Eh, well some maps are easier to move around in then others. But I go for Marines anyways, sometimes being a Alien isn't so fun, espeically when your kicking the marines teams **obscenity**
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
I would reccomend ALL marine players spend some time as a Skulk, just to learn the vents (I can now remember the vents BETTER than the "normal" routes.)
The number of times I've led people through the map(forgets map name, one with vent above marines head and revolving door next to spawn) and they DON'T know there's a vent half way down the lift by the marine spawn, as I jump on the marines for like the 80TH time that match, and they're STILL whining about how I must be cloaked.
I agree on the "aliens usually win" thread. I'm not a bad commander, and I've played under good commanders. But even when we take over 1 hive, which is easy, we need to defend each nozzle we get which means spending 25 on fact and maybe 60 on turrets. This takes forever to recoup. The aliens though have RTs everywhere which we cant touch.
Caged is especially bad because the hives have no nozzles to defend, and the nozzles near those hives are too far away to setup a siege canon base.
It is possible to win against fades with just lmg.. the commander has to be on the ball with the med and ammo packs though, and it's expensive - plus you cant be outnumbered by the fades or all the med in the world wont help.
Finally, I think that the best chance to win on maps other than caged is to forget upgrades and nozzles in beginning. Just run for first unoccupied hive (listen for heartbeat in occupied hive). Setup a RT and fact and turrets there. Then run to 2nd hive and do the same thing. Now get phase gates and link up the 2 hives and base.
I don't agree that Aliens <b>always</b> win, but so far I've only seen Aliens lose a few times out of dozens of games. Those that say a skilled Alien team will always beat an equally skilled Marine team may be right, but it could also be that more newbie players are choosing marines whether because the manual suggests it or because marines with guns are just "cooler." <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I also think that the fact that marines are forced to rely on a (potentially inexperienced) commander can really nullify the skills of the better marines on a given team.
For now, I will reserve judgement on whether or not this is a balance issue until the game has been out longer and people have had more time to learn proper teamplay and tactics on the marine side.
It will be interesting to see how the balance issue looks when/if this game sees more structured competitive play.
Isnt it obvious why the aliens win most of the time? Newbies all join marine, and the chances of getting a good comm in any given game arent very good. If marines get a good commander and a decent skill they have a very good chance to win. There are SO many variables that can make or break a game, but I've had no problems winning with a decent marine team.
Marines on defense, not just turrets. Skulks waltz right by turrets and either rip you or your base up.
Hallways hallways hallways. If the marine has ANY sort of range and isn't a completely horrible shot the alien won't even touch him. When advancing reaction time comes into play, but you should never ALWAYS die that way, especially if you have fire support.
Next time you play marines try sitting crouched behind a turret to defend your base isntead of staring at the ammo station and ignoring the skulks that fly through the air and eat you.
I can take out multiple heavies as a single fade. Anything that runs blindly towards an HMG or 3 for that matter is dead anyway, you have to play hit and run.
You can't compare weapons/aliens like its a wrestling match, because both take entirely different situations to be successful.
As for jetpacks with GLs... no HA= easy bait for aliens. heavy armor is the ONLY thing that can keep a marine alive in melee range with an alien.
OK so aliens "usually" win. The only winning team I've been on is marine though, and most of the time we had a very good commander. It's just a little more challenging to play marine is all, this is a young game, once more people get good at it you may see the tables turn.
Yes aliens will slaughter marines if they are in melee. What the hell are the marines doing letting the aliens get in melee?!?!?! Aliens run in fear from the pounding they hear coming down the hall (GLs), they turn tail and run when being ripped into by hot lead (HMGs), and boy does it **obscenity** them off when they lose their 40 RPs of a fade to a persistant default marine who wont give up, even more so when they lose an onos 'cause they just can't out circle strafe the knifing marine. Fear the marines!
Balance Schmalance don't you think Flayra plays the game, if something is seriously out of kilter, don't you think he'd notice?!?!?!
