Marine Commander Beginner Guide

nilsnils Join Date: 2011-06-23 Member: 106039Members
edited July 2011 in NS2 General Discussion
I reworked the Guide a little bit and try to give more or less the aims and options of the Commander. Screenshots will follow.

Perhaps everybody can post his tactics or give small advices for the Marine Commander, because nothing is more annoying then not having any upgrades or something.

<b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->My Guide for 6on6:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

<u><b>Early Game: Expanding and get continuous Ressources</b></u>

Your aim in the early game is to expand Marine territory, but before you can do that you have to build the basic structures of the Marines. First you should build the Infrantry Portal and the Armory. Every Marine Team needs these two buildings. When you have build this you can follow your aims and let the Marines know what to do. First of all you need more Ressources, at the beginning you need 2 extra Res tower (RT). Then you should explore the map and anticipate what the Alien Commander would do, where are the Powernodes down, where is a good Hive Spot, etc. . But <b>don´t be to aggressive</b>, that won´t help you. Backing up your Res Tower and repairing the Powernodes near (or in the middle) to you is enough.

<b>Shotgun</b>
This is a good option to gain more firepower against the skulks and for me the best thing to start the game.
<b>
Upgrades</b>
You can Upgrade your Armor and your Weapons. For both you need the Arms Lab which costs 20 TRes and then pay 15 TRes for the Upgrade itself. This is very usefull and should be done early, and if the Aliens got there Attack upgrade it is a must, otherwise the skulks just need 2 bites for a marine. But it is more expensive then the Shotgun so this should be done afterwards.
<b>
Phasetech</b>
This could be done after the Shotgun is invented to put some early pressure near the Alien hive, but i never have seen this option to work out properly. When you try the early phasetech you need much IPs to get enough marines at the Front even if they die fast.
<u>
<b>Midgame: get more Res and try to prevent the Aliens building a second Hive</b></u>

In the Midgame it is your main aim to prevent the Aliens from getting the second Hive. So You need to scout and try to control the Hivespot that is the most valueable for the aliens. Against a good team it is hard to prevent the 2nd Hive, but you need at least to delay it. If the fades came out to early, there will be no real chance of defending them.
In order to hold back the aliens you need more structures and Upgrades:
In the Midgame you can do very much things, so i just explain what is basicly possible.
<b>
Robofacillity</b>
It is good for defending yourself, because it allows you to build towers. Important for Marine outposts, but don´t spam towers you need the Res for more important things. Safe your structures (Powernode, Phasegate) and the incoming aliens. Even in the late Game 6 towers in a hole room is enough. 2 at the front, 2 at the back exit, and 2 for structures that defend each other. Never build more towers, there are much more important things to do, and don´t start with 6 towers.
And in the Midgame the MACs can help you to scout, or build/repair buildings. Marines CAN`T REPAIR BUILDINGS. And the Macs only cost 5 tres.
<b>
Observatory</b>
Allows you to build Phasegates (After Phasetech) and to scan. The scan is good for scouting where the aliens build their hives. And PGs are best to hold outposts near the Alienbase, otherwise your supply will come too late.

<b>Advanced Armory</b>
You can build this early for inventing Flamethrowers, and for more Armor and Weapon (Upgrades 2+3) Upgrades. If the Aliens got Fades you need Flamethrowers, because they are sucking the Energie of the Fades down, and they can´t flee anymore.
<u><b>
Late Game : Killing the Alien Hives</b></u>

You should have Phasetech and many Upgrades + Flamethrowers. To kill an Alien Hive or outpost you have two possibilities. First you can invent Grenlauncher and hope that your marines will do it + a little bit praying will help ;).
Or you build an small outpost near the hivespot, with first (if you need it) Battery pack, an Armory, Phasgate, and some defending towers. For the sentrys it is important to safe the way out of the Phasegate, otherwise your Marines will die without making any damage. If Your Outpost is safe, you can build a Robo Factory and Pump out ARCs and MACs (for repairing). Scan the Alien Base and let the ARCs kill the Structures and your marines defend them. When the Hive ist down build a new outpost and so on.

