Couple Of Rine/alien Questions

RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
<div class="IPBDescription">To n00b or not to n00b</div> I have dl'ed Natural Selection last week, and have been logging a few hours on pub servers after reading the manual/tips here. Still, a few questions remain.

<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

1.) What to do as a rine? I think that early advances are important, so I try to head out when people are still dukeing out who will comm. I am always hoping someone will join in, but it rarely happens. So, where do you go? Try to make it to a hive, or double resource node? Or single resource node? What's the best way of getting attention when you are there (hoping there is a comm by now). I love playing rines, and I hate losing, so I am trying to levy the first (in)decisive moments by some initiative.

2.) I have noticed that the LMG is not really such a choice weapon when running around the map. In close quarters, it's not that easy to hit a skulk enough to kill it. I recently noticed that I had much better chances surviving with the knife (killing a skulk and a gorge while rushing deep). Does the knife make noise (more or less than running)? Did I just happen to kill to newbs?

3.) You respawn, and want to try to get back to your waypoint. No one else is around so you can get there together. What is the best strategy here?

4.) You are parasited. Informing the comm is the best idea, but then I am not sure if it's just too much info for him/her. If you already have been spotted, it's no problem, but what are good options otherwise?

As an alien <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

1.) Is going gorge to cover some RP initially acceptable? Say build an RT and two OCs and then go back to skulk, earning some points? Is it advisable?

2.) On pubs, so far I noticed know sense of direction. Pinpointers to good initial strategies?

I guess I have many more questions, but those are the most important one to me right now.

Comments

  • ChimpChimp Join Date: 2003-08-19 Member: 19954Members
    Please dont go running off as a Marine. This will give your com more work, And trust me, Com has plenty of work to do besides ushering you like a sheep to where he needs you. Rely on your comm, Not yourself.
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    <!--QuoteBegin--RSMemphis+Aug 19 2003, 07:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RSMemphis @ Aug 19 2003, 07:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1.) What to do as a rine? I think that early advances are important, so I try to head out when people are still dukeing out who will comm. I am always hoping someone will join in, but it rarely happens. So, where do you go? Try to make it to a hive, or double resource node? Or single resource node? What's the best way of getting attention when you are there (hoping there is a comm by now). I love playing rines, and I hate losing, so I am trying to levy the first (in)decisive moments by some initiative.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What I recommend you do if people are nagging over who will comm is to jump in the chair yourself. Even if you just drop the IP, armoury and one res node, you're getting things rolling. If you're not in the chair, grab a buddy and move out to (if there is a respectable comm) cap nodes or (if there is not) destroy alien RTs.

    <!--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-->3.) You respawn, and want to try to get back to your waypoint. No one else is around so you can get there together. What is the best strategy here?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The best strategy would be to wait on a partner if your waypoint is tough to get to (ie. halfway across the map through a lot of alien opposition) if it's just a hop around the corner <b>or</b> you think you can make it on your own, by all means get going.

    <!--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-->4.) You are parasited. Informing the comm is the best idea, but then I am not sure if it's just too much info for him/her. If you already have been spotted, it's no problem, but what are good options otherwise?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't think being parasited (parasat?) is as big a deal as everyone says it is. Most aliens don't really pay too much attention to you unless you're already a threat. So if you're moving in a group, let your squad know out of common decency and let them make the call as to whether or not you will disrupt the attack.
    <!--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-->1.) Is going gorge to cover some RP initially acceptable? Say build an RT and two OCs and then go back to skulk, earning some points? Is it advisable?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Absolutely! This is the Kharaa's greatest advantage in NS 2.0. Pretty much any successful Alien team will have each member go gorge, drop an RT, and move on. It's simply the most effective means of infesting the map as quickly as possible. Definitely do this.
  • RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
    Thanks for the reply.

    I am a bit afraid of jumping into the comm because people usually expect that you stay then.
    It sounds good in theory, but once someone is in, they usually stay. Nothing worse than not having a comm after a while - and I have no exp with comm'ing.
  • SuddenFearSuddenFear Join Date: 2003-06-21 Member: 17571Members
    <!--QuoteBegin--RSMemphis+Aug 19 2003, 07:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RSMemphis @ Aug 19 2003, 07:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have dl'ed Natural Selection last week, and have been logging a few hours on pub servers after reading the manual/tips here. Still, a few questions remain.

    ::asrifle::

    1.) What to do as a rine? I think that early advances are important, so I try to head out when people are still dukeing out who will comm. I am always hoping someone will join in, but it rarely happens. So, where do you go? Try to make it to a hive, or double resource node? Or single resource node? What's the best way of getting attention when you are there (hoping there is a comm by now). I love playing rines, and I hate losing, so I am trying to levy the first (in)decisive moments by some initiative.

    2.) I have noticed that the LMG is not really such a choice weapon when running around the map. In close quarters, it's not that easy to hit a skulk enough to kill it. I recently noticed that I had much better chances surviving with the knife (killing a skulk and a gorge while rushing deep). Does the knife make noise (more or less than running)? Did I just happen to kill to newbs?

