Rambo Factor

InsignusInsignus Join Date: 2003-03-22 Member: 14782Members
I want to opinions on why people go rambo.

My opinion is they either arrogant or ex cs players, or ppl who are disgruntled at being booted out of the comm chair too many times.
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Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Or their comm doesn't give enough orders, or doesn't have a coherent plan. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Sometimes it's good to have one rambo, he sort of acts like a scout if you're following him closely.
  • WelderWelder Join Date: 2003-06-10 Member: 17191Members
    As a marine, I will occasionally go rambo but only if the comm is not giving orders and a large part of the map is being neglected. Rambos are not necessarily as bad now, as they do (if they're decent shots) earn money for the team and draw aliens away from where hopefully the rest of the team is capping res and building stuff.

    As a commander, I don't mind the odd rambo at all... as long as I'm not ordering them to do something else.

    As an alien, I find rambos tasty.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    Well, I rambo for a variety of reasons.

    a. I can provide useful distractions where the comm wants me to go to.
    b. I can provide more res due to kills.
    c. I can take out enemy nodes.
    d. I can scout.

    There's probably more, but these are the only ones I can think of. I only do it when the comm really isn't giving out orders. Plus, it's good to not rely on others so much. They might not be there when you really need it. Sometimes all you can depend on is yourself. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    All very valid points. And you have to remember, it's MUCH easier for one marine to go unnoticed than it is for a squad of five.

    Rambo marines are good if they have skills to match. I mean, it's not gonna help your team any if they die before getting anything done.
  • Deckard1Deckard1 Join Date: 2003-01-10 Member: 12127Members
    One good rambo= more than one skulk to take down, thus keeping aliens away from the comm's endeavors elsewhere. I rambo all the time early game, mainly stealthily. The instant I hear a gorg nearby I drop down to crouch, get in a dark corner and wait for him to come claim his rt, at which point I blast him to bits <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    edited August 2003
    "As a marine, I will occasionally go rambo but only if the comm is not giving orders and a large part of the map is being neglected"


    Now, the major flaw here is that if the comm sends someone to a position, he expects them to stay there. In most cases he does not have time to say "go to waypoint, stay there, because thats where they're getting into the base and we want to hold that long enough to get a farm up and then expand from there into the rest of the map".

    No, he says "go to waypoint".

    I, personally, have sat at waypoints, watched someone rambo, then watch 2 guys run off after them, then all three get toast. Weapons are lost (Dude run into that skulk nest and get the welder - yeah, just watch me *rolls eyes*) and more importantly you've left the objective open, encouraged possible nubs to rambo at any opportunity and when all three of you died you just handed the aliens a chunk of res.

    Good work.


    I don't mind GOOD rambos, and I've seen clan rambos take out hives with JP, shotty and patience. However thats a clan and the commander was aware of it. Saying you're "drawing fire" or "scouting" is all very well, however consider that your "drawing fire" might not even BE drawing fire - you might just be catching the same skulk over and over as he respawns, while his 8 little friends are kicking the living crap out of your buddies.

    While you are "scouting" you are scouting somewhere the comm has no intention of reinforcing, nor COULD he because you are ONE rambo and the team (who would cover your backside while you build) are miles off. Rambos can't build. They cant hold RTs. The aliens just kill you, then rush to the next rambo, kill him, and so on.

    Trust the comm. He is doing it for a reason. He expects you to follow orders. Ramboing yourself dead costs the TEAM.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    The problem is sometimes the comm doesnt give orders, and a comm who only gives one order and doesnt split up his team in to more than one group is a bad comm. The only time you should be in one place is if you are desperately trying to hold something or trying to finish off the last hive. Sending all your marines to the double res node cus its pretty and has 2 res is just not smart. By not attacking res nodes and letting aliens have 5 res at the beginning of every game is just suicide and the main reason why marines lose in pubs more frequently than not.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Old habbit of 1.04 where you could kill virtually the whole alien team before dieing from low ammo or from an ambush.

