The Road To Destruction
Durandal
Join Date: 2002-11-06 Member: 7433Members
<div class="IPBDescription">With a Triple-A Map from the Marines</div> Ok, here's something that makes me a little grumpy.
Today I decided to give the command chair a shot after having a few test rounds in LAN mode. Now, granted, this was my first shot, but I thought I had a a fundamental understanding of the basic strategies involved in playing the marines, even if I wasn't sure I'd bring our side to victory, I was at least confident that I would give the aliens a run for their money.
So I jump in the chair. First thing I did was build a respawn point, then a turret factory, followed by a few turrets (nothing excessive), followed by an armory and then an observation tower was planned. After I built three turrets, people kept spamming me to fill the damn place with them (after I told them to look sharp and guard ents, with only one person working on each structure).
My next plan was for everyone to book it to the nearest hive and set up an aux base, and THEN work on the rest of the nodes (seeing as how we'd get one anyway from taking the hive, and wouldn't have to worry about it in the future).
My team didn't like that, and I was forced to stand down. So the new commander steps up, and you know what happens?
Thirty minutes of node jumping, and node defending.
And the aliens get three hives.
I just want to know if there was something screwy with my strat that I'm just not seeing, or if it's at least theoretically viable.
Thanks!
-Durandal
Today I decided to give the command chair a shot after having a few test rounds in LAN mode. Now, granted, this was my first shot, but I thought I had a a fundamental understanding of the basic strategies involved in playing the marines, even if I wasn't sure I'd bring our side to victory, I was at least confident that I would give the aliens a run for their money.
So I jump in the chair. First thing I did was build a respawn point, then a turret factory, followed by a few turrets (nothing excessive), followed by an armory and then an observation tower was planned. After I built three turrets, people kept spamming me to fill the damn place with them (after I told them to look sharp and guard ents, with only one person working on each structure).
My next plan was for everyone to book it to the nearest hive and set up an aux base, and THEN work on the rest of the nodes (seeing as how we'd get one anyway from taking the hive, and wouldn't have to worry about it in the future).
My team didn't like that, and I was forced to stand down. So the new commander steps up, and you know what happens?
Thirty minutes of node jumping, and node defending.
And the aliens get three hives.
I just want to know if there was something screwy with my strat that I'm just not seeing, or if it's at least theoretically viable.
Thanks!
-Durandal
Comments
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1- You should of started by building the armory, the first wave needs the extra ammo.
2- Building the observation tower so soon in the game is useless, Kharaa don't have the cloaking ability yet.
3- Turrets are good for defence but Marines are your priority.
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Seriously though, I've been using this name for ages, and you're one of the few people who actually caught the reference. Yeah, Durandal is one of the best, if not THE best, character to ever grace computer game history.
I loved that series... god, it was the first FPS to actually have a story, and so ahead of it's time. Unfortuantely, I suppose, I'm a PC user now, but if I wasn't, I suppose I wouldn't be playing NS now, so hey, let the chips fall where they may.
In any case, Kalias, that's pretty much what I thought. I want to get that hive ASAP. And I'll keep that tip in mind about throwing down the armory first, then the spawn point. It's a tough call though.
Thanks for the advice. Any other tips are more than welcome.
-Durandal
-Durandal
-edit
reason is, it's possible for marines to die really fast... sometimes before they even get their first clip fired... and if theres nowhere to spawn... you've lost.
-Durandal
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reason is, it's possible for marines to die really fast... sometimes before they even get their first clip fired... and if theres nowhere to spawn... you've lost.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
IIRC, infantry portal is required to be built before you can even drop the armory. So IF first is
pretty much a no-brainer :-).
There's nothing wrong with your strategy, but some people want ammo and guns right off the bat. If you play with a clan, you can generally do what you want and they'll follow you, else you're at the whim of the masses.
Hell no he isnt. I'm a marathon fan from way back. Looks like you made your sig from that gif on the story page.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
FROGBLAST THE VENTCORE!
What do you do, keep supplying each marine with ammo packs as needed? Seems expensive.
The 100 rounds a marine starts with for the LMG goes fast. The 20 rounds for the pistol go faster.
How do you handle the need for ammo without an armory?
As for the observatory, i dont really build that until we have HA and HMGS personally, but i do expand like a madman in order to keep my team well supplied and with good morale. You dont know what having HMGs feels like after only spending 5 mins of playing a round...
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My tips: Expand expand expand. It makes all the difference. Build a turret factory near a hive, then upgrade it and siege it back to hell.
Hayduke, it looks like we're all crawling out of the woodwork now! And yes, I've spent many nights up way to late reading every inch of the Story page, hehe.
-Durandal