<!--QuoteBegin--Hunty+Sep 9 2003, 02:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hunty @ Sep 9 2003, 02:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> See title.What as the comm,can ii do to make the team win in this situation? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Tell them to move in a group?
Your question is a bit too vague. What kind of situation would this be? Team just sucks and can't hit skulks in groups of five+? Aliens have 3 oni killing everything and you can't even afford upgrades? All of the marines are off ramboing offense chambers?
I'm pretty sure you just lose, then. It's not your fault <i>everyone</i> on your team sucks, and you can't possibly be expected to compensate. Try handing out shotguns and seeing if it helps, though.
<!--QuoteBegin--Kid-A+Sep 9 2003, 12:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kid-A @ Sep 9 2003, 12:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Upgrade to Armour 1, guns to as high as possible asap.
Armour 1 means skulk need to bite once more, not much time but you marines abviously need it. Weapons to make hits count for more.
You will still lose though...
You may aswell rename this topic: What can I do when the other team is better than my team... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> hahaha
Some alternatives that can sometimes pull you out of a "my team utterly sucks" situation: 1) 1/3 of your team takes shotties (I prefer 1/3, less likely they get lost, about the same effect). 2) MT rush. 3) Upgrade rush.
However, if you moved out early on, and didn't sit in base turtling until the aliens sealed you in, then they should at LEAST be able to reach one res node near your base (if not, will, they REALLY suck). If you waited a long while, then that's your own fault.
If the whole team dies to a skulk, its gg. Your team are either unlucky, or inept.
Assuming competent players that are overwhelmed by kharaa, split the teams. Send them to two waypoints that are a distance apart and involve separate routes. Generally one will be clear, and you can take it with less hassle (the attacked team being a cheap feint).
Sounds to me like a skulk rush nuking your team, possibly followed by a gorge dropping 2 OCs. Not much to do other than change direction and hope they haven't got to the other side first.
Lol I was about to post a thread ranting about this very thing. I was commign on nothing (i think) and from the start my guys coudl not reach one res node. On a team of 7 we had 1 x comm 2x Nsplayer (and the worst possible type too. didn;'t follow wps constantly screamed for orders and health raamboed died all the time) 3x average guys who had pretty average skills but no tactical idea/independence at all 1x decent marine (ty Supersheep) who was trying to get the rest of the team to follow his and my orders.
Basically if you're in this type if situation you're screwed just ride it out and don't whine too much.
Upgrade as much as you can, drop a TF, spam turrets, hop out of your comm chair.
From here on out, bend over and take it like a man! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<!--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-->So its like eclipse,did ip,armory,arms,armor 1,sent 6 marines off to SL but they die to,from what i can see,2 or 3 skulks. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You probably don't want to send not so great 'rines all the way to South Loop without some serious firepower/support...
I don't bother giving SG's as if they can't aim they WILL die and you wasted 10 res. Upgrades are for life so imho are a better investment.
Other than the other things mentioned in this situations I usually just cry. No hate to my team because they are trying I just sit in the comm chair sobbing my little heart out...
You never know.. maybe the marine's dident suck.. maybe the skulks we're just realy good.. yea.. positive attitude <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I cant comm at all.. so i usualy just play the 'comm beotch' role.. welding.. building.. anal retentive waypoint following. etc.
South Loop might look pretty close on the map, but when you're footslogging its a bit of a trip, and the route is so full of holes that you may was well carry a flag with Ambush Me on it.
Second if they were literally sprinting to SL then chances are two rines got instantly greased from skulks, THEN the remaining four levelled their guns, fired spasmodically and ended up pweened in a killer ambush.
What do you do when a fully teched marine team (3W/3A, MT) can't hold one hive aliens back long enough for THREE sieges to take down the hive, when you own all the res nodes except three, all the strategic locations on the map, and have THREE observatories to keep the hive in perpetual ping? (This happened to me earlier today)
Pretty much the same thing you do when you send the entire team with shotties on a shotty rush to a hive, upon which they get owned by 2 skulks. (This also happened to me earlier today).
This is the solution:
You go aliens next around and have a field day getting like a 50-2 score against incompetent marines.
