Key Player Disscusion
Trevelyan
Join Date: 2003-03-23 Member: 14834Members
<div class="IPBDescription">Good alien player > Good Marine player</div> Ok i play NS enough to consider myself "Good"... (no i am not using leet in my post.... waaait DOE >.< )
But what i notice is that no matter how good i do on marines (kill aliens, set up outposts, get res) i doesnt matter... the rest of my team feeds the aliens and soon the amount of bullets needed to kill the aliens are more then what is in my gun (Shotties would help..... but nooooooooo Lets turret up the base!).
However on alien... one excellent alien can mean the difference between a loss and a win... time and time again i see 3-5 kills go up for one guy and then boom we start winning. Yet marines cant do that, they cant have one player "save the day" except on those odd times when i go rambo and sneak into a hive, then BOOM we take the hive down!
I realise that teamwork is required for marines... but i run into troubles wherever i play. I try to get people's attention... i try to get them to follow me... but at the most i get 1-2 people... the rest are aimlessly wandering around, except a few times... but those are the exception... considered rare. So my question to you other struggling marines... what do you do to motivate your team into following orders or following you?
But what i notice is that no matter how good i do on marines (kill aliens, set up outposts, get res) i doesnt matter... the rest of my team feeds the aliens and soon the amount of bullets needed to kill the aliens are more then what is in my gun (Shotties would help..... but nooooooooo Lets turret up the base!).
However on alien... one excellent alien can mean the difference between a loss and a win... time and time again i see 3-5 kills go up for one guy and then boom we start winning. Yet marines cant do that, they cant have one player "save the day" except on those odd times when i go rambo and sneak into a hive, then BOOM we take the hive down!
I realise that teamwork is required for marines... but i run into troubles wherever i play. I try to get people's attention... i try to get them to follow me... but at the most i get 1-2 people... the rest are aimlessly wandering around, except a few times... but those are the exception... considered rare. So my question to you other struggling marines... what do you do to motivate your team into following orders or following you?
Comments
2: Learn to comm!
Arg.
Whenever someone says that, god kills a gorge.
Please, think of the gorges.
And stop saying that.
Erm...yes they can. Killing onos/fade, holding the outpost, taking down enemy rts...there's lots of ways for marines to "save the day".
Maybe you should stop wondering why nobody is following you, and try following them for a change. It's not a crime to ignore you.
- Obs only build for sieging. Never more than one obs.
- no temporary sieges; siege, secure, and recycle sieges.
- Turret farms below vents.
- Early relocations.
- Ramboing (gorge and RT hunting) without thingking about res for kills.
- Start build order is IP, IP, Armory ...
- Rines running into cloak traps blindly. Comms never scan before attacking.
- Getting full ammo before moving out as group (full ammo tactics (long runs) could work in 1.04 but most times fail in 2.0)
- Being scared about onoses becausae you remember them as game ender. (defeated rushes of 3-5 onoses plus suport many times, they dont scare anymore)
Same.
So since there is a psychological advantage for me, we all know that I'm naturally going to do much better on Aliens. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
we had everything locked down for at least 15 minutes... then a 5 onos charge cleared the path for the alien victory. Yellow... if your out there dont let me EVER catch you in real life.... EVER!!!!!
However, if aliens do everything perfectly down to the last detail, they win simply because if one isn't good, the others make up for him.
In other words, for marines, it is all or nothing.
With aliens, it is average player skill.
This is what is wrong with the balance.
we had everything locked down for at least 15 minutes... then a 5 onos charge cleared the path for the alien victory. Yellow... if your out there dont let me EVER catch you in real life.... EVER!!!!! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Wow sad...
All you had to do was get some GL's and JP's on the rafter above the alien base and rain holy hell on them.
If you are caught with a GL and you are on the rafter, jump off. Falls don't hurt you with JP's. Then, fly back up, you should have more than enough JP power. By the time the aliens get up there, you can just keep doing the same thing... meanwhile empting all of your grenades at them.
Truly a sad thing.