<b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->Now a short ( :D ) Playthrough, or a practical advice for 6 Marines:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></b>

1. First send 4 marines in teams of two to the next extractors and let them build it.
The one who stays in base should build the <b>armory</b> and the <b>infantry Portal</b>. (see picture)

2. After the buildings are finished the marine in base should go forward to the Team that is closer to the major Alien Hive position. For example Surface Access in summit. They should try to get it clear. (Assist with medpacks)
Build the <b>Shotgun</b> if you got the RES. (see pic)

<a href="http://www.directupload.net" target="_blank"><img src="http://s1.directupload.net/images/110726/u6rveh8l.jpg" border="0" class="linked-image" /></a>

3. Build <b>second IP</b> for safty reasons. And help at "Surface Acces" with an armory and further Medpacks.

4. Build <b>Arms Lab</b> and then <b>first Armor Upgrade</b>

5. If a marine has repaired a powernode at "Heli" let him build an extractor. And let a marine Check the Hive Spots if you only knew one spot they could build it elsewere.

6. Now it is time for the <b>Robo facillity</b>
Get out of the Command chair and get a shotgun. It is better too have one in some situations.

7. Build towers at Hivespot (here perhaps someone could write a Howto with Screenshots :) )
to get it clearly safed.
Then <b>Upgrade Armory in Base</b>.

8. Build an Observatory and start Phase tech

9. Build safty Powernode in base if they kill your base Powernode you still got power.
Add towers in base.

10. <b>Second Armor/Attack Upgrade</b>

11. <b>Phasegate</b> at base and most important Spot.

12. Now it is time for <b>Flamethrowers</b>. (If the Aliens got Fade, this must come much earlier)

13. Push forward to Alien Base Group all marines and let them attack. Give them Much medpacks.
If they can´t build the powernode give them a battary pack and sentrys / Phasegate / Armory

14. Build more towers because aliens will attack hard and there way is short.

15. If you got the spot clear build a robbo facillity and<b> build ARCs and MACs</b>.

16. Kill the Hive by helping with medpacks and <b>scanning the Hive Area</b> with the observatory (that ARCS can shot) sometimes scan other hivespot or send macs there.
if you need station nearer to the hive build battery pack+ sentrys and Armory

17. Marine TEAM WON :D


In a normal Match there could happen much things, like loosing a Extractor or early pressure on the base.
Your mates don´t do what you want, etc. .
This should just be a little guidline for you, and there are 1000 other ways to be a Marine Commander, but the first points are a very good start for every marine team.
<b>
Now some additions for the Commander.</b>

- Talk to your Team, even typing will help them.
- Give them orders, all over the game. They will notice that they make sense.
- If they dont follow your orders, talk with them.
- If you have no voice, type.
- Say if you build upgrades, new weapons and so on. Your team wants to know that you are doing something to help them.
- If you are doing totally wrong, get out and look what a good Commander does.
- Hear what your team asks for, sometimes you have forgot an upgrade, Flame throwers, gren launcher, and so on. But when it don´t fits to your strategy talk to the team.
- Sometimes a Commander can´t build (no res) anything. look what your mates are doing and give them new orders and look for Hives if you have no res. Give Medpacks.
- If you need a building fast and there is no marine in base build it on your own.
- When you can build an extractor (10 tres) and have not saved the tres for an important upgrade, build it. It makes 1 tres every 8s, so after 80 seconds you got your tres back. One skulk needs about 20-25s (depending on the attack upgrades) to kill a RT.

That´s all from me right now, i hope you give critics, or make additions to my little guide. Screenshots could help probably. :D

Comments

  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    If you have no voice chat, don't be comm. Sorry, but it's pretty annoying to have a comm with no voice.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    <!--quoteo(post=1863410:date=Jul 25 2011, 11:21 PM:name=nils)--><div class='quotetop'>QUOTE (nils @ Jul 25 2011, 11:21 PM) <a href="index.php?act=findpost&pid=1863410"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Guide<!--QuoteEnd--></div><!--QuoteEEnd-->
    Kewl, you need pretty pictures kewl jokes to keep standard nubs interested the layout seems too much bother otherwise (Yes people are that lazy and stupid!).

    You should emphasize standards such as armor1 and shotgun research, explain possible variations and their strenghts and weaknesses but the most important thing should be giving some short of guideline what to follow until they (hopefully) develope a tiny percent of understanding of the game.

