Horrid Comming Blues

S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
<div class="IPBDescription">*cry*</div> It is apparent to me. As many times I try to comm, I get my team plenty of upgrades (when I can), but I am never capable of orchestrating a win. Im resorting to being one of the most horrid alien force commanders evar... teh rines ph33r me when im on the alien side. Ive been known to whip total n3wb aliens into performing successful gorge rushes (not really for plain pub servers).

But no matter what... IM HORRID AT COMMING.
Heeeeeelp.
For some reason I see alot of <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ... and not <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ...

Then it often ends up for me <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->

*cries*

Help me, and all the other lame comms out there with some simple strats to take... less guessing for the n00bs.
I think this thread could benefit us all considering youd prolly have less "idiot comms" around.
«1

Comments

  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    Oooo.. also does anybody know the 100% truth about how many IPs speed up rine respawning.. is it 3,4,or 5 the limit?
  • JetjapJetjap Join Date: 2003-12-05 Member: 23979Members
    Before the more experienced and skilled players answer, let me give you my simpaty, I also suck at commanding too (and going marine. And going any kharaa but gorge too.). Don´t be so rarsh on yourself tough, the learning curve is steep for a lot of commanders and only by being not-so-good you can learn, so don´t give up nor give in.

    Maybe you have one of the same problems that plague me: too many time playing RTS. If so, don´t let their similarities fool you, they look alike but are very different. The pace is faster in NS, your troops may not follow you always, you may get more new players than veterans.

    Also when I sit on that chair i forget everything about what´s being a marine on the field, and this is very bad. You must think as commander but must rememeber what your troops are facing every step of the round.

    I will stop here since other points will be better explored by more skilled commanders and I am not sure about this points anyway.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--ph34r+Dec 13 2003, 10:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ph34r @ Dec 13 2003, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oooo.. also does anybody know the 100% truth about how many IPs speed up rine respawning.. is it 3,4,or 5 the limit? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    3 IPs is the limit.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    There are times when you seem to be comming just fine. Weapon/Armour upgrades, phase tech, advanced armoury. Lockdown of a hive and with 5 rts to your name. The aliens can't seem to stop your dominating marines. Then, in a heartbeat, all your outposts are in ruins, your economy is in tatters and onos are running rampant in your base. The HA squad that you've been saving up for is deployed, but ends up being devoured.

    This is a common occurance that I've seen happen to decent, even experienced comms. Everything is picture perfect, then it isn't.

    The key here is resources. If you're merely capturing res nodes and locking down a hive, and not destroying anything that costs res on the kharaa side, you're doing absolutely nothing to stop them. You're only peacefully coexisting, and when the higher lifeforms evolve, they crush you.

    If you're taking down their chambers and RTs frequently, even if they are taking down yours, you have a fighting chance. This will force them to spend res to rebuild things they need, or else they will die. The result is that lifeforms are delayed.

    However, ultimately, you will have to take down a hive in midgame. Even if their RTs are going down frequently, bilebomb and regen fades can own your income and marines respectively. Destroying a hive lowers morale, disrupts chamber placement, frees portions of the map, and RTs, from kharaa control.

    This is very true in small games such as 6v6. Even if their rts are going down, they will still be able to get fades and hives quite easily. The key is conflict. Destroy things that hurt them, that cost them. RTs, Hives, Chambers, big lifeforms.

    Because of the fragility of your marines, phase gates are going to be essential. All your tactics have to be aggressive and fast. The TSA accomplishes its objectives by the skin of its teeth, with pure efficiency. If you're playing simbase 2150, you're wasting res.

    The best ways of killing hives are shotguns, or a naked, no frills (read: no sentries or elect) siege. Once you start your assault, you should, must take the hive down within 20 seconds or fades/lerks will come to own your marines.

    It takes 35-40 shotgun blasts to down a hive, and 3 sieges 4 scans to down a hive. With 2 sieges, you need your marines to blast the hive to take it down, to save your scans and to scan once they are dead.

    16-18 shotgun shells knock out a RT. Try equipping good marines with early shotguns and pair them up with a buddy to wipe out RTs faster than a fade can blink.

