Marines Handbook

IBTIBT Join Date: 2003-10-22 Member: 21879Members
edited December 2003 in NS General Discussion
<div class="IPBDescription">wanna be a better marine?</div> all of this was put together by me, baised on info i have found here, and i requested that if this sticked it is locked too.

<!--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-->the stuff in ""s have been edited by me

1st of all im going to post how to <b>BE COMMANDED</b>, This ones brought to you by Ardesco

Soldier, where in #@$)(@#$*()'s name are you?
When I address you, maggot, I want to know where you are at all times, not simply "Oh I'm here commander. Drop a welder." That does NOT help me when I've put down more than 5 armories in a game! Marines should ALWAYS rely on their voice comms or player voice messages (or bind them...particularly impulse 7-10). Not knowing your specific location and then having your butt kicked drives me CRAZY. Do you want a crazy commander soldier? I thought so!

YELL. A LOT
I am not God! I wish I was God, but I clearly am not. Instead, I am forced to command you piles of )@(#*$)(@#$ in a heaven-sent mission against equally disgusting bags of puss. As a result, I am, for the most part, clueless about your health and well being, the amount of ammo you have on you, what inadequate weapons you have...etc. Let me know what you need! If you want a heavy armor and a grenade launcher, tell me! You know what weapon you're best capable of using, so let the commander know if shotguns are your preferred skulk-killer over an hmg!

Learn to move backwards.
When I give you a waypoint, soldier, you do NOT sit down on the ground at your current position firing every round you have at an army of aliens. When I order you to move BACK, with several verbal communications to move back to a more easily safeguarded position, all the marines I give the waypoint to die. Why? It's because something in their darn CS-wired brains tells them that "I can win! There's no way I'm backing out of the bombsite now!" Retreat is only moving forward in another direction, soldier! Learn to do it quickly when your commander tells you! He may have some plan or idea ("hrrm...seiges here would take out that hive really fast"....or...."Build a teleporter here so that the other half of the team can reinforce this position quickly) that eludes your trigger-happy brains at the moment. If your commander wants you to pull out, DO IT!

Do not be a lone wolf.
This ties in directly to the point above! Are you LISTENING, maggot? Soldiers who wander off in their own die. Why? It's because they have no one to back them up, and when push comes to shove, that alien scumbag's not gonna care if you're packing heat so long as there's nothing behind you to keep your momentum going! Your commander gives you waypoints SPECIFICALLY for this reason: He has a plan, and he wants YOU to stick to it! If you think there's something that should be done ("Hrrm...my pea-brain thinks that seige turrents would be good here..."), Let your commander know! If he agrees, then you've just shown yourself to be slightly above the brainless enemies that you're fighting!

Do not flood the commander
Use some common sense, people! The commander CANNOT give you a grenade launcher when he has one resource node left and ten RP! Don't flood vital communications systems, especially when you are not directly contributing to our victory! Use some common sense when asking for weapons! If you pick up a heavy armor and hmg and then you proceed to die right outside your base, and then you do it AGAIN, don't keep bothering him for equipment! Your commander can almost never remember or keep track of you individually, soldier. So if you prove to be irresponsible, take yourself out of the )@(#$*U@()$# loop! Ask for backup next time, or use some sense and caution next time! Learn from your mistakes....otherwise, you'll be "Mayomans" lunch next time!

2. <b>COMMANDER EXPLOTS</b>

im not one to post them, if you know them thats fine, just dont use them or your gonna have a hored of angry ailens constantly flameing you. (unless there bots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )

3. <b>SOME COMMANDER HOTKEYS</b>

see the little menu in the lower right hand corner? all these can be used by these buttons according by there position, it goes like this
QWER
ASDF
ZXCV
also heres one that took me FOREVER to find out, you can set groups by selecting some units, holding Duck and pressing 1 2 3 4 or 5, you can quickley acces them by just pressing one of the # keys, squad 5 is the best <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

4. <b>TEH F4 KEY</b>

Useually i would say "never give up, never press that F4 key or ill boot your ****" but it came opon me that at times when the ailens are being **** and devour helpless rines as they spawn, this it the time to F4. No other time is to be expected of your F4ing, or like i said, ILL BOOT YOUR ****. You only give up then the ailens wont let you lose, that is the only time

5. <b>SuB's Comm TuT.</b>

I HAVE FINALLY FOUND HIM!!! here we go

The following are my thoughts and the essential ingredients for a good commander on public NS servers. Since I think a good commander is basically the key to a fun marine game of NS (and to a large extent the key to a fun alien game as well, seeing as I doubt anyone has ever cited a pushover as one of their matches to remember), if I didn't feel it was so pertinent I'd probably not say anything as I'm certainly not in a class worthy of passing on 'expert' advice on the matter. If you want to rest assured that you're getting advice from seasoned professionals, ask Elb, Marti or -evil (fellow Aussie NSers).

This guide isn?t about strategy, it is about the human and psychological side of comming that is all too often neglected as the most important ingredient in rallying your field soldiers together to achieve a common cause.

Most people are very eager to listen to a commander who comes across as knowing what they are on about, all the while giving focus, direction and overall coordination to the marine team.