<!--QuoteBegin--Flak[50C]+Nov 25 2002, 11:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flak[50C] @ Nov 25 2002, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As for jetpacks with GLs... no HA= easy bait for aliens. heavy armor is the ONLY thing that can keep a marine alive in melee range with an alien.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> "Jetpacking over your head" isn't exactly "melee range" you know. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
But I've been gaming since the days of Descent - so swatting a flying Marine down with Spikes or Acid Rockets is nothing more than a short pause and a few taps on the mouse. And a note to commanders - please, keep dropping health packs on the ground. I'm sure that damaged Marine really wants to come down to get eaten. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Flak[50C]+Nov 25 2002, 11:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flak[50C] @ Nov 25 2002, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I can take out multiple heavies as a single fade.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> But you've got to admit it's not exactly easy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
4 Heavies with hmg's, grenade launchers, and welders were attacking a resource nozzle base (I forget the map name of course, the one with the 'sewer' hive), and I was the only one there to defend it. As a fade I was able to hold all four welding-heavies at bay by staying at the end of a long corridor and hitting them with acid rockets whenever they'd peek around their corner. They'd run back around their corner to weld, I'd run around my corner to heal at the def. towers. I held them off for a good 15 minutes untill backup arrived.
Had the commander been paying more attention and dropping more health, they wouldn't have been scared and could have easily rushed down the corridor and overwhelmed me while losing maybe 1 person.
People will say that's imbalance, as 4 heavies armed to the teeth shouldnt be held off by one fade with some towers. But it was the marines actions that stopped them, not me. As I said, had they rushed me I would have been a goner, along with my entire base. It was the marines fear of dying that held them back.
The software isn't broken, the people are. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--hp_Sirius+Nov 25 2002, 11:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hp_Sirius @ Nov 25 2002, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes aliens will slaughter marines if they are in melee. What the hell are the marines doing letting the aliens get in melee?!?!?! Aliens run in fear from the pounding they hear coming down the hall (GLs), they turn tail and run when being ripped into by hot lead (HMGs), and boy does it **obscenity** them off when they lose their 40 RPs of a fade to a persistant default marine who wont give up, even more so when they lose an onos 'cause they just can't out circle strafe the knifing marine. Fear the marines!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Run in fear? A typical spamming GL Marine is nothing to fear, unless they're dead shots with the pistol. Wait for the four booms, dash around the corner, Blink, 180, and give that Marine a hug. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--MercenaryForHire+Nov 25 2002, 11:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MercenaryForHire @ Nov 25 2002, 11:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--hp_Sirius+Nov 25 2002, 11:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hp_Sirius @ Nov 25 2002, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes aliens will slaughter marines if they are in melee. What the hell are the marines doing letting the aliens get in melee?!?!?! Aliens run in fear from the pounding they hear coming down the hall (GLs), they turn tail and run when being ripped into by hot lead (HMGs), and boy does it **obscenity** them off when they lose their 40 RPs of a fade to a persistant default marine who wont give up, even more so when they lose an onos 'cause they just can't out circle strafe the knifing marine. Fear the marines!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Run in fear? A typical spamming GL Marine is nothing to fear, unless they're dead shots with the pistol. Wait for the four booms, dash around the corner, Blink, 180, and give that Marine a hug. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
HMGs I'll agree though. Hate those things.
- M4H<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Well, if you're a marine you should be good with a pistol (this is also part of the problem, too many people can't aim). If you hear all 4 booms that close together the marine has no clue what he's doing, he should die. Not only that, but why the hell is he alone if he is that pathetic?
marines usually loose because of bad leadership, often the commander doesn't realise certain things or doesnt know how to counter them(for example, some people dont use siege turrets at all)
on the other hand is a small unbalance of Carapace, which makes skulks that know a bit about using their class very deadly and fades with medium skill very hard to stop <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I love this game. It's fun and balanced. I am going to listen to some metal. I have said/heard all this before, so I am not planning on wasteing any more time.
this is just bs, i've won plenty of marine games even with 1.02, the thing is marines dont work as a team enough and are more likely 2 go rambo all alone, and if u have those marines in ur team ull lose. Just work together and there will be no problem
<!--QuoteBegin--Just Ayane+Nov 25 2002, 12:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Just Ayane @ Nov 25 2002, 12:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->this is just bs, i've won plenty of marine games even with 1.02, the thing is marines dont work as a team enough and are more likely 2 go rambo all alone, and if u have those marines in ur team ull lose. Just work together and there will be no problem<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I agree mostly. The majority of the marine team has to work together or all is lost.