    In short, kill, maim, destroy. Don't just kill anything that moves, kill everything that costs res. Ultimately, you have to take down a hive before the 10 minute mark, even earlier. If you can do this, while maintaining a minimum of 3 res nodes, you stand a good chance of winning. But never, EVER get complacement. Be paranoid, move fast. If you do all the destruction but can't maintain any res nodes, you are still screwed. It's tough, and to compensate for not being awash in cash is to cut every expense down to the minimum.
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    AWESOME help... I cant tell you how much your description does not image me=p. Im all about securing things. I guess I should be telling my marines to go make death on res early game, then to start taking down hives.

    I normally can tell if my team should go with HA or JP depending on how wll they play, and how many lerks there are. Personally I like it when my rines are good enough for JP, caus it is cheaper.

    But in all honesty, I often find myself building PGs only to be commanding them to run through it all at once to defend it.

    I am also a bit of a turret farmer, but I really am starting to think that they are a waste of res when placed in excess.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    <!--QuoteBegin--ph34r+Dec 14 2003, 02:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ph34r @ Dec 14 2003, 02:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> AWESOME help... I cant tell you how much your description does not image me=p. Im all about securing things. I guess I should be telling my marines to go make death on res early game, then to start taking down hives.

    I normally can tell if my team should go with HA or JP depending on how wll they play, and how many lerks there are. Personally I like it when my rines are good enough for JP, caus it is cheaper.

    But in all honesty, I often find myself building PGs only to be commanding them to run through it all at once to defend it.

    I am also a bit of a turret farmer, but I really am starting to think that they are a waste of res when placed in excess. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Fight where you need to fight, never let the enemy decide where...

    Take important things, switch sides to attack from...

    Never linger, never be predictable
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    edited December 2003
    Pressure, Pressure, Pressure. The single most vital tactic. No pressure, and aliens will do as they please.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Don't rely too much on locking down stuff, as it's expensive and lets the aliens know where you are and what you're doing. That's really the main disadvantage of farming, heavy train is a lot more expensive so it's not so much the waste of res. The heavy train poses a much bigger threat as it can strike into any of their key locations.

    If you're harassing a hive, switch the side you attack from every minute or so, this will give you an opportunity to take down more RTs and put up some of your own. Many comms ignore RTs on hive attacks but this is usually an error (exception for super ninja jp rush) as from mid-game on, you won't be able to hold RTs at all against decent aliens. The 15 res pays for itself very quickly.

    Basically, like everyone else has said, decide where the front lines will be and make sure you control all the RTs behind it. Change these up every now and then and you can prevent the aliens from controlling the map. The 1 hive lockdown with phase gates often ends up with MS and the hive being the only locations you control.

    Nice post Misten.
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    Hmmm, I think I figured out a little mostly inexpensive early game tactic...
    Plop down a TF and a couple of turrets in main pathways that skulks need to get from hive to hive..
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    <!--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--> Hmmm, I think I figured out a little mostly inexpensive early game tactic...
    Plop down a TF and a couple of turrets in main pathways that skulks need to get from hive to hive.. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A point at which you could try these are known as choke points. Choke points are points around the map which cut aliens from a part of the map. However defending these points meticulously with tfs and turrets will slow u down early game, when you more importantly need to move swiftly through gathering resourses and getting the aliens off their toes.
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    edited December 2003
    Heh heh heh heh heh heh... *rubs his hands in an evil manner*
    I came through a revolutionary new way to command those pesky public server marines who often complain about the commander and the unbalanced aspects of the game.

    Alllll riiight people. First of all; this WILL not work if you dont have a mic, or a grating voice. Second of all, if you are a complete newb comm... I suggest you ignore this tactic, because you need to be completely familiar with the structures and their upgrades.

    Now lets get started. I cant tell you how much my marines start kicking **** and not taking game over for an answer.

    Now, you may be asking yourself... what IS it that you do to these poor marines? Do you offer them money.. sex.. fame?

    NO, of course not. You offer them a completely supported, fun game which is decided by them.

    Here is the concept in a nutshell. You are the "commander" of your team (DUH).. but the way you help your marines is by playing the omnipotent "gorge" of the marine team. Tell your marines that they have just been assigned to combat basics 101 eg: lear/practice on how to be an elite killing machine.

    Tell them this. We are going to play just like aliens, but I am the gorge. I will drop res towers and upgrade when possible, but I want you to go in groups of at least two, and kill... kill with a far more superior capablility of low level aliens.

