Common mistakes made by Marine Commanders

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Comments

  • SanCoSanCo Join Date: 2012-08-18 Member: 155744Members
    <!--quoteo(post=2059881:date=Jan 13 2013, 01:13 AM:name=OnosFactory)--><div class='quotetop'>QUOTE (OnosFactory @ Jan 13 2013, 01:13 AM) <a href="index.php?act=findpost&pid=2059881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"800+ posts and you dare to make a ###### comment like this..?!"

    Lol, hers are *all* like that, just another name for the idiots-on-the-UWE-forums box.

    "140+ hours in-game here"

    Try a2 then w1, or w1 if shotguns then a2. Essentially the less time you spend in a1 the less time you spend *not using* (often, okay so you are always happy for a1 as a soldier coz you can survive more gas, spit etc, but this is a com thread yeas?) the 20 res you put into a1 - a1 is best for: unlocking a2, kinda redundant but I've seen worse tech trees.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I thought we were talking pub games here? a1 is useful because the team can't aim and make 75 dmg bites.

    Map specific mistakes? Veil, ordering your team to hammer their face against nano while aliens take the rest of the map, ignoring a second base. Happens everytime marines don't get nano right away.
  • Omar - The WireOmar - The Wire Join Date: 2012-11-01 Member: 165320Members
    <!--quoteo(post=2059944:date=Jan 12 2013, 09:19 PM:name=sotanaht)--><div class='quotetop'>QUOTE (sotanaht @ Jan 12 2013, 09:19 PM) <a href="index.php?act=findpost&pid=2059944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Second IP at start is an absolute must on larger servers (20+, maybe as small as 18 with no AFKs). Without it, you are incredibly vulnerable to a skulk rush, plus marines tend to die in groups because they live in groups, which means that your one spawn is going to have a backlog of 3 marines waiting on it whenever something happens even if the majority of the game it's sitting entirely unused. If you don't have a second IP down before you're second RT on a pub server (especially a large pub server), you may as well just recycle your first one becuase you've already lost.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Mines and an Observatory work fine.

    10 marines on each team, I drop my 2nd IP around the time a forward phase gate is hitting the field.

    Never had a problem.
  • hushus Join Date: 2012-11-25 Member: 173206Members
    <!--quoteo(post=2059944:date=Jan 13 2013, 02:19 PM:name=sotanaht)--><div class='quotetop'>QUOTE (sotanaht @ Jan 13 2013, 02:19 PM) <a href="index.php?act=findpost&pid=2059944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Second IP at start is an absolute must on larger servers (20+, maybe as small as 18 with no AFKs). Without it, you are incredibly vulnerable to a skulk rush, plus marines tend to die in groups because they live in groups, which means that your one spawn is going to have a backlog of 3 marines waiting on it whenever something happens even if the majority of the game it's sitting entirely unused. If you don't have a second IP down before you're second RT on a pub server (especially a large pub server), you may as well just recycle your first one becuase you've already lost.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah but on 20+ servers you need to leave your brain at the entrance anyway.
    Don't understand the attraction of playing a clusterf**k deathmatch where no element of strategy and balance can come into play because you're too busy trying to find an empty space.
  • Paradox043Paradox043 Join Date: 2013-01-10 Member: 178743Members
    Love the topic! Could you do one for alien commander?
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