However...
Rambo has it's uses, though limited. Sometimes there are things where only one marine can succeed, where a squad would fail. Rambo has to be smart and know what he's doing though. Very few Rambo missions should require any resources at all, if Rambo is using ver many resources, he's not doing it right.
One out of every four or so games I play end in victory for the Marines. It is not that the Marines are weak, it is just that thier strategies rely on the ENTIRE team listening to orders, and having a skilled Commander. Having both of these on one team is basically luck of the draw.
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
2 Man Rambo missions, 1 HA & one LA, actually tend to be quite successful. Give the LA a Welder, as EVERYTHING focuses on the "scary" HA first, and the LA keeps him welded.
You can take quite well defended locations this way.
Occasionally a scouting Rambo is a good idea. The problem is once the scouting Rambo has identified an objective, its very hard to get the rest of the team together to see it and do something about it. This happened to me twice. Marines were losing badly, aliens had three hives, onos' in the base camp, you know the story. I noticed all the Onos' were coming from one direction, so I struck off on my own in the opposite direction and got all the way to one of their hives completely unopposed before getting ambushed. Upon respawn, tried to get the others to come with me to take this undefended hive but they were all too busy with "oh no, onos!" and by then it was too late and we lost.
However on another game, the exact same thing happened, I scouted out a hive that was virtually unguarded, got some marine support and we took out that hive and turned the balance of the game. Which comes back to the same thing, Marines have to work as a team. A team where the Rambo scout does have his place, but only if he knows what the hell he's doing, has a plan (or his commander gives him one) and the rest of the team is on board. Rambos running off on their own agenda = skulkfood and team loss.
Reason why marines are losing more than aliens is coz marines need alot more teamwork really than aliens therefore making it alot harder of marines coz they do go off by themselves because most of us are really used to cs kind of just going out `n shooting but this requires tactics strategy and teamwork
I have only lost as commander a few times and if I do it's because I have been to slow in starting up, jumped in half way through or to large an number of my marines are failing to follow orders (or don't speak english). Just 5 minutes ago I commanded a superb marine team who followed orders to the letter and managed to respond very quickly to any threats that I was aware of.
The key for a marine victory is communication, I cannot stress this enough If there is a good commander who knows the map and has mrines who can follow orders then they stand a more the equal chance of victory. More often that not I manage to win with only 2/3 of my marines listening to me I have only on a couple of occasions had an entire team following orders; the above incident was one of them.
Strategic use of the siege gun enabled us to take 2 hives from the enemy with no upgrades and no heavy weapons. With a bit of micro-management lmgers were able to take on fades while I dropped med packs on their heads repeatedly.
btw kamikaze was that you who was one of the marines on the db server I was commanding? I was under the name of V-MAN at the time.
Im fairly new to NS, but i must say that the few games i played, i have seen a lot of coordination and teamwork between the marines. In fact, i cant think of a time when i didnt get backup when i found a resource node (one exception, when the cmdr sucked)...The commander would immediately plop down a resource collector and my fellow marines would start securing the area. But i must say at times it is a decent idea to go Rambo, especially when your commander and team has secured alot of area and are now finished securing it. At that point i would usually run off and scout. And who says lone marines are skulk food? Give me some heavy armor and a hmg, and well lets just say there will be lots of green blood on the walls. In fact i once ran into a hallway by myself with heavy armor and a hmg and i took out 4 skulks, no joke. So i guess you should probably work together as a marine securing territory, and after that, you may want to do a little rambo-style scouting.
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
The perfect 8 Man marine team. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
1 Comm. 2 "Seargants" (Marine players with their wits about them, who will order less able marines when comm is busy, and actually achieve something. Well suited to past comms) 2 Tanks (HMG/HA dedicated soldiers, first people to receive said gear, efficient killers but need support) 2 Scouts (Either LA/JPack + LMG/GL troopers. Nice for wandering, supporting Tanks, keeping eyes out for Skulk assaults on Tanks + Seargants) 1 Rambo (Any equipment, but only really available to VERY good players. Mostly ex-scouts/seargants. Mission of finding enemy weakspots, and making aliens wonder at where you're expanding to.)