    While the game continues, monitor your marine's progress closely, drop medpacks and ammo as needed. Drop RTs and sugget backup locations, and directions of movement as needed. Marines will automatically secure RTs, and most likely hives.

    That is about as far as the verbal part of the commanding goes in this strategy.
    In terms of the core structural investments, I will break it down from my experience. I know that some of you will have a more preferred path, but my generality has won my two games that I implement this tactic in.

    First off... dont bother relocating... its pointless.
    Drop two WELL PLACED IPs, and an armory away from the IPs (to prevent telefragging)
    Tell your marines the strategy while they are building.
    Once one of your marines seem to be safely sitting at a res nozzle, go ahead and drop it when a guy at base can build a TF
    Once the first RT and TF(at base) is built... instantly electrify it, and suggest the marines to move out and kill.
    Do not drop an RT early game without having enough res to electrify it upon completion.
    Once you have a total of 3 or 4 RTs up and electrified, invest in an observitory if there are marines guarding a hive location, or if there is noone at hives, invest in an arms lab.
    Research phase tech/armor1 instantly.
    -(phase tech only) once complete, drop the hive RT and electrify it, followed by a phase gate within the electrified RT's range
    -(armor tech only) inform your marines that they are getting upgrades, and suggest investigating hive locations.

    once a PG at a hive is up Invest in a third IP as soon as possible.
    Then instruct marines that you want alien RTs killed, and to take more RTs.
    As the game progresses, you will notice your marines have killed tons of skulks who are worried about the incredible spread of marine encroachment.
    You probably upon the second hive PG+RT+ELEC will have a mound of res.
    (DO NOT forget to continue upgrades evenly between armor and weapons as you go)
    (ALSO DO NOT forget to invest in motion tracking very early on in the game as this makes your marines effective killing machines)
    (ALSO ALSO PLEASE occasionally drop shotguns ONLY if you have at least lvl1 weapon upgrades)
    once you have around 50-100 res and at least level3 of weapons or armor, invest in a prot lab(making sure to have already upgraded the armory). Instantly research HA.
    Tell your marines to patroll the res nodes in minimum groups of two.

    This is the midgame point, which the goal is to maintain res nodes, let the upgrades fly, and annihilate all kharra infestation.
    All this killing and res capturing will caus your res to skyrocket. Do not allow any upgrades except JPs to go unnoticed.
    Once you have around 100 res, inform your marines that we are going to start suiting up, and inflicting REAL damage.

    Inform your marines that you do not want to see less than groups of 3 HAs in a HA train.

    Drop COMPLETE HA packs at base... this includes HA, HMG, and a welder.
    About one in every 4 HA packs handed out, include a shotgun, then a GL. The shotgun/GL combo costs the same as two HMGs, so you have the same amount of weaponry, but a bit of diversication. If par chance you have a marine who wants a shotgun instead of HA... BY ALL MEANS, give them the shotgun instead... (its cheaper)
    Once you have almost all your res spent on complete HA packs, have them move out to the nearest occupied hive. Have half the leftover LAs patrol the PGs set up, and half equip with welders, to follow the HA train and provide support.

    Once the HA train nears the hive, be sure to keep them medicated and filled with ammo. Command them to only kill threats, but mainly focus on the hive. UNLOAD on that beast, and ANNIHILATE IT. Once the hive goes down, drop a PG only. Med and ammo up the marines, and tell them to move out. Meanwhile drop complete HA packs at main base for respawners and LA-rs to pick up. These leftover guys should reinforce and patrol the PGs.

    Continue this last tactic untill the aliens run out of res, and lose all their hives. It is absolutely neccesary for them to save the res for the hives when you kill hives, so higher lifeforms will cease to exist, and RTs will dissapear. At this point, keep the marines motivated, and wipe the alien existance from the map.

    Tutorial by gorgasmic(ph34r), kthnx.

    Be sure to share your experiences, and reflect on this aggresive tactic.

    In the two games that I tried this tactic, I ended up with 100 RES leftover, and 50 RES leftover. There is no doubt it works if you continue upgrades and get 3 IPs early game.