Rhuadin
PS: Seriously, I think the tooltip should tell newbies to go aliens first, because if you don't do anything as an alien at least you're not hurting the team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Bend over and take it... on servers without /stuck see how many marines you can pin down with turrets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> it's like a big game of darts
a godly comm with marines who even upgraded cant take on skulks is doomed to a game of frustration
Armor 1 IS god, i love it as a marine, hate it as a skulk "but i bit you twice!"..."yes, yes you did"
I always go for phase and MT early instead of that 1 extra bite.. Never under-estimate the power of MT. Even the shibbyest of marines can suddenly stay alive for another minute with the help of MT. But i guess it all depends on your overall strategy. In rare instances i Comm.. I always go for MT + phase, then i start upgrading lvl1 armor. (this does take a good res game early on) but if your res is sucking early.. you've lost anyways right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> gg <3
I tend to pick my upgrade only after capping a few res, which means one big advantage: intel. I know their chamber, and can pick appropriately. Defense aliens probably need weapons 1 first. Movement aliens probably need armor 1. Sensory should get their arses filled with either armor 1 or motion (depends on the 'rines and aliens). Helps a lot and, in the end, you get to higher upgrades about the same speed with the increased early res flow.
" can't hold one hive aliens back long enough for THREE sieges to take down the hive"
Shockingly, you SEND IN THE MARINES TO SHOOT THE HIVE. If your marines are camped at the sieges, thats one big target to the aliens. Split up, and they'll have to as well. Also, shooting the hive means it'll go down faster.
The other solution is not to rely on sieges for taking down hives. If you run up to a well guarded hive, drop three sieges and expect to win, then you deserve the inevitable raping you will receive.
"Seriously, I think the tooltip should tell newbies to go aliens first, because if you don't do anything as an alien at least you're not hurting the team."
See now, if you knew how false this statement was then perhaps you wouldn't be getting destroyed by the aliens so much. Aliens who do nothing cost the team, especially when they've enough res to drop a hive and a stack of chambers.
IMHO the problem with your games is the "beginner" viewpoint of sieges doing all the work, tech guaranteeing your victory, and that aliens can afford to have slackers. All of these viewpoints are horribly horribly wrong.
Spaz is right with the "counter" idea, but be advised that sometimes alien chambers aren't dropped until second hive - the kharaa of course waiting to see what YOU will do first.
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I love to the a comm ****
<!--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-->Shockingly, you SEND IN THE MARINES TO SHOOT THE HIVE. If your marines are camped at the sieges, thats one big target to the aliens. Split up, and they'll have to as well. Also, shooting the hive means it'll go down faster.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I did. Tried to at least. The last hive was Feed (I was sieging from Tram, which is a big long hallway that marines can shoot down) and I sent in marines from both the water and the ladder. Neither entrance worked, most marines got killed before they even saw the hive (hence 3 observatories and ping).
Do sieges do less damage now in 2.01d? Because that hive seriously should've gone down.
<!--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-->"Seriously, I think the tooltip should tell newbies to go aliens first, because if you don't do anything as an alien at least you're not hurting the team."
See now, if you knew how false this statement was then perhaps you wouldn't be getting destroyed by the aliens so much. Aliens who do nothing cost the team, especially when they've enough res to drop a hive and a stack of chambers.
IMHO the problem with your games is the "beginner" viewpoint of sieges doing all the work, tech guaranteeing your victory, and that aliens can afford to have slackers. All of these viewpoints are horribly horribly wrong. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm sorry. I didn't mean aliens that just sit around AFK and gather res. I meant aliens that are new and so don't know any strategy, so end up just going rambo and eating res nodes (or such). What I meant was Rambo Alien > Rambo Marine.
As for sieges doing all the work, I stated above that I did try to get the marines to shoot the hive. As for tech guaranteeing my victory, I realize that both tech and marine skill are vital to victory. However as the commander in this game, I get tech, hold critical map locations, outfit my marines, precisely drop medpacks and alert the team to dangers, scan ahead of the marine team, and control all but 3 of the res nodes on the map. If you have any other suggestions that I can do to help the 'comm' part of my NS game, please. I'm at my wit's end. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--BabelFish+Sep 11 2003, 09:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BabelFish @ Sep 11 2003, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Bend over and take it... on servers without /stuck see how many marines you can pin down with turrets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> it's like a big game of darts <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> When people ask for meds in base for no real reasonable reason I just smack a commchair on their head and go "There you are, extra large you greedy ****!"
"I did. Tried to at least. The last hive was Feed (I was sieging from Tram, which is a big long hallway that marines can shoot down) and I sent in marines from both the water and the ladder. Neither entrance worked, most marines got killed before they even saw the hive (hence 3 observatories and ping)."