    Also i rambo at times when im thinking - commander hasnt given me any orders, how should i make myself useful -

    So i rambo to find their res, kill their gorges, try and stop their expansion the best i can (i know its not possible with just 1 person), try and distract them from other key locations into protecting their hive.

    I normally rambo with another person tho, as 2 marines are four times effective as 1 marine.

    Also rambo ing yield kills = yields res.

    If ur confident in your knowledge of the map, and in your own ability, and can kill 3/4 skulks before dieing, thats 4-12 res for your team, and only 1-3 res for theirs.

    Dont assume rambo players are not team players - the good rambos are the ones that arnt looking for kills, but are looking to serve as a good distraction and res collecter/destroyer. Sometimes rambos do more for the team than those who go to a hive straight away and shout "relocate here comm" or find an rt and spam on radio "i need an order"


    Oh and i only rambo very early game when skulks dont have mc's up yet, and if they hav sens, i am extremely careful. Or at end game when i have shotty HA , and they only have 1 hive and couple of res and the game is won.

    At the end of the day if the commm gives me a wp or a direct order, i will follow it - if he hasnt given me an order, and i fancy my chances, ill have a little wander about the map.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Rambos can be very useful early on, as long as they're willing to stop and build res... Generally, if your team is on one side of the map, so are the skulks, and a guy on the other side can build/electrify unharassed. They're also good for the occasional surprise they give you, such as finding you a hole you didn't notice and letting you get a tfac up in a vent near their hive (happened yesterday).

    That said, there is a big difference between a hero and a normal rambo, imho. One is good, knows the map, is experienced, etc, and is running off without orders to benefit the team. The other one is either bored or a plain a*hole, and won't listen to orders even if you try to recall him (or get him to stop). Worst example ever was when my friend was comming, he waypointed a guy TO WHERE HE WAS GOING, and the guy immediately turned around to avoid listening to the "annoying comm".
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    It is a very bad idea to go rambo imho. With sensory chambers , skulks can chomp you in a split second as soon as you enter alien territory.

    It is wiser to just patroll and secure parts of the map your comm claimed (nodes mostly) so that you can quickly spot attacking skulks and never run very far from your teammates (so they can come in if you found something important , like a cloaked node , upgrade chambers or a lone gorge)

    Marines need to be teamed up to damage the hive. If you want to put the pressure on aliens , be sure to bring in friends.
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    When I command I yell at my rambos! They feel the wrath of the commander. :-D FOLLOW MY ORDERS SOLDIER!

    If I want a resource node I send a few marines there. If I want alien resource nodes I send marines there and have them killed.

    If I have people ramboing all over the map I cannot give them proper support. I cannot drop them health and ammo or give them sensor sweeps. If I have two or three main squads which work cohesively I can afford to give them health, ammo and sensor sweeps. They usually accomplish their missions.

    IMHO rambos are generally a product of bad commanding. Most people will listen to a vocal commander urging people into squads.

    Yes, I will admit it, I have been known to rambo. It's usually when I've lost faith in a commander. However, lately I tend to try to organize the team to accomplish missions. Sometimes even a poor commander will support the initiative and we can get something accomplished.
  • DEADSilent-ErsErDEADSilent-ErsEr Join Date: 2002-11-05 Member: 7158Members
    there are times when a rambo is usefull yes BUT never in the begingin of the game when i comm first thing i do is build up a small base defence then tell 1 player to STAY in base even if he gets a waypoint not to leave then i waypoint everyone else to a location and start my advance the 1 in base builds our upgrades arms prot obs ...my problem is the guy that sticks his head out of the room we are succuring when he sees a sculk moving out there... now that sculk picks him off and another thinks he can get the sculk and charghes out soon the whole squad is dead and my node/hive/postion is lost.. rines need to stick together in one group untill at least level 2 guns then they can be split into smaller squads...but the main thing is just cause the commander is not giving you a new order every 5 seconds you shouldn't be a rambo with the new res for kills you can't allow the aliens to pick a rine off better for you to have no kills then for the aliens to get kills
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Most of the time i just run off to the double res as soon as i spawn at the start of the map. I then proceed to hold it, kill the aliens and get backup and secure it. I also get like 30 res for the team in the process. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'll rambo if i'm not told to do anything and take my own initiative like getting a teammate to follow and setting up a PG near their hive to siege it, or secure the double res or a hive at the start. Or just hold the RT that we have. If i'm told to go somewhere i will, but as soon as i sense that the comm doesn't have a plan then i'll do what i see as best. Usually when i rambo i kill all the newbie skulks. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I'd be wary of running off just because the comm hasn't given orders. Sometimes he is saving res, sometimes he is overseeing the OTHER group at base.