Any believers/unbelievers in this lineup? Fire away, peeps.
Played a game last night and I was marines. We won
First round: I was aliens Aliens = winnar!
Second Round: I was marines Marines = WINNAR!
Had a so-so okay good commander, but I was an excellent marine last night so that compensated. We had 2 good marines I belive, myself and Cpt. DoS. Good game it was. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Shockwave+Nov 25 2002, 06:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Nov 25 2002, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The perfect 8 Man marine team. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
1 Comm. 2 "Seargants" (Marine players with their wits about them, who will order less able marines when comm is busy, and actually achieve something. Well suited to past comms) 2 Tanks (HMG/HA dedicated soldiers, first people to receive said gear, efficient killers but need support) 2 Scouts (Either LA/JPack + LMG/GL troopers. Nice for wandering, supporting Tanks, keeping eyes out for Skulk assaults on Tanks + Seargants) 1 Rambo (Any equipment, but only really available to VERY good players. Mostly ex-scouts/seargants. Mission of finding enemy weakspots, and making aliens wonder at where you're expanding to.)
Any believers/unbelievers in this lineup? Fire away, peeps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> In an ideal world yes but could this really be set up in a public server where the action is getting intense and resources are tight?
my I deal 8 man team
1: Comm
1: Handyman (to fix up damaged bases, build new structures, weld vents, guard base etc) He usuallly is a n00b if I can help it so he can get a feel for the game and stay away from the serious fighting where he might do more harm than good.
5: Grunts (these guys will be kitted out with what ever I can afford they are usually reasonable shots but I wouldn't count on them to survive 1 on 1 with a skul close quarters in LA and with an LMG. However they can opperate as a group and set up fire bases near hives effectively). Mostly Average players opperating in groups of 2s and 3s
1: Commando (I prefer the term commando over rambo because rambo is a rouge term for someone who opperates alone using their own judgement, a commando still follows orders and has objectives). This guys is usually a crack shot and you nearly always spot one on a server right at the start he can mix it with a skul right up close and come out top he can even take out un upgraded fades with a LMG. This guys gets all the best stuff as soon as it is available, his job is to cause trouble behind the lines such as attacking hives (not destroying) to confuse the enemy and setting up fire bases in rooms next to hives.
<!--QuoteBegin--[DA]CaptMainwaring+Nov 25 2002, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([DA]CaptMainwaring @ Nov 25 2002, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->because rambo is a rouge term<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I hate those red terms...
I'm not so sure very many resources should be spent on the commando/rambo. I end up performing this job a lot, and basically I don't intend on accomplishing anything, just confuse the enemy. The more aliens I can pull back to a hive or resource of theirs, the better our main force will be. Of course, against really self-serving aliens, I'll end up taking out hives.
I don't think you should be commando unless you can take out 2 skulks with one clip from your pistol, then finish off the other 2 with the LMG. This is the guy who is the reason skulks gave up on their rush early game.
Remember, a good commando is no replacement for a good commander.
I have seen every number combination, teamwork no teamwork, no commander, take commander to get weapon then leave commander, work in pairs , go alone , and on aliens less numbers more numbers 3 gorges out of 5 people, no gorges, gorges asking how to be a gorge ect.. like someone posted earlier its too early to **obscenity** about balance.
Comments
The number of times I've led people through the map(forgets map name, one with vent above marines head and revolving door next to spawn) and they DON'T know there's a vent half way down the lift by the marine spawn, as I jump on the marines for like the 80TH time that match, and they're STILL whining about how I must be cloaked.
Caged is especially bad because the hives have no nozzles to defend, and the nozzles near those hives are too far away to setup a siege canon base.
It is possible to win against fades with just lmg.. the commander has to be on the ball with the med and ammo packs though, and it's expensive - plus you cant be outnumbered by the fades or all the med in the world wont help.
Finally, I think that the best chance to win on maps other than caged is to forget upgrades and nozzles in beginning. Just run for first unoccupied hive (listen for heartbeat in occupied hive). Setup a RT and fact and turrets there. Then run to 2nd hive and do the same thing. Now get phase gates and link up the 2 hives and base.