Yarr, and rather sadly tried to didn't cut it. TBH getting in via the water is a nightmare since you've to spam med to keep the marines at any sort of tolerable health. Second, skulks can just sit on top of you, or a gorge can deep six an OC to stop your little adventure. The ladder is a deathtrap because its a big stinking chokepoint allowing marines to be bitten off one by one.
At the same time, did you try coming in from the other side? A two prong assault, as I suggested, might have been more lucky. At the very least you could have afforded a second base on the other side with more sieges (you state this was the last hive). Pinging wont last long, but with 2 obs you could keep up a perpetual barrage for a longer period - preventing gorges/DCs from spam healing.
Bases on both sides of hive, perhaps a t farm near the other side of the water exit, and then you push into Feed hive inch by inch, HA GL from the double res side, JPs and whatever from the ladder. Controlling most if not all the res makes this strategy affordable, and if the aliens are walled in as they seemed to be, then you can recycle every other PG on the map and just have one in the spawn, one at one side of feed, and one at the other.
Once the hive's down you can just kick back and wait for the aliens to die. Just make sure you can get in before they go onos, or build an army of chambers.
<!--QuoteBegin--ZiGGY^+Sep 12 2003, 10:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Sep 12 2003, 10:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When people ask for meds in base for no real reasonable reason I just smack a commchair on their head and go "There you are, extra large you greedy ****!" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Hahahaha. Harsh.
Comments
Tell them to move in a group?
Your question is a bit too vague. What kind of situation would this be? Team just sucks and can't hit skulks in groups of five+? Aliens have 3 oni killing everything and you can't even afford upgrades? All of the marines are off ramboing offense chambers?
Armour 1 means skulk need to bite once more, not much time but you marines abviously need it. Weapons to make hits count for more.
You will still lose though...
You may aswell rename this topic: What can I do when the other team is better than my team...
Armour 1 means skulk need to bite once more, not much time but you marines abviously need it. Weapons to make hits count for more.
You will still lose though...
You may aswell rename this topic: What can I do when the other team is better than my team... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
hahaha
1) 1/3 of your team takes shotties (I prefer 1/3, less likely they get lost, about the same effect).
2) MT rush.
3) Upgrade rush.
However, if you moved out early on, and didn't sit in base turtling until the aliens sealed you in, then they should at LEAST be able to reach one res node near your base (if not, will, they REALLY suck). If you waited a long while, then that's your own fault.
Shotties will probably be a waste on that level of marine. They'll just end up on the ground, wasted.
Go for static upgrades (probably armor 1, then weapons 1-3) asap if you want to make the best of it. If the have sensory, get MT.
Or you can just send them in a different direction if they keep getting ambushed...
Assuming competent players that are overwhelmed by kharaa, split the teams. Send them to two waypoints that are a distance apart and involve separate routes. Generally one will be clear, and you can take it with less hassle (the attacked team being a cheap feint).
Sounds to me like a skulk rush nuking your team, possibly followed by a gorge dropping 2 OCs. Not much to do other than change direction and hope they haven't got to the other side first.
More specifics would be helpful.
So its like eclipse,did ip,armory,arms,armor 1,sent 6 marines off to SL but they die to,from what i can see,2 or 3 skulks.
That would be the circumstances.
Basically if you're in this type if situation you're screwed just ride it out and don't whine too much.
From here on out, bend over and take it like a man! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You probably don't want to send not so great 'rines all the way to South Loop without some serious firepower/support...
Other than the other things mentioned in this situations I usually just cry. No hate to my team because they are trying I just sit in the comm chair sobbing my little heart out...
I cant comm at all.. so i usualy just play the 'comm beotch' role.. welding.. building.. anal retentive waypoint following. etc.
Second if they were literally sprinting to SL then chances are two rines got instantly greased from skulks, THEN the remaining four levelled their guns, fired spasmodically and ended up pweened in a killer ambush.
lvl1 armor is indeed, godly
we went from not being able to make it to a single node to plowing through skulks with no losses, caping Reactor room, west acess and waste
that 1 extra bite means ALOT, esp if ambushed
Pretty much the same thing you do when you send the entire team with shotties on a shotty rush to a hive, upon which they get owned by 2 skulks. (This also happened to me earlier today).
This is the solution:
You go aliens next around and have a field day getting like a 50-2 score against incompetent marines.
