Key Player Disscusion

TrevelyanTrevelyan 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?

Comments

  • ScuzballScuzball Join Date: 2003-09-08 Member: 20657Members, Constellation, Reinforced - Shadow
    1: Find servers where reliable players hang out
    2: Learn to comm!
  • UnknownUnknown Join Date: 1970-01-01 Member:
    edited September 2003
    Some really good pub games happen more often now since I have alot of good regulars showing up on my server. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    aliens win becasuse marines still play like 1.04.
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--Ollj+Sep 15 2003, 03:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 15 2003, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aliens win becasuse marines still play like 1.04. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Arg.

    Whenever someone says that, god kills a gorge.

    Please, think of the gorges.

    And stop saying that.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin--Trevelyan+Sep 15 2003, 02:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Sep 15 2003, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    aliens win becasuse marines still play like 1.04.

    - 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)
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--[TB]-Rage-[Lt.Gen]+Sep 15 2003, 03:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([TB]-Rage-[Lt.Gen] @ Sep 15 2003, 03:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some really good pub games happen more often now since I have alot of good regulars showing up on my server. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Same.
  • RoCkIn_RiCkYRoCkIn_RiCkY Join Date: 2003-08-28 Member: 20306Members
    The game is pretty much balanced. OK so some may argue aliens are a little more powerful than marines... but what's wrong with the challenge of playing marines?
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    The most powerful influential player in the game isent an Onos w/cara and celerity or even a HA/HMG, its the Comm. A good makes the differnce between winning and losing. As far as foot troopers Marines strenght isent in the "Army of One" its in the team. Yeah a good alien can make a much larger impact then a good marine BUT, A group of Decent marines will genrally trump a good group of aliens.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    I admit, I'm not happy with Marines. I'm a non-moronic marine, but on aliens, I feel like im a true asset!(in either case I don't consider myself an expert though) I don't know, even in 2.01d and 2.01e, there is this huge psychological rush I get playing aliens. It's like on marines "Will we win? Maybe..." and on aliens "ARRRRRGH! ONWARD TO VICTORY! THESE N00BS SHALL DIE! AHAHAHAH!"

    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-->
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    Post your IPs plz... i just got off a game, we had 6 res secured with TWO... count em TWO hives secured and LOCKED DOWN... comm refused to Research HA... comm refused to Siege in Red room... Comm refused to Do anything but drop us HMGs... Shotties... GLs... and JETPACKS

    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!!!!!
  • DukatDukat Join Date: 2002-11-08 Member: 7748Members
    Their server ips are in their sigs. And having played on Rage's server I can atest to the fact you can get some really good games going there.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    So you couldn't use GL and jetpack to take out one hive? Heaven forbid a comm wanting to try something different and going for the challenge rather than the easy route.
  • HawkeyeHawkeye Join Date: 2002-10-31 Member: 1855Members
    Well the way it is now, marines can do every order perfectly down to the last detail. If the comm is not so great, marines lose.

    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.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Trevelyan+Sep 15 2003, 06:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Sep 15 2003, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Post your IPs plz... i just got off a game, we had 6 res secured with TWO... count em TWO hives secured and LOCKED DOWN... comm refused to Research HA... comm refused to Siege in Red room... Comm refused to Do anything but drop us HMGs... Shotties... GLs... and JETPACKS

    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.
  • Drewbar99Drewbar99 Join Date: 2003-05-19 Member: 16505Members
    dude, the way to be a good marine, is squad control. If u have a squad of 2 guys following u, u must know how to cover each other, there is no point going off by yourself unless u r sure u can get the job done.

    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-->
  • The_BendsThe_Bends Join Date: 2003-06-10 Member: 17183Members
    I'll agree with the original post. I've never (despite getting 4 or even 5 kills in quick succession) felt like my actions as a rine were game winning but I can think of numerous times when my actions as a skulk have directly led to a victory for my team. I think its down to mobility. If you kill aload of skulks you know they'll be back, rines take longer to return and you can establish a base/wreck their base in that time.
  • ScarletPhoenixScarletPhoenix Join Date: 2003-08-06 Member: 19133Members
    As a marine, the time when you really feel like your actions mean something are when you're the last man/last two guys and you manage to hold out an outpost or throw up the emergency phase behind enemy lines to get the entire team to a siege location.

    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.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    edited September 2003
    <!--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-->- Obs only build for sieging. Never more than one obs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • LeetLlamaLeetLlama Join Date: 2003-08-27 Member: 20260Members
    edited September 2003
    <!--QuoteBegin--Ollj+Sep 15 2003, 03:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Sep 15 2003, 03:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aliens win becasuse marines still play like 1.04. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It really sucks when the marines play like its 2.X and the aliens are playing like the marines are playing 1.X

    ...

    ...

    ...

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