Commanders: Listen
Harpoon
Join Date: 2002-10-06 Member: 1448Members
I've been in too many games where commanders don't know some fundemental things, which make them loose, ....like on say eclipse where marines have to have a grand strategist commander and the troops themselves need to be skilled enough to take on 3 skulks alone with an LMG to even think about winning the map.
1. Cycling through events. This is basic to any RTS game. When the tortured sounding synthetic voice says "Soldier is under attack" or "Soldier needs health" or "Soldier needs ammo" or "Soldier needs orders" or "Turret firing" or "Our base is under attack" or anything like that, you can press your jump key (usually space bar is binded as that) and your view jumps and centers on the location of the event. It is very difficult for a commander to react when a marine says "hey com we have a resource extractor here..."... when here could be anywhere. If they say In Position or something you can jump to them.
2. HOTKEYS. Very important to speed things up considerably. Especially health and ammo. I have "drop health" and "drop ammo" hotkeyed as H and A respectively. This helps my team alot. IE, I hear "Soldier is under attack" i hit my trusty jump button, the view centers on him as he's getting hit by a skulk, I click the "drop" button to go to the drop menu, put my cursor over him and hit H, then click, A then cick, H and click, spamming him with health and ammo as he fights, making the marine either kill the skulk or causing the alien to get disheartened and run off. Calls for ammo and health are usually understood by me and I can jump to the marine and load him up. Of course I am the only person in the world that does this, usually in games the commander ignores the health and ammo calls of marines, or thinks it better to save up for another turret rather than spend 2 resrouces on a health or ammo pack. Sometimes I just self kill since theres no score so I can resapwn with full health and some armour rather than walking around, a dead man with 15 health, with no chance in hell the commander will care.
3. Weapons Lab. Lots of good upgrades. Too many times I see the commander has like 100 RP with no weapons lab technologies researched.. these help alot to make marines stronger.
4. Siege cannons. **obscenity** spammy fag tactic yes, but its balanced. Marines generally loose if there are a few gorges who are setting up an entire alien colony in forward positions near the Marine bases. Good alien teams cover the whole map with these things. If you have enough resrouces, tell your marines to stop, plop down a turret factory, once it's done upgrade it and build 1 or 2 turrets to defend it, then once its upgarded to advanced plop down a siege turret. When on aliens it is a big moral kick when a siege cannon from unknown starts destroying buildings all around me, generaly I vacate the area and consider that part of the map lost.
5. Waypoints. Select marine(s), right click on ground and they get told were to go. Essential especially in early games, since marines need to be in large numbers to beat skulks which are generally superior at that point.
And RESOURCES. You should be spending resources as fast as you can get them.. thats a general rule in most RTSs unless your saving for something. There's always something that needs to be done, and resrouces don't help you if they are stockpiling. Drop weapons at base so marines dont have to wait before they can load up after respawning. Build a turret, drop ammo and health to marines, or research something. Or build a siege turret anywhere where theres a factory so you can deny the aliens building permits in entire chunks of the map.
Of course the average forum member here wouldn't read such a long post, and if you browse the forums and interact with the community you probably understand alot of this already <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
1. Cycling through events. This is basic to any RTS game. When the tortured sounding synthetic voice says "Soldier is under attack" or "Soldier needs health" or "Soldier needs ammo" or "Soldier needs orders" or "Turret firing" or "Our base is under attack" or anything like that, you can press your jump key (usually space bar is binded as that) and your view jumps and centers on the location of the event. It is very difficult for a commander to react when a marine says "hey com we have a resource extractor here..."... when here could be anywhere. If they say In Position or something you can jump to them.
2. HOTKEYS. Very important to speed things up considerably. Especially health and ammo. I have "drop health" and "drop ammo" hotkeyed as H and A respectively. This helps my team alot. IE, I hear "Soldier is under attack" i hit my trusty jump button, the view centers on him as he's getting hit by a skulk, I click the "drop" button to go to the drop menu, put my cursor over him and hit H, then click, A then cick, H and click, spamming him with health and ammo as he fights, making the marine either kill the skulk or causing the alien to get disheartened and run off. Calls for ammo and health are usually understood by me and I can jump to the marine and load him up. Of course I am the only person in the world that does this, usually in games the commander ignores the health and ammo calls of marines, or thinks it better to save up for another turret rather than spend 2 resrouces on a health or ammo pack. Sometimes I just self kill since theres no score so I can resapwn with full health and some armour rather than walking around, a dead man with 15 health, with no chance in hell the commander will care.
3. Weapons Lab. Lots of good upgrades. Too many times I see the commander has like 100 RP with no weapons lab technologies researched.. these help alot to make marines stronger.
4. Siege cannons. **obscenity** spammy fag tactic yes, but its balanced. Marines generally loose if there are a few gorges who are setting up an entire alien colony in forward positions near the Marine bases. Good alien teams cover the whole map with these things. If you have enough resrouces, tell your marines to stop, plop down a turret factory, once it's done upgrade it and build 1 or 2 turrets to defend it, then once its upgarded to advanced plop down a siege turret. When on aliens it is a big moral kick when a siege cannon from unknown starts destroying buildings all around me, generaly I vacate the area and consider that part of the map lost.
5. Waypoints. Select marine(s), right click on ground and they get told were to go. Essential especially in early games, since marines need to be in large numbers to beat skulks which are generally superior at that point.
And RESOURCES. You should be spending resources as fast as you can get them.. thats a general rule in most RTSs unless your saving for something. There's always something that needs to be done, and resrouces don't help you if they are stockpiling. Drop weapons at base so marines dont have to wait before they can load up after respawning. Build a turret, drop ammo and health to marines, or research something. Or build a siege turret anywhere where theres a factory so you can deny the aliens building permits in entire chunks of the map.
Of course the average forum member here wouldn't read such a long post, and if you browse the forums and interact with the community you probably understand alot of this already <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
Commanders, you can assign a way point to any aliens you can see in your tatical display from a group of soldiers and instantly give away the postion of an alien...
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Yea right, as if you could do that yourself. You shouldn't even be alone...
So you are walking along this corridor, 1 skulk is hiding up in the ceiling, another around the corner and one sneaks up behind you. That would require one "l33t" marine to survive that... unless he has HA of course.