Less Whining, More Winning
Trojan2
Join Date: 2003-01-14 Member: 12290Members
<div class="IPBDescription">Mariens canand do win!1</div> Only reason marines cant win is becuase A, Com doesnt realize he is playing v2 and com accordingly and B, Marines dont realize there playing v2 and play accordingly. At this point I have Comm'ed 22 games and have lost twice. Once was becuase I had non regulars in a pub an no one would weld an IP, the other time was becuase I sent my team into a VARY well set up(and quickly set up) sensory trap and WE dident respawn quickly enough to stop the base blizt that followed.
Quite frankly if you have any degree of organiztion on marines and baring bad luck I dont see how you can lose. Here are a few tips for 'rines having problems.
1: If you see a sensory tower, have ANY marines say ANYthing about cloaked skulks, hear cloaking, or even suspect a senosry rush BUILD AN OBERSEVATORY, or beter yet 2 of them. Obs completly negate aleins hive one chamber choice if you use it.
2 For the love of GOD make your marines travel in groups. Now more then ever I see lone marines running off after humping the armory. This is basicly just donating res to the Khara early on.
3: Related to the above^. Make sure your marines spread out just enough so that no more then 1-2 can be hit by a single stomp or xeno But, close enough so they can cover each other. If you have a GL or a single HMG make sure he DOES NOT run out front alone. Expensive uncommon gear is a onos'es wet dream, easy to devour, feals good to eat and most importanly cant shoot back!
4:Mines; I dont get this, Mines are allways ignored in the beging of each version of NS. Why, I dont know. But in v2 they rock. Since most aleins teams dont lay Def chambers 1st, mines are a one hit kill agisnt skulks and lerks, make fades easy meat and severly weaken oni. They allso took the laser off it which makes them ALOT more stealthy.
5: Turrets: OK, quite frankly there is NO alien counter to a well place Fodder Farm ™. Im not talking a wimpy little TF and 3 turrets. Build 2 TF, siege one, eletrfie the other and throw out 8-16 turrets. Get one marines to weld them and you have an invincible bastion of alien a$$ kicking. The "offical" counter is gorges biling bombing which, doesnt hurt mariens welding, which, incedenlty weld faster then gorges can bile bomb.
I kid you not, If you do this right it will kill an onos in a single volloy of turret fury. I have seen my fodder farms wipe out attacks consisting of 4 oni, 2 lerks and two gorges. Expensive yes, but how much does 4 oni cost aleins agin??
6: Shotguns: These are the poor marines version of devoure in that they are a one or two shot kill aginst most aleins. A couple a marines with shotties will lay waste to an onos and redemtion wont help much when he takes AT LEAST 180 per hit.
Quite frankly if you have any degree of organiztion on marines and baring bad luck I dont see how you can lose. Here are a few tips for 'rines having problems.
1: If you see a sensory tower, have ANY marines say ANYthing about cloaked skulks, hear cloaking, or even suspect a senosry rush BUILD AN OBERSEVATORY, or beter yet 2 of them. Obs completly negate aleins hive one chamber choice if you use it.
2 For the love of GOD make your marines travel in groups. Now more then ever I see lone marines running off after humping the armory. This is basicly just donating res to the Khara early on.
3: Related to the above^. Make sure your marines spread out just enough so that no more then 1-2 can be hit by a single stomp or xeno But, close enough so they can cover each other. If you have a GL or a single HMG make sure he DOES NOT run out front alone. Expensive uncommon gear is a onos'es wet dream, easy to devour, feals good to eat and most importanly cant shoot back!
4:Mines; I dont get this, Mines are allways ignored in the beging of each version of NS. Why, I dont know. But in v2 they rock. Since most aleins teams dont lay Def chambers 1st, mines are a one hit kill agisnt skulks and lerks, make fades easy meat and severly weaken oni. They allso took the laser off it which makes them ALOT more stealthy.
