Ever Notice..?
MrMojo
Join Date: 2002-11-25 Member: 9882Members, Constellation
<div class="IPBDescription">how...</div> The more stuff you seem to have, the less marines follow orders? We started out good, and we got 2 hives under control, and I got level 3's and hmgs and jps and whatnot. But now, nobody wanted to do anything. I had to quit for a while, but when i came back it was still the same. I had a chance to go comm, and we still wouldnt take that one hive. All the marines were asking for were jp + hmg because they're so 1337 they can kill 3000 skulks. I gave them a waypoint, to build a phase outside of the aliens last hive so they could even shoot it if they wanted to. Nobody followed orders, so I said either they build it or they dont get anything. We had about 400 res at the time. Well, it was built, I put out a bunch of stuff, and put down a tf...but nobody built it !
I swear, next time, I wont get any upgrades.
I swear, next time, I wont get any upgrades.
Comments
If you have them secured till full upgrades you even dont need a single resource point and aliens can have unlimited Resources but wil still fail to get your hive fortresses.
Most mid-game problems by marines are caused by their cohesiveness unwinding and each going about his own business. And the commander being undecided on what to push for next.
So tip for marines: If the commander is indecisive, try to keep what you have got. If you as commander hit the "duh" phase, think about ATTACK. Either nap the aliens ressources or take out a hive. That could mean saving up for enough HA HMG or JP to everybody. Then focus on THAT! Get your marines to guard your assets so that enough rez trickle in.
I raised this same theme a few days ago on the Frontiersman Strategy forum in a thread called "The Buying Spiral Of Death." Once the toys are available, most of the marines go brain dead. The marine team bleeds resources to death buying JPs and HMGs that have a life expectancy of about 20 seconds in the hands of the average pub server player. Instead of buying weapon and armour upgrades that last the rest of the game, the hallways are strewn with rapidly dissolving expsensive equipment. It's a shame.
My advice to cdrs is: buy upgrades, MT and phase gates. Forget about JPs, HA and HMGs until you have at least level 2 wpns and armour (pref lvl 3). Once you are at the top of the tech tree, then consider the toys for the final assault. The interesting thing is, you will find you don't need the toys. Decent marines should be able to own with upgraded spawn gear.
Honest to god, <i>sounding</i> like you're in control is a big factor. It's important not to come off as yet another whiny and/or unconfident player.
Honest to god, <i>sounding</i> like you're in control is a big factor. It's important not to come off as yet another whiny and/or unconfident player. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Stuff like that contributes to voice comm dependancy.. and last time I checked we were all old enough to read some text.
I'm kind of new at this game, but in most cases I find that HA is much more useful than a jetpack.
Also, with their slower mobility, marines may be a bit less likely to wonder off than if you gave them all jetpacks.