    3.) You respawn, and want to try to get back to your waypoint. No one else is around so you can get there together. What is the best strategy here?

    4.) You are parasited. Informing the comm is the best idea, but then I am not sure if it's just too much info for him/her. If you already have been spotted, it's no problem, but what are good options otherwise?

    As an alien ::skulk::

    1.) Is going gorge to cover some RP initially acceptable? Say build an RT and two OCs and then go back to skulk, earning some points? Is it advisable?

    2.) On pubs, so far I noticed know sense of direction. Pinpointers to good initial strategies?

    I guess I have many more questions, but those are the most important one to me right now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    2) Sorry, but sounds like a newbie skulk, or you just got lucky. With practice, you'll learn how skulks move and aim better with the ever trusty LMG.

    3) Depends on where the waypoint is. If the commander just wants you to kick a skulk away from a dying RT, or needs something building in a relatively secure area, go ahead on your own. If the waypoint leads to an alien hive or a group of incoming onii, it's a good idea to wait for backup and, if possible, equipment. :P But if the aliens are attacking a locked-down hive and the commander is shouting "PG PG PG", for the love of God, don't armoury hump and just leap in to that phasegate.

    4) Unless you're going for a stealthy group offence, it doesn't matter too much. Besides, being an alien and seeing five parasited HAs coming your way is pretty scary. ;P

    -----

    1) YES. :D As Mastodon said, this is an effective strategy, and it's important to have players that don't just save for Onos from the get-go.

    2) Might want to look at the Kharaa forum. I would type up some basic strategy, but I'm hungry and need food. :S Might append later on.
  • The_NighthawkThe_Nighthawk Join Date: 2002-11-06 Member: 7316Members
    Mastodon and SuddenFear both speak truth. Heed their wisdom! Also, please join our Newbie friendly server night, tonight at 7pm PST (Tuesday Aug 19) at om.oldf.net:27015 to get any other questions you have answered.
  • RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
    I would love to join the server, but I am on GMT (8 hours forward), and 3am on Wednesday is not so possible for me.

    Thanks for all the replies, I got some more practice on both rines and aliens, and some things work out quite nicely.
    Am starting to be better at aiming, too...
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->, <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    1)NO. Stay put and wait for orders, or take the lead from more experienced players (of course, you probably won't be able to pick the regulars, first off). Having your marines running off all over the map because they think they know what's best is the second most irritating thing for a commander to deal with (the most irritating is people whining for equipment).

    There is only one time when you can venture off by yourself without (or against) commander's orders - when you've gotten very very experienced and very, very good. That's not to say that all good, experienced players ignore orders and go off by themselves, I mean that sometimes a single marine (a commando, rather than a rambo) has gotten into an excellent location allowing the commander to drop a phase, siege a hive, etc. But by and large, don't go off by yourself.

    Even at the start of the game. Especially at the very start of the game. The best thing to do is get your back against a wall and get ready for the skulk rush.

    2)The knife does make a noise. It also does not alter your running spead, or the noise you make while running. Unlike CS, NS is logical in that it doesn't matter whether your heavy, heavy machinegun is the weapon in your hands or not - it's still weighing you down. The LMG takes a lot of practise to use effectively. I can't comment on how effective the knife is from a marine perspective, but from an alien perspective there are few things more infurating than a marine who's good with the knife.

    3)That depends. If the waypoint is, say, somewhere you're expanding into and your squad have been jumped on the way there, there's no point in marines trickling in one by one because they'll just get picked off. If the waypoint is a marine base which is comming under attack (often characterised by the commander frantically screaming "PHASE THROUGH NOW!!!"), just dorp everything and get there no matter what, as fast as possible.

    4)The commander can tell that you're parasited. Follow orders, but try to drop to the back of the team. If you're parasited, aren't heading anywhere important, and aren't carrying equipment, you might want to try heading for exactly the opposite of where you're meant to be going, to throw the enemy off. Basically, use it to mislead the enemy.

    Aliens:
    1)Not only is it advisable, it's recommended. Spend your initial 25 resources on gorging, dropping a structure of some type (preferably a resource chamber) and then reverting immediately back to skulk. You won't have the resources to drop more than one chamber, and you'll likely get more resources as a skulk from your kills. There's no point in staying gorge to save up.

    2)Use hivesight.
  • Bo_SelectaBo_Selecta Join Date: 2002-11-19 Member: 9374Members, Constellation
    1. Sorry, but I have to disagree with the rest of you: YES
    the commander doesn't need mindless drones, he(/she?) needs competent players. If there's no "plan", go for it, it will save your team some time. Stay near HQ though (for obvious reasons).