I also think that the fact that marines are forced to rely on a (potentially inexperienced) commander can really nullify the skills of the better marines on a given team.
For now, I will reserve judgement on whether or not this is a balance issue until the game has been out longer and people have had more time to learn proper teamplay and tactics on the marine side.
It will be interesting to see how the balance issue looks when/if this game sees more structured competitive play.
Two hot tips:
Marines on defense, not just turrets. Skulks waltz right by turrets and either rip you or your base up.
Hallways hallways hallways. If the marine has ANY sort of range and isn't a completely horrible shot the alien won't even touch him. When advancing reaction time comes into play, but you should never ALWAYS die that way, especially if you have fire support.
Next time you play marines try sitting crouched behind a turret to defend your base isntead of staring at the ammo station and ignoring the skulks that fly through the air and eat you.
not even 6 Fades...
I can take out multiple heavies as a single fade. Anything that runs blindly towards an HMG or 3 for that matter is dead anyway, you have to play hit and run.
You can't compare weapons/aliens like its a wrestling match, because both take entirely different situations to be successful.
As for jetpacks with GLs... no HA= easy bait for aliens. heavy armor is the ONLY thing that can keep a marine alive in melee range with an alien.
Yes aliens will slaughter marines if they are in melee. What the hell are the marines doing letting the aliens get in melee?!?!?! Aliens run in fear from the pounding they hear coming down the hall (GLs), they turn tail and run when being ripped into by hot lead (HMGs), and boy does it **obscenity** them off when they lose their 40 RPs of a fade to a persistant default marine who wont give up, even more so when they lose an onos 'cause they just can't out circle strafe the knifing marine. Fear the marines!
Balance Schmalance don't you think Flayra plays the game, if something is seriously out of kilter, don't you think he'd notice?!?!?!
"Jetpacking over your head" isn't exactly "melee range" you know. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
But I've been gaming since the days of Descent - so swatting a flying Marine down with Spikes or Acid Rockets is nothing more than a short pause and a few taps on the mouse. And a note to commanders - please, keep dropping health packs on the ground. I'm sure that damaged Marine really wants to come down to get eaten. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
- M4H
But you've got to admit it's not exactly easy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
4 Heavies with hmg's, grenade launchers, and welders were attacking a resource nozzle base (I forget the map name of course, the one with the 'sewer' hive), and I was the only one there to defend it. As a fade I was able to hold all four welding-heavies at bay by staying at the end of a long corridor and hitting them with acid rockets whenever they'd peek around their corner. They'd run back around their corner to weld, I'd run around my corner to heal at the def. towers. I held them off for a good 15 minutes untill backup arrived.
Had the commander been paying more attention and dropping more health, they wouldn't have been scared and could have easily rushed down the corridor and overwhelmed me while losing maybe 1 person.
People will say that's imbalance, as 4 heavies armed to the teeth shouldnt be held off by one fade with some towers. But it was the marines actions that stopped them, not me. As I said, had they rushed me I would have been a goner, along with my entire base. It was the marines fear of dying that held them back.
The software isn't broken, the people are. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Run in fear? A typical spamming GL Marine is nothing to fear, unless they're dead shots with the pistol. Wait for the four booms, dash around the corner, Blink, 180, and give that Marine a hug. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
HMGs I'll agree though. Hate those things.
- M4H
Run in fear? A typical spamming GL Marine is nothing to fear, unless they're dead shots with the pistol. Wait for the four booms, dash around the corner, Blink, 180, and give that Marine a hug. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
HMGs I'll agree though. Hate those things.
- M4H<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, if you're a marine you should be good with a pistol (this is also part of the problem, too many people can't aim). If you hear all 4 booms that close together the marine has no clue what he's doing, he should die. Not only that, but why the hell is he alone if he is that pathetic?
on the other hand is a small unbalance of Carapace, which makes skulks that know a bit about using their class very deadly and fades with medium skill very hard to stop <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
I agree mostly. The majority of the marine team has to work together or all is lost.
However...