    I would not recommend comming without a mic though, even if its possible in NS2.
  • SquidgetSquidget Join Date: 2003-06-13 Member: 17334Members
    <!--quoteo(post=1863415:date=Jul 25 2011, 05:43 PM:name=TrC)--><div class='quotetop'>QUOTE (TrC @ Jul 25 2011, 05:43 PM) <a href="index.php?act=findpost&pid=1863415"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would not recommend comming without a mic though, even if its possible in NS2.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Concur. An ethical player should refuse to jump in that chair unless they have a mic.

    Unless, obviously, NO one on the team has a mic. In that case, UGH, it's not going to matter anyway, so go nuts.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    Here's a tip for summit.

    Place your armoury and IPs like this (see pics)

    Placing the armoury in the middle makes the most sense as it means that marines entering or leaving the base from either exit can get to it the quickest. If you place it off to one side it means that it's further away from one of the exits and marines going or coming from there need to run further to reach it.

    Placing the IPs like this makes it harder for skulks to kill spawning marines. If you place both IPs right next to each other on the ground then it's easy for 1 skulk to go back and forth between them preventing any spawns.

    Placing them up on the railing makes it difficult for skulks to get on top of them (especially now they don't have leap right away), this gives spawning marines a better chance to fight back. [If they remove the ability to build buildings on those railing then the best option is to place an IP on each side of the CC. That way the CC blocks the view to the other one and skulks might not notice a spawning marine.]

    <img src="http://i.imgur.com/0xVXM.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/iTIpc.jpg" border="0" class="linked-image" />
  • nilsnils Join Date: 2011-06-23 Member: 106039Members
    thank you for the awnsers, i have polished the Guide a little bit and will do further afford into it .
    I´m not a native english speaker, so it is a little harder for me to write funny things in english :D.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    <!--quoteo(post=1863436:date=Jul 26 2011, 08:20 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Jul 26 2011, 08:20 AM) <a href="index.php?act=findpost&pid=1863436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="http://i.imgur.com/0xVXM.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    That is really bad placement of the IP's and armoury..

    Those 3 items need to be as far away as each other as possible so spawning marines or reloading marines can cover the other items..
  • creekcreek Join Date: 2011-07-23 Member: 111827Members
    the height advantage when they're on the railings is worth it even though they are close
  • wulf 21wulf 21 Join Date: 2011-05-03 Member: 96875Members
    inaccurracy: MACs now cost tres.
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    <!--quoteo(post=1863516:date=Jul 26 2011, 07:38 AM:name=kabab)--><div class='quotetop'>QUOTE (kabab @ Jul 26 2011, 07:38 AM) <a href="index.php?act=findpost&pid=1863516"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That is really bad placement of the IP's and armoury..

    Those 3 items need to be as far away as each other as possible so spawning marines or reloading marines can cover the other items..<!--QuoteEnd--></div><!--QuoteEEnd-->

    IMO, that is optimal placement. I've gave my reasons above. If you know a better way to place them then by all means post a screenshot :)
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited July 2011
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited July 2011
    <!--quoteo(post=0:date=:name=nils)--><div class='quotetop'>QUOTE (nils)</div><div class='quotemain'><!--quotec-->marine comm guide<!--QuoteEnd--></div><!--QuoteEEnd-->
    Interesting! i very much agree that surface access rather than heliport is a higher lock down priority as heliport can easily be retaken because the long hallways do favour marines.

    <!--quoteo(post=0:date=:name=wilson)--><div class='quotetop'>QUOTE (wilson)</div><div class='quotemain'><!--quotec-->IP/armoury placement<!--QuoteEnd--></div><!--QuoteEEnd-->
    I actually have to agree that the height advantage and the close placement of ip's to railings is really good. I saw this the other day on auspure and as a skulk you literally cannot reach to bite the marines spawning unless you drop down from the ceiling above. I'm pretty sure as a fade its very hard to camp spawning marines as well since your swipes will choose to hit the ip instead. The ip and railing hitboxes also block skulk access . Lerks on the other hand may pose a problem :p.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    this needs a sticky
  • MaGicBushMaGicBush Join Date: 2002-12-02 Member: 10378Members
    edited July 2011
    <!--quoteo(post=1863871:date=Jul 27 2011, 09:09 AM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Jul 27 2011, 09:09 AM) <a href="index.php?act=findpost&pid=1863871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this needs a sticky<!--QuoteEnd--></div><!--QuoteEEnd-->

    Agreed, this and the alien guide should be stickied together somehow(merge threads?).
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