.
just recently i found another use for it. you know that extremely dark dark dark corner or vent where u are just looking straight into that corner/vent/whatever and <i>still</i> can't see whether there is a skulk there or not? just look at the map! if u are looking straight into the vent and there is actually a skulk there, it will show on the map with that red skulk symbol! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
i found this accidentally when i was walking around with map on; i didn't even know there was a skulk until i saw it on the map, where i realized a skulk was hiding there so i killed it <!--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-->
Yes scanning is awsome and yes far too many new commanders never scan.
But for the same reason scanning is so usefull you should not waste the energy.
Having 100 energy is 100% required for a siege.
Use the energy properly, dont just scan for the hell of scanning.
Be forewarned, it takes a lot of force of will, but results in far better games, win or lose. Also, it requires a few regs who know what they are doing.
Strat: Dont Farm. ANYTHING! no MS, no hives, no double res, no nothing.
Explanation: There is NO point to turrets. Or TFs. In fact, defense is ovverated. Recently, i have taken a tip off these forums and never build more than one or two phasegates. And at those Phasegates, i drop a few packs of mines.
Instead of hundreds of resources in TFs and Turrets, I now hand out guns. Not only am I attacking, I am NOT wasting time farming. period. Just killed a hive? MOVE ON TO THE NEXT ONE. Just secured double res? Move on to a hive. Just gotten all your marines killed, and lost a hive? Beacon, and rush the other hive!
Think about it. TF + three turrets costs 45 res. Add PG, and more turrets to slow down fades, and maybe elec, and your spending over 100. Why not drop 10 shotguns? or HMGs? Let some mines stop the skulks, and go put some buckshot in a fade!
This all offense strat saves time, res, and frustration. If you cant win the game with a lot of guns, you werent going to win it by farming anyway, so why bother?
However, keeping your marines focused is difficult, if not a pain in the arse to do. But, all my games are fun, quick, and furious.
Comments?
by the time u get a med...u lose a pg <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
1) Be paranoid. Check EVERY corner. Twice.
2) If you have a certain feeling you will die without getting anything accomplished, fall back to a better position and wait for reinforcements. Paranoia anyone?
3) Check your minimap to coordinate movement with your team. Example: Single marine in chemical holding his position and staying alive untill his two comrades in cargo are ready, then move into acidic at the same time they do.
Also, a good way to help improving your play quicker:
After each death, analyse the situation and try to recreate it in your mind. Then try to think of a better way you could have handled that situation. The goal is almost always to stay alive (exception being for example when attacked by a fade near a nearly dead rt, in which case trying to lmg the rt might be a better idea).