Rambo has it's uses, though limited. Sometimes there are things where only one marine can succeed, where a squad would fail. Rambo has to be smart and know what he's doing though. Very few Rambo missions should require any resources at all, if Rambo is using ver many resources, he's not doing it right.
You can take quite well defended locations this way.
However on another game, the exact same thing happened, I scouted out a hive that was virtually unguarded, got some marine support and we took out that hive and turned the balance of the game. Which comes back to the same thing, Marines have to work as a team. A team where the Rambo scout does have his place, but only if he knows what the hell he's doing, has a plan (or his commander gives him one) and the rest of the team is on board. Rambos running off on their own agenda = skulkfood and team loss.
The key for a marine victory is communication, I cannot stress this enough If there is a good commander who knows the map and has mrines who can follow orders then they stand a more the equal chance of victory. More often that not I manage to win with only 2/3 of my marines listening to me I have only on a couple of occasions had an entire team following orders; the above incident was one of them.
Strategic use of the siege gun enabled us to take 2 hives from the enemy with no upgrades and no heavy weapons. With a bit of micro-management lmgers were able to take on fades while I dropped med packs on their heads repeatedly.
btw kamikaze was that you who was one of the marines on the db server I was commanding? I was under the name of V-MAN at the time.
1 Comm.
2 "Seargants" (Marine players with their wits about them, who will order less able marines when comm is busy, and actually achieve something. Well suited to past comms)
2 Tanks (HMG/HA dedicated soldiers, first people to receive said gear, efficient killers but need support)
2 Scouts (Either LA/JPack + LMG/GL troopers. Nice for wandering, supporting Tanks, keeping eyes out for Skulk assaults on Tanks + Seargants)
1 Rambo (Any equipment, but only really available to VERY good players. Mostly ex-scouts/seargants. Mission of finding enemy weakspots, and making aliens wonder at where you're expanding to.)
Any believers/unbelievers in this lineup? Fire away, peeps.
We won
First round:
I was aliens
Aliens = winnar!
Second Round:
I was marines
Marines = WINNAR!
Had a so-so okay good commander, but I was an excellent marine last night so that compensated. We had 2 good marines I belive, myself and Cpt. DoS. Good game it was. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
1 Comm.
2 "Seargants" (Marine players with their wits about them, who will order less able marines when comm is busy, and actually achieve something. Well suited to past comms)
2 Tanks (HMG/HA dedicated soldiers, first people to receive said gear, efficient killers but need support)
2 Scouts (Either LA/JPack + LMG/GL troopers. Nice for wandering, supporting Tanks, keeping eyes out for Skulk assaults on Tanks + Seargants)
1 Rambo (Any equipment, but only really available to VERY good players. Mostly ex-scouts/seargants. Mission of finding enemy weakspots, and making aliens wonder at where you're expanding to.)
Any believers/unbelievers in this lineup? Fire away, peeps.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
In an ideal world yes but could this really be set up in a public server where the action is getting intense and resources are tight?
my I deal 8 man team
1: Comm
1: Handyman (to fix up damaged bases, build new structures, weld vents, guard base etc) He usuallly is a n00b if I can help it so he can get a feel for the game and stay away from the serious fighting where he might do more harm than good.
5: Grunts (these guys will be kitted out with what ever I can afford they are usually reasonable shots but I wouldn't count on them to survive 1 on 1 with a skul close quarters in LA and with an LMG. However they can opperate as a group and set up fire bases near hives effectively). Mostly Average players opperating in groups of 2s and 3s
1: Commando (I prefer the term commando over rambo because rambo is a rouge term for someone who opperates alone using their own judgement, a commando still follows orders and has objectives). This guys is usually a crack shot and you nearly always spot one on a server right at the start he can mix it with a skul right up close and come out top he can even take out un upgraded fades with a LMG. This guys gets all the best stuff as soon as it is available, his job is to cause trouble behind the lines such as attacking hives (not destroying) to confuse the enemy and setting up fire bases in rooms next to hives.
I hate those red terms...
I don't think you should be commando unless you can take out 2 skulks with one clip from your pistol, then finish off the other 2 with the LMG. This is the guy who is the reason skulks gave up on their rush early game.
Remember, a good commando is no replacement for a good commander.