Rambo Factor

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Comments

  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->I thought the point of a game was to have fun? Sitting in a base for 2 hours just guarding isnt exactly anyone´s idea of fun. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Lies. I spent an entire 45 minute game in base once (well, that and patrolling to the nearby RT on ns_lost, plus phasing twice). Was tons of fun. Welding, building phase gates, fending off an onos with my jetpack of doom, saving the base repeatedly from early game fades, what's not to like? That and I had a serious pistol - spores duel with an annoying lerk, tons of fun.
  • RyanRyan Join Date: 2003-01-07 Member: 11969Members
    I abesloutly hate it when people go rambo. If i order you to build a rt, then you build it and wait. Its one of those things that dosent need to be said. Now i admit, rambos can make good scouts, and i will usually tell one person to go rambo. What i dont like is say i send 3 guys to build a rt. Now, while im helping another team accomplish another objective, they get bored and rambo off. I go back to them only to find them dead or on the other side of the map. If you think you should go do something else, ask the com first, he should have time to say "Sure go rambo" or "No, stay where you are"
  • DeadRoachDeadRoach Join Date: 2003-08-11 Member: 19398Members
    Shoot, I like sitting at base defending too. I like being that one guy the Commander can count on to keep everything repaired, put up tech structures, and give warning if something larger than a Lerk gets into the base. And it's nice to "Defend" something and not get called a camper for once <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Well, that and I've only been at this 3 weeks and hate getting lost out on the map.

    Getting ambushed by Skulks is definatly not my idea of fun. Now, trying to gun them down as they're rushing and jumping at me, that's a blast. At any rate, I hate going alone. Sometimes tho, it's necessary.

    Yesterday, I was playing on Eclipse on a 2.01x Beta server. Marines had been doing fairly well, but some rather unfortunate events led us to getting put under siege in our relocated base in South Loop. Seeing as we were pushing for Computer Core Hive (hope I'm getting these location and map names right) hard, the Aliens were pushing back. Heavys throwing out nades, HMG's and Shotties getting hot. Corridors between the base and hive was thick with smoke and the cries of the dead and dying. Ground shook from the impact of 'nades and Ohnos alike.

    After getting eaten by an Ohnos, I respawn kicking myself for losing the HA and shotty the Comm had given me. Looking to redeem myself, I get to thinking that the aliens haven't tried circling behind us yet... they're all pushing from Computer Core.... is the Maintence Hive up yet? We had secured it earlier, but got pushed out.

    So I got on my microphone and informed the Comm I was gonna check the route between our Base and Maintence. He acknowledged he heard me and I went on my way.

    The way was dead clear.... and there was an undefended hive there in Maintnence. I informed the Comm what I found. He excitedly told me not to open up on the hive, and placed a PG for me to build. I put it up. All our heavies jumped thru and we took down the hive.

    We eventually lost Maintence again and eventually the game. But it goes to show that inituative (especially with the blessing of the commander) at going alone can help the team. In my mind, if the lone player has a specific purpose in mind and he's doing it with the consent of his Comm, he's being an asset to his team. But just running off for kills..... those peaple are just useless.
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