Player Roles In A Team.
UhOh
Join Date: 2002-11-03 Member: 6320Members
<div class="IPBDescription">Different types of jobs for teammembers.</div> The last couple weeks has been real interesting, ive seen alot of regular players and pub matches get alot more organized. For marine and alien teams both experienced players are recognizing the needed roles to fill to win a game.
Marines: In organized matches theres always one or two who goes Rambo, now put those flame sticks away cause im not talking about the groups of CS fraggers who are moving randomly around waiting to die with 225 rounds in his clip to the first skulk ambush, im talking about the guy who goes recon, off on his own he goes gorge hunting and hive hunting. His main job is to cost the aliens time by annoying thier hive to get thier attention or plugging the wandering gorges. Teams of rambo's almost always die messily, but any group of marines with more than 7 people fair much better with one guy off on his own causing the aliens havoc and diverting thier attention away from the main group. Rambo's are best when completely ignored by the comm when it comes to medpacks and ammo, they are on thier own not causing the comm to split his attention.....unless of course hes managed to jetpack unnoticed into the red alcove in viaduct and wants to set up a <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> farm. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also marines playing in organized 1.04 matches almost always need 1 or 2 peeps at base defense until a hive is secured, lack of tfacts makes a guard almost mandatory, but this role isnt always filled, sometimes comm gets lucky and the bugs never peek in, sometimes it cost him the game. The rest of the team (minus the comm of course) moves as one mean green machine around the map following orders and securing objectives (hives, res nozzles, whatever).
Aliens: Always 1 or 2 skulk guards for the hive until the second hive is up and a gorge goes on OT building duty. In organized large scale games theres almost always a guard skulk hanging around any gorge until 2 hives are up. On the pub servers im noticing alot more group behavior from the alien players, very few "rambos" rushing early on. Only after a scout or two has determined if the enemy base is undefended do any sort of "skulk rush" get organized. On the 24+ player servers the days of the 12 skulk death charge at game start seem to be over(good riddance). Now the smart money is in mid area ambushes and securing a nearby hive, by the same token its nice to see volunteers willing to go harrass the hive the marines are securing, usually they cant take it back on thier own but they do make the comm waste alot of money and guards on defending it.
Im leaving out gorge builders, comms, llammas, and newbs, theres plenty of post about them already. But in organized games what roles have i left out that some of you have seen? Now im not talking class/race (fade, lerk, ect), im talking about roles that a player will play in a team (gorge base defense builder, gorge hive maker/res maker, lerk harrasser, marine engineer)
Marines: In organized matches theres always one or two who goes Rambo, now put those flame sticks away cause im not talking about the groups of CS fraggers who are moving randomly around waiting to die with 225 rounds in his clip to the first skulk ambush, im talking about the guy who goes recon, off on his own he goes gorge hunting and hive hunting. His main job is to cost the aliens time by annoying thier hive to get thier attention or plugging the wandering gorges. Teams of rambo's almost always die messily, but any group of marines with more than 7 people fair much better with one guy off on his own causing the aliens havoc and diverting thier attention away from the main group. Rambo's are best when completely ignored by the comm when it comes to medpacks and ammo, they are on thier own not causing the comm to split his attention.....unless of course hes managed to jetpack unnoticed into the red alcove in viaduct and wants to set up a <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> farm. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also marines playing in organized 1.04 matches almost always need 1 or 2 peeps at base defense until a hive is secured, lack of tfacts makes a guard almost mandatory, but this role isnt always filled, sometimes comm gets lucky and the bugs never peek in, sometimes it cost him the game. The rest of the team (minus the comm of course) moves as one mean green machine around the map following orders and securing objectives (hives, res nozzles, whatever).
Aliens: Always 1 or 2 skulk guards for the hive until the second hive is up and a gorge goes on OT building duty. In organized large scale games theres almost always a guard skulk hanging around any gorge until 2 hives are up. On the pub servers im noticing alot more group behavior from the alien players, very few "rambos" rushing early on. Only after a scout or two has determined if the enemy base is undefended do any sort of "skulk rush" get organized. On the 24+ player servers the days of the 12 skulk death charge at game start seem to be over(good riddance). Now the smart money is in mid area ambushes and securing a nearby hive, by the same token its nice to see volunteers willing to go harrass the hive the marines are securing, usually they cant take it back on thier own but they do make the comm waste alot of money and guards on defending it.
Im leaving out gorge builders, comms, llammas, and newbs, theres plenty of post about them already. But in organized games what roles have i left out that some of you have seen? Now im not talking class/race (fade, lerk, ect), im talking about roles that a player will play in a team (gorge base defense builder, gorge hive maker/res maker, lerk harrasser, marine engineer)
Comments
Gorgies:<ul>
<li>The hive gorge saves for, builds, and defends the hive.
<li>Resource gorges run around the map building resource towers with some occasional defenses.
<li>Hallway gorges build WOLs at strategic points to make the marines job more difficult.
<li>Offensive/support gorges build front-line healing areas and take part in actual attacks using webbing and healing spray liberally.
</ul>
Marines:<ul>
<li>Base/outpost defense marines stay in one area (usually the marine start or a hive) and defend it. This job is thankless and at times boring but is often critical to success.
<li>Support marines are the ones following the group around with a welder making sure everyone has full armor. If needed, they'll rush to the front while the rest of the team is reloading to maintain pressure on a critical point.
<li>Grenadier marines are of 2 types - offensive and defensive. Offensive grenadiers must travel with backup
<li>MG marines provide cover for grenadiers as well as being the grunt classification.
<li>Builder marines are the ones who build while other cover
<li>"Got yer back" marines are the ones who cover builders and watch the group flank.
<li>Scout marines attempt to infiltrate vital positions without alerting the enemy. They often hurdle offensive towers, crawl through vents, etc. An appropriate number of skilled scouts can be a great asset to a team.
</ul>