What Makes Or Breaks Rine Wins

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Comments

  • GlideGlide Join Date: 2002-12-11 Member: 10545Members
    well duh, the whole game was designed for rines to work in teams
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    <!--QuoteBegin--BugBrain+Aug 4 2003, 11:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BugBrain @ Aug 4 2003, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actual skill with a gun is not that important. It helps, but it does not make or break games. The cross eyed two-left-handed rine that follows orders and works for the good of the team is far better than any sharpshooter that runs of to kill a few skulks, then die. I just left an on going game. Kharaa had 3 hives and a lot of res, but we were holding our own. I estimate about 12 HA were dropped, along with plentiful welders, some HMG, even a few shottys. Lvl 3 armor and weps, motion tracking, the whole nine yards. The furthest the rines had ever got when I left was when three HA and two vanilla rines teamed up. They managed to take a res tower and set up an outpost outside a hive, but lost it due to lack of reinforcements (as I waited to respawn, I counted about 5 people humping the armory while the phase gate to the outpost died). The rest of that arsenal was wasted by rambos who kept getting eaten or faded to death. Of course, the aliens were not that much more coordinated, or we would'a been dead a looong time ago, but still.

    My point is, even if you are the best shot in the world, yet don't event try to act as part of a group, you are a poor NS player. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    depends

    it seems you have not played 1.04

    that is ok

    in 2.0 ramboing is discouraged, however the philosophy of ramboing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> from 1.04 still applies.
    You are only allowed to rambo if you are smart. You have to be able to decide when to rambo and when not to. You can only rambo when doing so is a higher priority than following the comm's orders and/or doing stuff with the group. In other words you have to be able to judge whether or not ramboing will help the team more than doing other stuff, and be able to make the right decision. Not only that, but you can't mess up while you're judging; it's the same as if you made the wrong decision and ramboed anyway when you had to go thru the phase.

    Anyhow you should never, ever, ever, ever, ever let heavies rambo. That is the rule that was needed for this game. Never let them rambo. Never. If someone thinks it is ok to rambo in a heavy, that person is stupid or extremely new.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    @elchinesetourist
    In 2.0 there is no such thing as a smart rambo. The moment you choose to rambo proves that you arent a smart marine. The comm has a general overview that you dont have and hes the comm=C O M M A N D E R. And as the word suggests he commands. Its like the army there is no "I" in the army. Orders are given and soldiers obey. No one thinks about orders but folllows them. Who isn´t is a deserter and deserves to get shot. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> No really jokes aside there is no higher priority than an order from the comm. Never! If the comm is a Noob just vote him out but always obey the comm if you want to win the game.
  • AnimosityAnimosity Join Date: 2003-01-03 Member: 11768Members
    Thing is, if you're a highly experienced player you often know better than the commander. Some may blame you for rambo'ing , others will realise that you're playing for the good of the team. Either putting pressure on hives or taking out res, being that pain in the **** for the aliens. Also the experienced player will get a fine view of the game from the new minimap and have just the same info as a commander will.

    Theres a lot more to "rambo"ing than the average player realises. Yes some will go rambo and die and be of no use, whereas others will "rambo" and effectively win you the game. Also, i often get told to rambo by the commander because having the odd rambo can be very effective.....
  • Pa1adinPa1adin Join Date: 2003-06-06 Member: 17048Members
    <!--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--> You can only rambo when doing so is a higher priority than following the comm's orders and/or doing stuff with the group<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Following the Comms orders is always the top priority for any good player. That in fact is the test of a good player, to be able to follow orders even when they are stupid.

    If it gets bad enough kick the comm, if not follow orders.

    Thsi is not to say that you can't give sugestions to a inexpereanced comm, you can, but if he/she decideds to do something else follow orders.
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    Oh, a little note about kicking commanders. Eject the commander <b>only if you think you could do a better job</b>, not just because you are ticked that (s)he's not giving you that HA/HMG you've been screaming for the last 20 mins.

    Please, please, only kick the comm if you think you can do a better job. Then, get your rear in that chair and get busy.

    Thank you.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    Has anyone seen that HP commercial where the Mobster is picked up by the cursor and dragged through the streets into the waiting Police Van.

    I give you the future of Commander control!

    “Get through the phase now!”
    *hump, hump
    “OKAY! the hard way!”
    *grab and toss his **** into the Phase!
  • OzzKlozOzzKloz Join Date: 2003-01-20 Member: 12513Members
    @Majin

    Sigh...If only...
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--[USCM]Lieutenant Ripley+Aug 5 2003, 04:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([USCM]Lieutenant Ripley @ Aug 5 2003, 04:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Seing a post that's flat our wrong is funny and easy to correct. How many times have you seen 4 HA stand up against 1 redeeming onos (outside of all the skulks)...never. What makes or breaks marine wins is the ability to not die. Moving and planning. Leet shooting is expected and necessary outside of anything else. Aliens most often lose because of a bad starting plan (or no plan). Marines lose because they dont stick together, are afraid, AND OR can't shoot. You're under the impression that you can afford 4+ HA...that would only come from alien deaths by marine or tower, not res towers. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Redemption doesn't always work in time when a shotgun, two hmgs and a gl are all blasting an Onos.
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    <!--QuoteBegin--Birdy+Aug 5 2003, 04:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Birdy @ Aug 5 2003, 04:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Who guards you from aliens when you are building a phasegate/resource tower? the "elite"
    Who defends a new outpost untill reinforcements arive? the "elite"
    Who protects you when you are reloading your hmg? the "elite"
    Who jumps over a WoL to shoot that gorge in your base? the "elite"
    Who holds off a skulk rush when everyone's dead or armory humping? the "elite"

    sorry, but to have a working team you NEED different types of players..

    builder,defender,attacker etc.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's not what I'm whining about (yea, I know when I'm whining <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ). Those secenarios, cept for the wol one, are exactly what is needed: people who look out for the team. If you do that, AND can shoot, then yay <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> . You are not leet, you are more than leet. You rise above any amount of leetness.

    What I'm talkineg about are people that can take down 1, 2, maybe even three skulks with excellent accuracy and dodging skills. The fact that they get res for the team is nice, makes rambos better in 2.0, but they still don't give a flip about the team. If they get HA, they run off to kill a few aliens, and then get eaten, when they coulda been part of a HA train, and take over the map. They don't ask for reinforcments, or even tell people where they are going.

    Now that I think about it, armory humpers really don't fall into that category. They just don't think about the fact that they will likely die after one clip is spent. Also, there is something to be said about maxing ammo in 2.0. You sometimes need it to find sensory chambers and cloaked aliens if you don't have a obs.
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