    PS. rule #1 COMMON SENSE
    if you don't have any faith in the 'rines defending your base (or if your base is empty..), DON'T go looking for res.
  • DarkDudeDarkDude Join Date: 2003-08-06 Member: 19088Members
    edited August 2003
    1.) It really depends on the amount of players on your team, if it's a small game with only 3-4 players on your team then you should stay behind. If you have a large team 7+ I'd say get 2-3 people together and head out and secure res nodes, get as far out as possible to counter the aliens very fast expansion rate.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Bo Selecta+Aug 20 2003, 10:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bo Selecta @ Aug 20 2003, 10:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1. Sorry, but I have to disagree with the rest of you: YES
    the commander doesn't need mindless drones, he(/she?) needs competent players. If there's no "plan", go for it, it will save your team some time. Stay near HQ though (for obvious reasons). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As I said, there's only one thing more frustrating for me than marines who think they're mobile commanders. Leaving a resource node when the commander's said to guard it while it electrifies, running in to a hive while there's a siege base sneaking up, generally going of alone - <b>don't do it</b>.

    If there's no commander, or the commander is indecisive and isn't really giving many orders at all, go for it. Play to the commander. If you're getting a lot of very specific instructions, it's a good idea to follow them. I have a habit of ignoring marines who give me trouble, and that means no medpacks.
  • RSMemphisRSMemphis Join Date: 2003-08-19 Member: 19953Members
    SoulScorpion - I agree with you.
    Sometimes, however, a COMM does forget - it happened to me yesterday that I waited at a way point (with an RT) for a while with a waypoint there.
    Eventually, I figured I was forgotten about, and did a "need orders" quicky. Soon, I got another waypoint.

    I know, COMMs on pubs are sometimes new themselves, it just helps to know if you are somewhere on purpose or forgotten.
    I did notice that my own, personal performance is about 5 times better with a good COMM - quite interesting.
  • hameshames Join Date: 2002-11-12 Member: 8293Members
    edited August 2003
    (Most of the post refers to them/aliens, and that alien is a skulk since you fight most of them in a round.)

    If I join a server and they are trying to figure out what is going on, I generally hop in, lie down an IP and an armory then jump out (I wait about 5-10 seconds to see if anyone will command) to help guard as the team builds (I place down an item, everyone goes to build, so I become the guard as I leave the chair).


    It would be highly advisable if you get good with the LMG. It's a great weapon if you know how to use it. However, if you get ambused by a skulk from behind, you pretty much are dead if they really screw up (Which happens time to time) since it only takes two bites to kill you with no upgrades and it can happen REALLY fast. This is where awareness comes into play. Your best weapon against a skulk is distance. He can't kill you if you're at the end of the hallway. Of course this changes when they get leap but you generally don't see many skulks when the 2nd hive goes up.


    When I am parasited I tell my team and I try to stay in the back of the ground. This does a few things. If the alien sees you, he may try to attack you and, whoops, he runs right into a group of marines (You are in the back remember?). This'll probably surprise him, if he doesn't have Scent of Fear (It allows you to see marines through the walls). If you get killed from the behind - it's bad, but at least you aren't parasited anymore and aren't a danger to the mission/team.

    Always listen to your commander if he is doing a somewhat decent job. Marine's take a lot of team work to play, and IT DOES PAY off. You just need to learn what works, and what doesn't. Since I'm in a clan (aphelion, yes we are recuriting <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->), I get to play with my members quite often. I team with one member all of the time and we get a lot of practice together and it works very well. So I suggest trying to find a buddy to team up with marines, it'll pay off.

    Reloading, this is an interesting topic - as if you reload at the wrong time, those few seconds will seem like forever and most likely you will die. When I am playing again, I yell out when I am reloading and try to shuffle to the back so my other clan mates/team mates can cover me. Always try to reload at a downtime. I have a bad habit at reloading when I shot 1 bullet out of my LMG <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.

    Firing, there are many ways to do this. You can empty your whole LMG magazine on the alien then pull out your pistol and try to finish the skulk off. This'll work, however another way to do this is to fire off maybe 15-20 rounds of your LMG, then switch to your pistol. This gives the impression that you're out of bullets and the skulk may become over confident. When you do pull out out pistol in either form, you want to empty THE WHOLE clip. In the second one - switch back to your LMG and continue firing. It may seem like a lot of shots (60), but it CAN and DOES happen quite a bit. It's hard to hit the aliens - they are small, fast, and move in odd formations.


    Hopefully this helped you out, and if you want more information you can PM on the forums, or contact me in irc.gamesnet.net, channel: #aphelion and I'll give you some tips, and show you how to play better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    PS: Its 6:30 am, so sorry for any typos
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    Try to stay with other marines and team mates as marines and follow your commanders orders. Protecting resource nodes is also very helpful to a marine teams success. Mainly listen to your commander, in the end it will pay off and you will most likely get shotguns or other upgrades(I reward my marines with them). <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • LokeTheSleekPeruvianLokeTheSleekPeruvian Join Date: 2003-08-21 Member: 20054Members
    1. in that kind of "freeze time" that happens at the beggining of the round use voice or chat to decide who will comm, and if u have been on the last game see if the comm was good, if he was ask him to be.

    2.At the beggining of a game it is but i dont recommend using the knife to skulk because youll need to aim at him first , and he is small , fast and can crawl. so ifu try to knife he will bite ya and crawl up and do it again. then ur dead.

    3.Check map when u die.

    4.Just keep playing

    alien
    1.well you can do that or rush.

    2.Dunno <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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