    Also, sorry about the typos, I know there are a few, but I am sure you can get the general idea of this strategy that I have formulated.
  • LuisXLuisX Join Date: 2003-08-06 Member: 19101Members
    i am his witness, he won with this tactic.
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    ... twice in a row=p
    ntm the second time an **** took the chair even though I properly called it.
    we had effectivley lost all our RTs except for the one at base, and stillll had plenty of res.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    He's got a good point, one which I've noticed lately. Even if you don't completely take the hands-off approach (which, fair to say, you need to be lucky to win with - that overhead view is useful you know) on public servers it's a good idea to let the players have a say in your commanding. Even on a server where you're a regular, probably half of your team has never seen you command before. Morale is important if you want your troops actually working together in squads and following your waypoints. Therefore, unless you're down to 1 RT or it goes completely against your plan, take requests for your team for particular upgrades, equipment (exceptions for the noob "COMMANDER SHIRTGUN PLEEZ!!!!11"), or attack positions. Having you respond to them makes them want to respond to you. Even if you're saving for that proto lab and two vets ask for shotguns, it's usually a good idea to give it to them, they make a big difference mid-game. Even if you can't do it, at least respond to them on the voicecom so that they know you are listening.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Don't electrify everything. Especially in the early game, that 30 res can upgrade your armoury, go towards upgrades or buy some weapons. Even your start TF doesn't always have to be electrified, 3 turrets at the same cost can be more effective on some maps as they can provide some cover for the starting RT.

    Here's an example for you. On eclipse I will electrify the node in any hive I get (mainly in preparation for a phase gate) and in key locations which tend to be near to a hive (for phase gates again) i.e. sub-junction, south loop or triad. I'll always electrify south loop as it is handy for maintenance and computer core, but if I've got a node in a hive I may not electrify the one near it.

    Also, once you get phase gates and you think you need a TF there, don't bother electrifying the TF, put it by the electrified res node and build 2-3 more turrets. It'll cost the same/slightly less and be more effective.

    Once you stop relying on electrification and live with recycling and rebuilding you'll find the res comes in noticeably quicker.

    Also, you have to be aggressive. I finally worked this out after getting 5 nodes and having HA researched, just to have everything owned by a couple of oni about 3 times in a row.

    Also note this is for public play.
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    edited December 2003
    Definitley mod the actions on this strat all you want, it really is a great pub serv strat. Often times, I have about 75% of my RTs electrified, and I DO NOT electrify the TF at base... thats a waste of 30 res right there, but I always elec hive RTs, and high traffic RTs.
    I only plop down shotguns once I have MT, lvl 1 weapons and the armory is upgrading something, and nothing else is going on.
    That is around the time that I put up the third IP too... remember, each IP is like a hive in terms of respawn. You are getting 3 hive respawn when the aliens have one or two.

    Also.. the main key to the strat I suggested is to have your marines KILL, and not waste time on many turrets. Maybe a few at base or a hive, but in reality... the amount of res that goes into a complete HA pack will kill soo much more aliens than 80 res in turrets.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    One thing that amazes me is that few people really try to get a squad of people together and ask the comm for an order, save him some time...


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

    is better than

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
    *1 min later*
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
    *1 min later
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • Gangsta_MonkeyGangsta_Monkey Join Date: 2003-12-20 Member: 24589Members
    If my solders are sitting around base gatting alot of ammo then getting

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

    I recycle the armory and say no mare ammo untill we get more res and at least a hive.

