Trends
Brain_Cleaner
Join Date: 2002-12-22 Member: 11365Members
<div class="IPBDescription">Are you a "nOOb" is you don't know?</div> over the few months i've been playing i've noticed a few trends in marine tactics;
1st it was "always build a TF in base, if you don't turret farm you base you're a noob comm!", then this was shuned for some reason, and now building a TF in base brings calls of "EJECT HIM! WE'VE LOST!! YOU NOOB!!"...why is this?
Now a trend has started about relocating, and there's certain places you<i>HAVE</i> to relocate to..such as Atmos Proc..you know what i mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->, why is this? Are we all sheep who can't think up different tactics? true, a tactic may work 90% of the time, but why use that 100% of the time? Players & Comms need to start playing differently cos games are getting the same..and dull....
since when was there Rules in tactics that you have to follow?...<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
just cos you've played a game where a comm used one tactic to win, doesn't mean you have to use it, think up new stuff! come on guys! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1st it was "always build a TF in base, if you don't turret farm you base you're a noob comm!", then this was shuned for some reason, and now building a TF in base brings calls of "EJECT HIM! WE'VE LOST!! YOU NOOB!!"...why is this?
Now a trend has started about relocating, and there's certain places you<i>HAVE</i> to relocate to..such as Atmos Proc..you know what i mean <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->, why is this? Are we all sheep who can't think up different tactics? true, a tactic may work 90% of the time, but why use that 100% of the time? Players & Comms need to start playing differently cos games are getting the same..and dull....
since when was there Rules in tactics that you have to follow?...<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
just cos you've played a game where a comm used one tactic to win, doesn't mean you have to use it, think up new stuff! come on guys! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
Things will change in 1.1....OMG ELLECTICT WALLS OF TFs!!!11111one
No-Life
Well.. yeah, at least most people are. Not much to do about it, it is part of human nature I'm afraid. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
The reason you're seeing relocating as a more used tactic now is, A) You can get closer to resource nodes and hold them. B) You can "secure" a hive with your marines spawning in it. C) Relocating right outside a hive takes advantage of marine's faster respawn to keep a constant flood of marines into the aliens hive for a quick win.
I like how you said <!--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-->and there's certain places youHAVE to relocate to..such as Atmos Proc..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I strongly suggest against relocating for the sole reason of ending up in a double res node. One your base on Bast is welded, and you keep the lift up, you have a choke point on your ladders and 1 on the rotating door from main aft. This, as opposed to a very impossible to contain room such as atmospheric processing.
I can understand relocating to Cargo Bay in Nothing, but think of the consequences if you didn't: you'd be unpredictable. And upredictable is always best.
The thing that bothers me is some commanders will relocate for the sake of relocating, simply because they don't trust their marines to hold a position, or they think it's the 'newest greatest strategy'. You relocate to a hive position and you deny the aliens 1 hive, but unless you're teching or oppressing the aliens, they still can get the other one.
I guess most of this is coming from what I've seen in clan play, twice beating teams who thought relocating to a double res node was smart. However, the numerous entrances into each position (frieght elevator on caged, and atmos proc on bast), gave my team the win because of way too many points to defend in those rooms. And if it fails with clans, it has a chance to work on pubs, but not when the experience level is raised.
5 minutes later, they created a fake-fire using smokemachines.
The test-humans sat there for 13 minutes in the smoke just filling in the form because the group of actors didn't panic or anything.
The total group was 20 humans large.
5 minutes later, they created a fake-fire using smokemachines.
The test-humans sat there for 13 minutes in the smoke just filling in the form because the group of actors didn't panic or anything.
The total group was 20 humans large. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ehh... o...k.......
5 minutes later, they created a fake-fire using smokemachines.
The test-humans sat there for 13 minutes in the smoke just filling in the form because the group of actors didn't panic or anything.
The total group was 20 humans large. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ehh... o...k....... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
slightly off topic but okay, I don't mind all the whining about comms and what strategy to do, becuase while the marines are b*tching at each other about how the comm should be ejected even though he is doing a decent to good job, I'm chomping on (insert marine or marine structure here)
well theres my two cents
I expect that in the future RTSes will allow for more complex commands -
and yes, pub marines DO need lots of work. This is why I only play on clan servers with lots of regular clanner and regular nonclanners. I'd get too frustrated if I had to work with n00bs all the time.
and yes, pub marines DO need lots of work. This is why I only play on clan servers with lots of regular clanner and regular nonclanners. I'd get too frustrated if I had to work with n00bs all the time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Atmos Proc is a nightmare... you got the vent in the roof, the walkway from left 'rines start, the way from right out of start (i'm aliens are in engine that's gonna be tough) and the way from feedwater, and a smart aliens team will exploit all of these.
and cargo bay is good, but i have a nice ceri'd skulk trick to take that hive solo: run from via through the vent then when you exit the vent keep running into the "hole" on the opposite wall, it's nice and dark and if you're lucky you won't get spotted at the SG's won't track you cos you moved too fast once there sit very still or Mo trk will get ya. There you can sit and para all marines that spawn or (if you have 2 hives) evolve to fade and attack from within or go gorge and web up the rines base!