    Most comms do not have time to say "building res" and neither do people keybind these phrases for the benefit of the grunts. IMHO you sit at your waypoint and take the orders, TRUSTING the comm that he has not forgotten you.

    Ramboing is tolerable if you tell the comm, because otherwise he WONT support you. He is not saving res for YOUR PG/RT unless he is aware of your plans. For all he knows, you're off to kill the hive singlehanded. Its sometimes necessary if you, on the ground, have spotted a weakness.

    Now, I was on a map (still not learned the names) but its the one with the sleeping quarters and cafeteria. We were dug in at endgame, fighting a losing battle at the double res and after a string of nubs with zero strategic prowess, I took the initiative and started to push out of our grave. We managed to take a corridor, and I was halfway through a TF and turrets when the Onos rush hit as the aliens had noticed.

    Thats an example of Good ramboing and Bad ramboing. Its GOOD that I spotted a weakness and helped our team push out.

    However, its BAD that I ended up out there one my own trying to build the impossible. Best plan? Rambo in pairs.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Rambo in pairs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    But then wouldn't that not be Ramboing? Did Sylvester Stallone have a backup Rambo? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    But, yeah, pairs are good, pairs are fun, pairs keep skulks on the run!
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Perhaps the paired Rambo should be.....


    Chuck Norris-ing.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Chuck Norris-ing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Or just, you know, operating as an indepent marine squad!
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Every Rambo helps the aliens get closer to Onos.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    here is a question... how long till you ask the comm for orders?

    how long till you eject the fool cause he had to go get a smoothy with curly sue?
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    I hate rambo'ers... but sometimes its the best strategy. Im not saying rambo to kill people.. Im saying rambo covert ops

    Giving info on what is where, what hives are up, where aliens are... Tracking the onos


    Single handedly building a phase in the corner of a hive

    Stuff that is useful


    in these roles rambo's are INVALUABLE as long as they work as a team WHILE ramboing and realize they dont need to do antyhing but be eyes and ears.. something an entire squad CANNOT do very well
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    aggressive map scouting and dominance requires ramboing regardless of the outcome. To neglect rambos is the first step to bending over.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->in these roles rambo's are INVALUABLE as long as they work as a team WHILE ramboing and realize they dont need to do antyhing but be eyes and ears.. something an entire squad CANNOT do very well <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You're missing the point. Rambos are doing this WITHOUT orders. If you want to scout, or sneak, best give them orders, a good vent, preferably a jetpack too.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    <!--QuoteBegin--Spazmatic+Aug 9 2003, 11:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Aug 9 2003, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->in these roles rambo's are INVALUABLE as long as they work as a team WHILE ramboing and realize they dont need to do antyhing but be eyes and ears.. something an entire squad CANNOT do very well <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You're missing the point. Rambos are doing this WITHOUT orders. If you want to scout, or sneak, best give them orders, a good vent, preferably a jetpack too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I disagree, people have mentioned a sergeant/lieutenant. These are generally experienced marines who know when to do things, they also know which locations are important and when not to attack enemy RT's.

    I don't mind the odd person 'ramboing off' provided its not at a critical point in the game, and the other marines hold their positions. Good players know when to do this. The sort of ramboing that does annoy me is when you are making an outpost and someone wanders off and doesn't build and doesn't cover. Or even worse attacks a structure alerting all nearby aliens to the outpost.