The essential ingredient!
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First and foremost, you NEED a microphone. It doesn't just help, but it can be the deciding factor in winning a game. Text messages from the commander simply get lost in the fray, and they are impractical to type when you need urgency in the matter and are required to focus on other things.

Not only that, but without a constant, aural presence by the person leading the action, people are more inclined to go off and do their own thing because they assume the person above is not paying attention and not directing the action. For the most part, commanders without a microphone will lose, unless of course their team is decidedly better than the other and can position themselves appropriately and only really rely on the commander to drop the right things at the right time.

You need to use this microphone... a lot. Arguably the best games of NS I've had have been with a responsive commander who communicates his plan and interacts with his troops.

Often times a good sense of humour and an ability to make the situation fun can be of great merit. It's this that gives the feeling to the field that the person in the chair is actually focused on what?s best for the team, instead of idling away in his or her own little world.

Most players are exceedingly eager to follow commanders who know what they're doing and communicate their game plan to the troops. When a comm can rally his troop?s together, get them all in the right place at the right time, some quite cinematic and action packed moments ensue.


Keep your team in the loop!
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Keep your team updated on what you are building and the upgrades you are researching. The new version of NS aids in this as what you?re placing and researching gets listed for everyone to see, but keep them updated on the progress of this research as well. Letting your team know that a certain level of armour or weapons is almost done lets them know that things are progressing.

Give them status updates on the res nodes you hold.

Congratulate players doing the backup of the team by guarding areas dutifully even though they might not be in the thick of the action.

Congratulate your team all round when everyone is doing well and following your waypoints. Encourage them as a whole and personally! For the most part, if certain players are getting cited by the commander as doing a great job, there?s something subconscious in most people that will want their name mentioned as well, so they?ll do their best to listen to you. Being a commander in NS on pubs is as much an indication of your people skills as anything else.

Think about what you want from above that compels you to follow orders, reverse the roles and come across in a calm, relaxed and decisive way.


Make your team part of the decision process!
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Most players of NS are extremely eager to follow a comm who really seems like he's paying attention. Ask them what upgrades they'd find the most use and research them. I'll generally go Armour 1 first for example, but I'll ask my marines most of the time which of damage or armour they'd like first, as some crack shot teams will do far better early game with the extra umph in their clips that Damage 1 provides. Encourage feedback from the field about what the best way to attack is and then **** this for yourself with scans and recon.


Watch that spam!
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All too often I?ve seen comm?s over spam meds and ammo early on in futile situations, which might be OK towards the end game if you?re flowing in res, but early it can be the deciding factor on whether or not you win the game, as you need to get upgrades going ASAP.

Early on, only medpack if it is absolutely essential, and the success of the medpackees will have a significant bearing on the game plan. Remember to tell your troops that you will only medpack where it?s going to count so they don?t think if whining about it on the field that it?s because you?re being unresponsive. Most competent marines will appreciate a commander who realises the value of those 2 res drops more than keeping any one marine alive for a little bit longer.

Of course, that said, there are some marines who are worth keeping alive as they can have a significant bearing on their own, but this is certainly the exception and not the rule.

Also, medpacking accurately is about anticipation? drop the meds in-front of where you expect the marines to move so they run over them and you don?t waste meds that get left behind.


Focus on what counts!
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Most importantly of all, focus on the objective at hand. You have no other objective than to get the alien hives down and deny them res. You of course have tactical objectives to achieve these aims, but never forget that you're aim is to gain the strength needed (and not much more) to down those hives.

I've seen far too many commanders take a number of nodes and perhaps a hive, turret them extensively, only to be swamped by onos because they've left the other side to do their own thing for too long. You must remember that it is a race against the clock, and the quicker you can gain the strength needed to take down the hives, the better. Stay focused on that. Don't cap 5 nodes, endlessly secure the locations, only to find out that all 3 hives are up and you've suddenly lost all your nodes to onos. You have to keep the pressure up early, so they are fighting you off their territory instead of being left to their own devices to take down your nodes. All to often I've seen (and comm?d) games where a sufficient level of tech is reached to finish the game, but just as you get there, all your nodes are disappearing and you no longer have the res to hand any of your kits out.

Kitting up people in dribs and drabs doesn't apply nearly as much pressure as handing out kits to a larger group all at once, and decisively directing them together and keep on their case about staying together.

This extends to your way pointing, and when you have a big group of marines moving together, place the waypoints in front of them, and keep moving them along the path you want them to travel as they move, instead of just setting it for the end location. This helps new and old players alike take the same path as each other and stick as a group.


Things that really help!
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Above and beyond anything else, damage and armour upgrades are the most valuable thing you have at your disposal on a public server, as the investment you make is represented in every marine from that point on, every time they spawn. Upgrades are king, and much more valuable than individual guns, HA kits or JPs.

Often times placing an arms lab straight off with starting res and getting first level weapons or armor going has helped immensely. That extra step up not only helps your marines have the upper hand early on, it will generally result in a faster influx of res as well from res-for-kills.

Phase gates are also an incredible help on public servers as you can funnel people around the map from the points that you desire and encourage map control and scouting as a result. They also mean that you can rely on one lone rambo to set up a phase gate somewhere and then seconds later have your entire team there.