I know for a fact, that I can go rambo & survive for long periods of time, but at points u need some <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> to back u up.
Like having a couple n00bs who haven't got the handle of NS yet, it was a slaughter. They chased after an <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> after it went into a cloak feild. I tell u, they disappeared in front of my eyes.
But when u have experienced guys on your side, it is a slaughter to the Aliens <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> , no doubt, Me & a guy name S7eele <i><span style='color:red'>I think</span></i> could take out hives like no other, JPS & shotties work with a team. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
There was one game where I was just on fire and taking out icons left and right (I think I killed ten skulks in a row as the lone player outside of Biodome on Origin), but that was the one and only time I felt like my actions, as a single marine, really did something important.
Most com's I see drop it early for phasegates (I drop it early for MT).
<!--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-->- no temporary sieges; siege, secure, and recycle sieges.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well if you *can* hold it, why not? Nevermind, I just realised that you ment recycle only the sieges. I usually leave 1 or 2 though.
<!--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-->- Turret farms below vents.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As long as you make sure you have GL's by the time 2:nd hive is up, that's not a problem. I often build under vents, in some places it's almost the only option.
<!--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-->- Early relocations.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Better then late (forced) relocation. If there's a thought behind it, why not?
<!--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-->- Ramboing (gorge and RT hunting) without thingking about res for kills.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
On marine-friendly maps I encourage my marines to rambo, once they have upgrades (1/1). It brings in resources and keeps the aliens from organising.
<!--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-->- Start build order is IP, IP, Armory ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
UNless it is a relocation... probably. Depending on the strat and map sometimes just 1 IP.
<!--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-->- Rines running into cloak traps blindly. Comms never scan before attacking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Marines running into cloak traps *once*, and com's *always* scanning.
<!--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-->- Getting full ammo before moving out as group (full ammo tactics (long runs) could work in 1.04 but most times fail in 2.0)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I tend to get 200/20 if there's nothing urgent going on, I use it all at least 30-50% of the time. As COM I usually tell my Marines to get humped up before heading out in groups.
<!--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-->- Being scared about onoses becausae you remember them as game ender.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
"GET THE COW!!! COW HEADING FOR TEMP!!! GO GO!!! GET THE COOOOW!!!! YES!!! COW DOWN!!! Y.M.C.A....."
or
"Ah crap. Stupid cow at cargo, getting eaten.."
Usually Marines are climbing over eachother to get to the Onos. Unless they have HA.
Most common Marine strats (simplified):
- Res Rambo HA rush. "Spread out, find nodes. If they're aliens, kill them, if not, cap them". Then just tech as quick as possible. No TF's or PG's. USed on Marine friendly maps (open hallways etc).
- Res denial. Focus on taking down alien res, and denying them a *third* hive if neccesary. This ususally consists of hoilding some chokepoints and either assaulting or sieging their res nodes. Don't attack any hives until HA is available. (my prefered)
- Hive rushing. Not off the bat, but constantly trying to get PG's up at their hive(s) or getting in there by using distractions and mainly trying to win the game without upgrades.
- Relocations. Relocating to a strategic position. Either a double res, chokepoint or hive. Or all of the above (cargo on tanith).
And a bunch of others...
This is of course 2.01d. I would put forward that 2.0 is unbalanced to the degree where no matter how good you play as Marine, you will ultimately rely on the Aliens screwing up to have any chance of winning.
W/r/t one Marine not making a difference, I don't quite agree. Many wins have been because, if not *one*, but a succession of good performances from a single player. Having one excellent Marine on the team makes a huge difference. Always someone to give the HMG, always someone to stop the rush or get that PG up...
It's the tradeoff for having a more teambased game though, not playing such a big individual role. In CS, for example, one good player can win the round no matter what. With a glock and no armor you *can* take out a whole opposing team of colts/ak's and awp's. The possibility is there. In NS, not so much.
It really sucks when the marines play like its 2.X and the aliens are playing like the marines are playing 1.X
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Yeah. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->