Five Tips To Be A Better Player

peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
<div class="IPBDescription">share your own</div>My tips are<b> really</b> basic, for new players really. Share your own so all the new (and old) can learn something.

1. You can bring up the map by pressing C - keep an eye on it so you can react to enemy movements. Tell your team if you see something happening they should know about.

2. Attacking enemy structures and defending your own team's structures is the most important thing in the game. Don't get sidetracked chasing an non-threatening enemy. Focus on objectives.

3. If you're lost, follow a high scoring team mate and learn from them. