Marine/commander Issues?
MelancholiaD
Join Date: 2002-11-13 Member: 8412Members
First of all, this mod is the best mod ever concieved by anyone. It's more genius then nearly all retail games, single and multiplayer. I'm not even sure if my suggestions are worth listening to as I know I could never build a game of this quality. I cannot imagine the thought that went into it, I'm seriously, seriously impressed. I'm a mapper, these maps are beyond beautiful, they're art... pure art, they feel more real then the movies. Here I go anyway.
I can only speak from experience but I've played probably about 20 1 - 2^ hour long games of NS since the new patch, and I've noticed a few things. The Marines need help. There are so very few good commanders out there who know anything of how the game folds out, all the Marines need to lose is a guy who wants to see whats its like to be commander and set the Marines behind in the early game, eject or no eject. I've found that the first 15 minutes or so are the most crucial of any game, the team that gets ahead here will reap the benefits later on and will win. Only one game I've played in has a losing team made a comeback, but usually people from a losing team start to drop after about 20 minutes because they think it's pointless. The Marines have the most potential, but sadly it remains untapped. All it takes for them to loose a base is poor turret placement or a few guys who wanna go solo for a while. This is why I urge people, if your going to be a commander for a game, decide it early and HAVE A PLAN. Have a pace, form a defensive and offensive team, decide which resource bases will work best, and inform your guys of everything that your planning!!! USE A MIC!! Communication is your only real weapon with the Marines, a commander without a mic is nearly useless compared to one with one that can talk and play at the same time. The commander should have a *pace*, a plan, and the knowhow to follow through. Mines are invaluble, never cease to use mines.
Someone else brought this up in a game, but I think the Marines should be able to get gas masks, as a one time upgrade. It should be expensive though. Also, I'm sure the team has considered this in the past but what about handgrenades? They would be bought like mines. A marine could carry maybe 2 of them, but it would take 3 to take down an offense tower, they would also have a small blast radius. I also believe each (or most) f the Marine's weapons could use a very slight boost in power, not many players can feel confident with the current firepower, even while moving in groups.
I only wish there was some trans-server system for restricting bad commanders, like if you've been ejected more then twice in a week then you are banned from commanding on all servers for a while. It's possible, but not worth the amount of time it would involve to create. Maybe if there was some crash course Commander tutorial as a map you could play through by yourself. The Commander is both the weakness and the strength of the Marines, the only way in which you can win is if you have a damn good one. The Aliens on the other hand are a collective, that is why the Aliens can win even if both teams are operating at the same level of disorganization. BEST OF LUCK TO EVERYONE ON THE TEAM!!!
I can only speak from experience but I've played probably about 20 1 - 2^ hour long games of NS since the new patch, and I've noticed a few things. The Marines need help. There are so very few good commanders out there who know anything of how the game folds out, all the Marines need to lose is a guy who wants to see whats its like to be commander and set the Marines behind in the early game, eject or no eject. I've found that the first 15 minutes or so are the most crucial of any game, the team that gets ahead here will reap the benefits later on and will win. Only one game I've played in has a losing team made a comeback, but usually people from a losing team start to drop after about 20 minutes because they think it's pointless. The Marines have the most potential, but sadly it remains untapped. All it takes for them to loose a base is poor turret placement or a few guys who wanna go solo for a while. This is why I urge people, if your going to be a commander for a game, decide it early and HAVE A PLAN. Have a pace, form a defensive and offensive team, decide which resource bases will work best, and inform your guys of everything that your planning!!! USE A MIC!! Communication is your only real weapon with the Marines, a commander without a mic is nearly useless compared to one with one that can talk and play at the same time. The commander should have a *pace*, a plan, and the knowhow to follow through. Mines are invaluble, never cease to use mines.
Someone else brought this up in a game, but I think the Marines should be able to get gas masks, as a one time upgrade. It should be expensive though. Also, I'm sure the team has considered this in the past but what about handgrenades? They would be bought like mines. A marine could carry maybe 2 of them, but it would take 3 to take down an offense tower, they would also have a small blast radius. I also believe each (or most) f the Marine's weapons could use a very slight boost in power, not many players can feel confident with the current firepower, even while moving in groups.
I only wish there was some trans-server system for restricting bad commanders, like if you've been ejected more then twice in a week then you are banned from commanding on all servers for a while. It's possible, but not worth the amount of time it would involve to create. Maybe if there was some crash course Commander tutorial as a map you could play through by yourself. The Commander is both the weakness and the strength of the Marines, the only way in which you can win is if you have a damn good one. The Aliens on the other hand are a collective, that is why the Aliens can win even if both teams are operating at the same level of disorganization. BEST OF LUCK TO EVERYONE ON THE TEAM!!!
Comments
i really think marine firepower is fine as it stands, when they get HMG and aliens dont have a second hive they are screwed. unless of course your marines are a bunch of rambos.