Sieges are, given the res, a tremendous help for marines on public server. If you let a large group of marines, even fully kitted HA, unless they keep their **** together, chaos will ensue. By placing a siege outside the hive you keep your troops in one place, defending the sieges instead of being thrown into the thick of the action where they will most likely get themselves killed if they?re not looking after each other properly and staggering their reload. That said, if you have the aliens down to one hive and few nodes and the hive is not infested with OCs, don?t make the aliens suffer the pain of sitting through a siege? drop shotties and send your troops in to finish off the job.

Direct groups of rines to be constantly knifing res nodes. Shotties make quick work of nodes, but I?ve generally found as soon as shotties get on the field most will want to use them for fending off or hunting down unfriendly Kharra, which is fine, but you still need people taking those nodes down.

When you have a few marines all asking for ammo, drop an armory? at 15 res they are a much more cost effective solution than spamming ammo packs, and you can even throw down a few mines or give out some welders in the process.


Keep your marines focused!
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One sure fire way to get things into disarray is to ask too much of your marines. Asking your team to be in 5 places at once generally just results in chaos. The best thing you can do is keep everyone focused on the same thing. Asking everyone to be in one spot with a global waypoint you generally have a much better chance of getting at least 40% of your team there.

When you notice that there are two groups on the map, assign them each to a squad and tell your marines that these two focused groups are pleasing you immensely, and get them doing different, focused tasks.

Where marines are in a big group, tell them as such and express your satisfaction with this. There?s something quite beautiful about seeing large groups of marines travelling together, and when it happens, say ?OMG, this is magic? a large group of marines all working together? you guys rock!?, and generally you?ll find they?ll keep themselves together much more effectively.

Finally, don?t rely on location names alone. Even experienced players sometimes have problems remembering where to go, and waypoints are essential in keeping people focused.


Reward your marines!
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I?ve found, even if you win the game using LA + LMG, people never find it very satisfying because they haven?t had a chance to use bigger, beefier guns. Even if it?s not required because you?re sufficiently upgraded, handing out guns warms people to the comm much more.

Part of your job as the commander is to make the game fun for marines, and you?re much more likely to be congratulated if you?ve done this well.

Further from that, mentally note the marines most aptly following your orders and capping, re-capping and taking down node. Reward these guys, as they deserve it and will feel much more appreciated!


It?s all about the people skills!
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Coming public servers is a test of your ability to rally people together for a common cause more than it is about strategy. It?s useless having a beautiful strategy if you haven?t got people behind you, trusting what you?re saying and eager to follow your orders.

Always remember this!

Coming public servers successfully can be an extremely rewarding experience, and we need more decent comms who posses the ability to rally their troops, lest NS dies. The number of decent comms in NS will have the most significant bearing on its future success, above and beyond anything else.

To that end, if you do get a decent comm, please express your appreciation. Coming can be extremely demanding and rewarding, but a lot of that can be lost if you don?t receive any thanks for your efforts at the end of the game. A simple ?gw comm!? from a few people can make all the difference!

Now, get a microphone, get your head around what counts, jump in the chair, and have some fun! =D

god! this guy was HARD TO FIND

6. <b>Other nice info</b>

by orioncs
Make your obs a squad by hitting CTRL + 5. When you need to ping (for scouting or for your marines entry into a room) just hit 5 and bingo the ping icon is right there. Just a tip, hope it helps. Especially when aliens have sensory pinging is very important (duh). Even without sensory pinging a room prior to your grunts entering will allow you to give them a heads up of what to expect (ex. 2 skulks on the ceiling in there guys!) Random pings of hives can also distract aliens: Big squad heading to Subsector? Ping Pipeline when they get to Overlook to possibly distract a few aliens in that direction.
do NOT surround the armory with Infantry Portals (1. telefrags, 2. limit surface area for ammo retrieval for those smart enough not to stand on IPs)
- do NOT build everything in a big pile making it practically impossible to get to the armory/phase gate or kill the skulk buried under 4 buildings

Catpokers sig, rember it
<img src='http://moo.xhibitreign.com/NS_team.gif' border='0' alt='user posted image'>

7. <b>TechTree</b>

By a Boojum Snark

<img src='http://www.unknownworlds.com/forums/uploads/post-20-1067489369.jpg' border='0' alt='user posted image'>

7. <b>END</b>

done and done<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Comments

  • ToschyToschy Join Date: 2003-08-22 Member: 20073Members
    i whould have posted it into the "new player forum".... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    but: great work
  • PegenatorPegenator Join Date: 2002-12-21 Member: 11269Members
    <!--QuoteBegin--Toschy+Dec 7 2003, 08:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Toschy @ Dec 7 2003, 08:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i whould have posted it into the "new player forum".... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    but: great work <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Or the Frontiersmen Strategy section.
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    edited December 2003
    meh, its still uber here as lont as im concerned <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <span style='color:blue'>INVISABLE INK</span>

    E ooh, my invisable ink was a ripoff <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    wanna be a better marine? go to the correct forums..Frontiersman Strategy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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