It's The Comm's Fault!
semipsychotic
Join Date: 2003-07-09 Member: 18061Members
<div class="IPBDescription">It's the marines' fault!</div> I just played two very different games of NS. Both highlighting the ability for the marines to fail under the command of one person, or fail under the mistake of one person.
Yesterday, I was commanding a team on veil, a VERY good marine team, loaded with people who had the skills of a rambo, but gravitated toward the constructions and waypoints and stayed in groups unlike other rambos. We were constantly brawling with the kharra: we would take a node, electrify it, lose it later (to some VERY determined skulks), regain it, and push forward. We eventually pushed outward towards the outlook and power sub, and swept into nano status. After some more brawling there, we finally put up both nodes and a pg. while we were over there, 5 or 6 skulks launched an attack on the base (I don't know whether it was desperation or not, we were constantly battling over the 2 hives they didn't have), and began wiping out base. A few marines were able to phase back and get killed before the PG went, with base. I thought there was only one or two skulks out there, so I hopped out and got torn to pieces.
Game over, without command or base the marines loss, and I took the load because we easily could have relocated. I'm not going to do that again. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Today, I took over command at NS bast, where the last game the marines completely dominated the game under a good commander. The game was shortlived: I tried to get them to march onto reactor room, chemical, and waste handling (in that order, as the kharra took them), and only one or two would get beyond the exterior access paths. there would be four marine in the base at any point in time, and when marines did get out, they went to the wrong place and did not travel in groups. We never had more than three nodes built on.
Game over, by the end there were two onies, several fades, skulks, and lerks charging base. We had nothing more than level one upgraded weapons and a few shotguns.
The first game was fun, and I can solve my problem there, but the second just was horrid. Guys, just keep that as a reminder: it's better to have a dumb comm than have dumb marines. Travel in groups and follow orders!
By the way, does anyone know how to get people to follw orders?
Yesterday, I was commanding a team on veil, a VERY good marine team, loaded with people who had the skills of a rambo, but gravitated toward the constructions and waypoints and stayed in groups unlike other rambos. We were constantly brawling with the kharra: we would take a node, electrify it, lose it later (to some VERY determined skulks), regain it, and push forward. We eventually pushed outward towards the outlook and power sub, and swept into nano status. After some more brawling there, we finally put up both nodes and a pg. while we were over there, 5 or 6 skulks launched an attack on the base (I don't know whether it was desperation or not, we were constantly battling over the 2 hives they didn't have), and began wiping out base. A few marines were able to phase back and get killed before the PG went, with base. I thought there was only one or two skulks out there, so I hopped out and got torn to pieces.
Game over, without command or base the marines loss, and I took the load because we easily could have relocated. I'm not going to do that again. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Today, I took over command at NS bast, where the last game the marines completely dominated the game under a good commander. The game was shortlived: I tried to get them to march onto reactor room, chemical, and waste handling (in that order, as the kharra took them), and only one or two would get beyond the exterior access paths. there would be four marine in the base at any point in time, and when marines did get out, they went to the wrong place and did not travel in groups. We never had more than three nodes built on.
Game over, by the end there were two onies, several fades, skulks, and lerks charging base. We had nothing more than level one upgraded weapons and a few shotguns.
The first game was fun, and I can solve my problem there, but the second just was horrid. Guys, just keep that as a reminder: it's better to have a dumb comm than have dumb marines. Travel in groups and follow orders!
By the way, does anyone know how to get people to follw orders?
Comments
Not acting like an **** is usually the best way to get people to do things. Yelling at them and insulting them to get them to listen usually does the opposite you intend it to do. Offer incentives/rewards. Those kind of comms usually have the better luck with marines following orders from my own experience.
Not acting like an **** is usually the best way to get people to do things. Yelling at them and insulting them to get them to listen usually does the opposite you intend it to do. Offer incentives/rewards. Those kind of comms usually have the better luck with marines following orders from my own experience. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Too bad in real life Marines you'll get yelled at if you do your job or not with no award or incentive. Well, your incentive is not getting a nice shiny black boot up your rear end.
lol
How will you win the few rounds when everyone is just ramboing?
What's that mean? Well, whenever he does something great or listens to me, I say "Thanks, I'll make sure you get a Shotty later." That inflicts envy on the rest of the team, and instead of screaming at me, they tend to try and get in my favor as well. Soon enough, they've worked hard enough that I could literally spam shotties.
Oh, and a tip: If your base is dying, there are no marines close by, and you can relocate, NEVER, EVER jump out of your comm chair. Even if it's one skulk. Why? Because you might die even to that one skulk, forfeiting the game. I never jump out of the comm chair unless I have a VERY good reason to (Such as building a PG at base when nobody can and they need some transport fast)
lmao at te role model idea <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Not acting like an **** is usually the best way to get people to do things. Yelling at them and insulting them to get them to listen usually does the opposite you intend it to do. Offer incentives/rewards. Those kind of comms usually have the better luck with marines following orders from my own experience. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Too bad in real life Marines you'll get yelled at if you do your job or not with no award or incentive. Well, your incentive is not getting a nice shiny black boot up your rear end.
lol <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Difference being this ISN'T real life. People play to have fun, not to be berated when they don't do something right.