5: Turrets: OK, quite frankly there is NO alien counter to a well place Fodder Farm ™. Im not talking a wimpy little TF and 3 turrets. Build 2 TF, siege one, eletrfie the other and throw out 8-16 turrets. Get one marines to weld them and you have an invincible bastion of alien a$$ kicking. The "offical" counter is gorges biling bombing which, doesnt hurt mariens welding, which, incedenlty weld faster then gorges can bile bomb.
I kid you not, If you do this right it will kill an onos in a single volloy of turret fury. I have seen my fodder farms wipe out attacks consisting of 4 oni, 2 lerks and two gorges. Expensive yes, but how much does 4 oni cost aleins agin??
6: Shotguns: These are the poor marines version of devoure in that they are a one or two shot kill aginst most aleins. A couple a marines with shotties will lay waste to an onos and redemtion wont help much when he takes AT LEAST 180 per hit.
Comments
(They shortly thereafter started following each other.. even though they went the wrong ways sometimes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
Have to agree on the turrets.. god.. I HATE that as an Onos.. especially if there's a ton of marines defending as well. (Ala the Kharaa endgame)
Anyway.. you have a lot of good points.. but with all the "marketing" of Natural Selection 2.0, there was a shitload of new players... so expect people to make mistakes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
7. For the love of gawd, GET RES NODES! the Kharaa can very rapidly claim res nodes (skulk - run to node - gorge - build) which results in marines having a major res disadvantage. one of the first actions the marines should take is to claim the nearest res node. two or three man team. and have them STAY there (or nearby) until it's functioning/electrified
8. When someone in a team of marines is building EVERYONE ELSE COVER HIM. The number of times i start building a res node and my backup comes over to help, and we both get chomped can't be counted. Sure it seems faster, but how fast can 2 dead 'rines build? eh? conversely, if one person builds, and the other(s) cover, you can mow down the skulks that will come to investigate the rather loud noise of you building.
Oh my God, I know what you mean. I've stopped building simply to cover EVERYONE else. It's odd being the only one covering, and having a basic rifle to boot.
<!--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-->Once was becuase I had non regulars in a pub an no one would weld an IP, the other time was becuase I sent my team into a VARY well set up(and quickly set up) sensory trap and WE dident respawn quickly enough to stop the base blizt that followed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Neither of these should have happened. First, to weld a freakin' IP, hop your arse out and weld it. I rebuilt a tfac and two IPs the other day after fending off an onos with a jetpack, because two of them suicide rushed our phase gate... Just get out and do it (we won this one, even though when I joined there was no comm, no IP, and all but one guy was dead, plus two skulks are having lunch on the comm chair... obviously partially the aliens' fault).
Second, always keep enough res to distress beacon if you're on the offensive... That is, if you think you can recover from a lost offensive. If not, the reason you lost was you failed to have a backup plan... If so, then you should've DBed (or saved enough res to DB if you didn't).
Just thought I'd bring those up, since we're talking about things commanders do wrong.
christ I shoulda called "horrible fisaco, marines blow and lose every time cant win, alein= teh everything" just to trick peeps into looking.
Turret farming is a bit lame though. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Turrets are alright, but laming them is just...well...lame.
1. Stacked marines vs random average aliens
2. Great Comm + Average Marines + Lots of Luck vs average aliens
3. average marine team vs newbie alien team.
Those that consistently win NS 2.0 as a marine should try playing on some other servers and see how well their tatics work.
Me and my clan jump around servers all the time and win pretty consistantly as marine. Do you have any particular server you'd like us to visit?
If it is just you jumping around from server to server and you are still winning as a marine most of the time then I believe that it was a you + average marines vs new or lesser skilled aliens
If it is you and your clan going from server to server then do you all join marines together and play against pub aliens? If you do then I would suggest that the marines are winning due to my suggestion of stacked marines vs average pub aliens
Now if it is you and your clan going from server to server and joining random teams so that skill is evenly distributed and still winning consistently as a marine then my theory is insufficient to explain this occurance.
I didn't and still don't have any servers in mind but it has been my experience that the aliens win unless one of the marine victory conditions I specified occurs.
But I guess we would have lost that if the comm scanned once.
If I ever find myself playing against marines of that caliber I find another server. Naturally the over-powered aliens are going to win against new marine players.