    As for giving scouting orders, its next to impossible. To do that you'd need to devote alot of time to tracking them. I can't count the number of times a good marine has got himself into an invaluable location which I've then PG'd and won the game from (Of course there are 10x more times where they've been eaten before or during the construction of the PG).
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    There are cases of usefull rambos. The Comm's Favorite Rambo ™ can be a veteran marine , not likely to fall into stupid traps like cloaked skulks or OC nests. He keeps the aliens occupied and gets res4kills while the rest of the team does the important stuff at the other side of the map. Occasionally he can build nodes , TFs or even phase gates when no one but the comm is noticing him. There must be only one dedicated rambo , others should be part of capable squads , it is complicated enough for the comm to follow and medspam one rambo and the other grouped marines.
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    With sensory being a potential first chamber its kinda stupid to go rambo now. If you're in range of a sensory chamber and don't know it a skulk could jump right in your lap and cuddle with and you'd never know until it bit your head off.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    edited August 2003
    sensory is getting less popular as a first or even a second chamber.

    i like rambos so long as they know what they are doing. I like my marines to take the initiative cos, quite franky, i dont have the time to micro manage them. the games i have won as a comm i would not have won without a few good rambos. If i have a few newbies on my team i will tell them to stay in base. I know its boring and they will inevitably run off and die, but they are much less annoying sitting in base than if they are running off on the other side of the map asking for medpacks. all in all, i like a team that can work well on thier own, who know the map and who know how to play, but i also like a team that can work together as a ecure unit when it comes down to the final push. 8 ppl <b>all</b> with HA, HMG, welder avancing together on archiving, two or three down below, the res up top, me with 200 res spamming health and ammo, my marines taking down the onos and wave after wave of skulks along with about 6 or 7 ocs, then, almost in slow motion, the hvie exploding in a big explosion of gunk. The countdown begins. the big freeze. The remaining aliens start to shiver. the lerk and the onos attaking the tf in processing. The lerk is down, its body swiftly decomposing into the bacterium from whence it came, the onos is left, marines start advancing on it, Its big strong body finally gives up, its soul is released and searches for a hive to run to. Finding none, it drifts off into the ether/readyroom. Thats what i play NS for

    i do not like rambos when you are trying to get them to a place and they just sit there or run off in the opposite direction.

    As a marine i run out of base pretty much instantly to go and get res nodes. Pairs of marines getting nodes and kills are a very good part of your team.
  • JeeRJeeR Join Date: 2003-08-09 Member: 19237Members
    I' ve played as com only three times yet and won once.
    I believe this victory to be due to the dedication of my team to follow my orders who were very simple: I asked them to stick together.
    And so they did.
    And so we won.

    Still I had this one player who was making iregular rushs for the far opposite side of the map, opposite side regarding the actual location of the main team. I had warned everybody that I would not support lone marines for if they got killed every time, then they are just a loss of rez for the whole team but he kept going.
    Fine.
    Since I don't pretend to be god himself or *Th3* 0wnz0r of NS (Hell, I could even be called a n00b I think, since I only played for barely a week yet^^), and while my squad was building advanced posts, I observed him (while still leting an eye on my main force).
    He was skilled (took 3 aliens all by himself before asking for amo and health).
    He seemed to know where he was going.
    He ssemed to know what he was doing.
    I gave him some amo and health to see what exactly he wanted to achieve. He managed to get a res node and secured the place (veryfied if there was nothing dangerous around).

    I gave a scanner sweeping to ensure no more aliens were nearby and then as he was wandering around, I asked him to build a rez tower, and he *obeyed* to the orders.
    Starting from that point I decided, as the commander, that he was *<i>not</i>* a Rambo but a <b><i>Scout</i></b> and that I would have him play this role.
    He strenghtened this location and left him play by his won rules, that is he scouted more far in the enemy lines, keeping aliens occupied at this side of the map. Since I had decided that he was a good diversion, I provided him with support and tried hard to keep him alive (but my main squad had the overall priority though).
    This is a strategic decision, as you provide him support and attention that maybe needed somewhere else but I thought it would pay in due time.
    And I mean it, he knew what he was doing: he wasn't wandering off to go to the shear end of the map, trying to kill the hive with nothing else but his naked a**. He could have tryed this, since he saw that I was giving him good support. But instead he assumed a harrassment role all by himself, going as far as he could, and returning to the advanced post he had built when he had to, and asking for support once there.