Rhuadin
PS: Seriously, I think the tooltip should tell newbies to go aliens first, because if you don't do anything as an alien at least you're not hurting the team. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
a godly comm with marines who even upgraded cant take on skulks is doomed to a game of frustration
Armor 1 IS god, i love it as a marine, hate it as a skulk "but i bit you twice!"..."yes, yes you did"
Even the shibbyest of marines can suddenly stay alive for another minute with the help of MT.
But i guess it all depends on your overall strategy. In rare instances i Comm.. I always go for MT + phase, then i start upgrading lvl1 armor. (this does take a good res game early on) but if your res is sucking early.. you've lost anyways right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
gg <3
Shockingly, you SEND IN THE MARINES TO SHOOT THE HIVE. If your marines are camped at the sieges, thats one big target to the aliens. Split up, and they'll have to as well. Also, shooting the hive means it'll go down faster.
The other solution is not to rely on sieges for taking down hives. If you run up to a well guarded hive, drop three sieges and expect to win, then you deserve the inevitable raping you will receive.
"Seriously, I think the tooltip should tell newbies to go aliens first, because if you don't do anything as an alien at least you're not hurting the team."
See now, if you knew how false this statement was then perhaps you wouldn't be getting destroyed by the aliens so much. Aliens who do nothing cost the team, especially when they've enough res to drop a hive and a stack of chambers.
IMHO the problem with your games is the "beginner" viewpoint of sieges doing all the work, tech guaranteeing your victory, and that aliens can afford to have slackers. All of these viewpoints are horribly horribly wrong.
Spaz is right with the "counter" idea, but be advised that sometimes alien chambers aren't dropped until second hive - the kharaa of course waiting to see what YOU will do first.
I did. Tried to at least. The last hive was Feed (I was sieging from Tram, which is a big long hallway that marines can shoot down) and I sent in marines from both the water and the ladder. Neither entrance worked, most marines got killed before they even saw the hive (hence 3 observatories and ping).
Do sieges do less damage now in 2.01d? Because that hive seriously should've gone down.
<!--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-->"Seriously, I think the tooltip should tell newbies to go aliens first, because if you don't do anything as an alien at least you're not hurting the team."
See now, if you knew how false this statement was then perhaps you wouldn't be getting destroyed by the aliens so much. Aliens who do nothing cost the team, especially when they've enough res to drop a hive and a stack of chambers.
IMHO the problem with your games is the "beginner" viewpoint of sieges doing all the work, tech guaranteeing your victory, and that aliens can afford to have slackers. All of these viewpoints are horribly horribly wrong.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm sorry. I didn't mean aliens that just sit around AFK and gather res. I meant aliens that are new and so don't know any strategy, so end up just going rambo and eating res nodes (or such). What I meant was Rambo Alien > Rambo Marine.
As for sieges doing all the work, I stated above that I did try to get the marines to shoot the hive. As for tech guaranteeing my victory, I realize that both tech and marine skill are vital to victory. However as the commander in this game, I get tech, hold critical map locations, outfit my marines, precisely drop medpacks and alert the team to dangers, scan ahead of the marine team, and control all but 3 of the res nodes on the map. If you have any other suggestions that I can do to help the 'comm' part of my NS game, please. I'm at my wit's end. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Rhuadin
When people ask for meds in base for no real reasonable reason I just smack a commchair on their head and go "There you are, extra large you greedy ****!"
Yarr, and rather sadly tried to didn't cut it. TBH getting in via the water is a nightmare since you've to spam med to keep the marines at any sort of tolerable health. Second, skulks can just sit on top of you, or a gorge can deep six an OC to stop your little adventure. The ladder is a deathtrap because its a big stinking chokepoint allowing marines to be bitten off one by one.
At the same time, did you try coming in from the other side? A two prong assault, as I suggested, might have been more lucky. At the very least you could have afforded a second base on the other side with more sieges (you state this was the last hive). Pinging wont last long, but with 2 obs you could keep up a perpetual barrage for a longer period - preventing gorges/DCs from spam healing.
Bases on both sides of hive, perhaps a t farm near the other side of the water exit, and then you push into Feed hive inch by inch, HA GL from the double res side, JPs and whatever from the ladder. Controlling most if not all the res makes this strategy affordable, and if the aliens are walled in as they seemed to be, then you can recycle every other PG on the map and just have one in the spawn, one at one side of feed, and one at the other.
Once the hive's down you can just kick back and wait for the aliens to die. Just make sure you can get in before they go onos, or build an army of chambers.
Hahahaha. Harsh.