    then that becomes this

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

    I have won alot of games this way it forces the solders to work fast and kill things using less ammo.
    <i>Note:</i> I dont compleatly deprive them of ammo if they have no ammo i drop some in.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    I tried that on Battle for The Galaxy and got banned cause they thought I was lame, despite the constant chatter over "I think we should have more weapons" while the res flow decreases cause we lose rts.... *sigh*
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    Yea... dont sell your armory, not a smart choice.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    Yeah, even if you are losing because of armory humpers, you can't sell it - instant loss of team morale, big delay on getting proto lab, and it tells the team that you think you're going to lose anyway. A 1-minute delay on building it is usually sufficient to get 80% of the team out of base and capping res nodes.
  • aonomusaonomus Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
    Hmm I'll try that the next time I get over my commophobia and comm on a pub.... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    From my comming experience, I don't think elect is useful. In most games, I don't even build a tf, except if I have to seige a hive. I find it more effective to drop an ip, armory, arms lab, and pack of mines at the beginning, then have most of my troops head to the side of the map opposite their hive, and collect nodes. I usually have a good player harass the hive, and cut down any nodes near the hive. The game usually ends at 7 minutes. If it goes longer, I always research jps because its just easier to kill the hive with a couple jp/shotties than an ha train. The problem with electing nodes is that at 4 mins fades appear and cut the nodes down before they turn a profit. In one game, the marines held 6v1 nodes, but they elected, so fades quickly cut all the nodes down, and the aliens won that game. This all assumes everyone knows how to play the game fairly well.
  • maverick651maverick651 Join Date: 2003-08-21 Member: 20065Members
    I've never really comm'ed before, except when no one wanted to step in and someone had to be the one to drop a few IPs. Thats about the depth of my commanding experience. Mainly, I see commanders that I feel are really good and have their act together, and sometimes the marines are good too, but the aliens are just one step ahead, which pretty much breaks my hopes of ever entering the command chair and coming out victorious.
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    Im sorry apocalypse, but unfortunately you seem to only command armory humping marines who dont get out and kill just as much as the aliens do if not more.

    This is the key structural point of my strategy, and with the amount of damage dealt out, I get my marines level 2 weapons and level 2 armor with motion tracking, minimal one hive, and shotguns before the alien team gets fades. Not to mention I command the marines to patroll and maintain every res node except for their occupied hive one. I rarely encounter fades before I have tons of upgrades for my marines, so they are about equal combat for my marines... if not weaker.

    In the meanwhile I elect highly passed RTs so pesky skulks wont take them down. As to fades taking down RTs, like I said... with my strat it doesn't matter if they take down the RTs as we already have a mound of res and upgrades... Most likely just finished research on HA too.

    I am merciless... aliens will perish under my command.
  • ApocalypseApocalypse Join Date: 2003-12-23 Member: 24700Members
    <!--QuoteBegin--ph34r+Dec 23 2003, 10:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ph34r @ Dec 23 2003, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Im sorry apocalypse, but unfortunately you seem to only command armory humping marines who dont get out and kill just as much as the aliens do if not more.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually that's the exact opposite of the marines I command. By the time the armory is finished, about 1/3-1/2 of my team is already far away from the base. They are good marines fighting good aliens. The aliens always have Fades at 4 mins, and its very hard to deal with fades without ups + shotties. If you can get MT and 2/2 up before Fades, you deserve to win because the alien team is horrible. I also find it much more effective to get JPs; they are cheaper and one marine can solo a hive. I also tend to only upgrade MT if I have loads of res, and the game is dragging on. The reason I don't have to worry about electing nodes is that several people on my team are always pressuring the hive, while others are cutting down alien rts. Meds/Ammo keep most of my marines alive, even in a large battle.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    <!--QuoteBegin--Dragon_Mech+Dec 14 2003, 12:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Dec 14 2003, 12:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ph34r+Dec 13 2003, 10:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ph34r @ Dec 13 2003, 10:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oooo.. also does anybody know the 100% truth about how many IPs speed up rine respawning.. is it 3,4,or 5 the limit? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    3 IPs is the limit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    False, I have had 7 rines REIN with 7 IPs, I think it was 1.04 it was 3 IPs
  • S_BadguyS_Badguy Join Date: 2003-12-03 Member: 23925Members
    Are you SURE about the multiple IPs working? I coulda sworn it was a maximum of 3 IPs.
  • maverick651maverick651 Join Date: 2003-08-21 Member: 20065Members
    I forget what version of NS it was, but it was one of the 2.01x versions I'm pretty sure. Anyway. Marines were getting slaughtered pretty badly, so the commander built as many IP as as possible, something like 10-15 for a team of about 12. And I don't think we all respawned at the same time, but everyone was deffiantly back in within two waves of respawns. But it was so funny cause the floor was covered with IPs. and so many aliens were telefragged by respawning marines, including an Onos that was trying to kill the CC.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    I had that exact same thing happen on ns_mineshaft, where a noob comm jumped in and dropped like 2 armories 2 tf's and 3 ip's... so everybody gave up right off the bat, got a new commander, and tried to make as many IP's as possible. We were at about 10 when an admin from the other team ended it early, with the message: "C'mon guys, this is not a game"

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