    This technique, given that I was supporting him, had led many aliens to their death, even Fades and Lerks (and I don't talk about the poor skulks).
    What's more annoying than a lone marine acting like a Rambo, seeing him suddenly retreat back and discover that he has built a protective turret field in the corridor behind him, and when you think that you'll finally kill him, see him receiving full support from his commander?
    No, it's not unfair <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    He was just making benefit from the extra firepower of the turrets since he was alone, and I assisted him because was he was doing was smart and useful <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Here again, he was a sharpshooter, he wasn't acting like a silly ho, and given the situation, it was useful as most of the attacks were diverted to his hot point (I think the aliens were eager to glump-chew him, after keeping on being shot again and again and again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->), allowing the main squad to work efficiently without encountering really annoying resistance.
    Here again, I say this: for me, he wasn't a *Rambo* (with all the bad conotation it wears in NS) but a *valuable asset* given the situation. A Scout (and as most scouts, a sharpshooter) and, let's say it clearly, a Bait. A valuable asset but only because I decided to give him support in his dedicated task.
    I mean he was a good soldier.
    He returned when I wanted him to get back to the main base (so I could hand him a better gear and a better weapon^^). He kept his position when I wanted him to do so. He agreed when I asked him to join the main attack force. He was following orders.

    I think that the Rambos and these kind of players shouldn't be put in the same category.
    Rambos are just uncontrolable elements without the capacity to follow orders and any clear idea of what they are going to do all alone out there ("Oh! Yeah! I kill alien meat!"), and even not enough skills to stay alive more than 30sec all by themselves (so why do they go Rambo?). Ressource should never be spent on them, since it may even encourage other people to imit them.
    And that's just not what marine teams are supposed to do.

    That's what I like about NS: Marines are supposed to play as a team, and this will be said over and over, because it's true.
    All people coming from CS should have to keep that in mind.
    All the newbies too (coming from whatever they want^^).
    If you are not able to integrate this concept, or if you don't like the idea, then I recommend to play on the Alien side: your propention to getting fast kills all by yourself will be better rewarded there.
    And even so, trying to work in alien teams maybe also valuable.

    In fact, as a marine, what I fear the most, mind you, is a (varied) team of aliens acting like a squad...
    I think such a thing (shouldn't be allowed to exist!^_^) is barely unstoppable if well coordinated...
    Don't you think so?
  • TreaclyWheatTreaclyWheat Join Date: 2003-08-09 Member: 19261Members
    Hmm...when I comm I will almost never support Rambos, but scout<b>s</b> all the way. I hate Rambos who think "I 4M THAY G0D 0F NS!!!!!1one11!1shiftandone1!!!!!!" I never support them.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    "here is a question... how long till you ask the comm for orders?"

    Generally if the entire squad is milling about aimlessly and/or ramboing. I've more patience myself, and when people start running off, then I ask the comm. Usually as a bid to get the goons in line.

    I think its been agreed that competent rambos are good - however the vast bulk of rambos are bad, and its not wise for people new to the game to assume they can and will pween an entire map on their own. Especially since NS involves wildly different play from any other game. Ramboing in other games is much easier, especially since you can pick up more weapons/ammo. Not so in NS, and thus you're relying on your commander supplying you......

    Something they will not do if you're running off and costing more res than you earn (and yes I measure everything in res, including strategic value).
  • SoberanaSoberana Join Date: 2003-06-25 Member: 17695Members
    I rambo most of the time... trying to take down rts, gorges or important targets, or just to gather res. It´s fun. I thought the point of a game was to have fun? Sitting in a base for 2 hours just guarding isnt exactly anyone´s idea of fun.
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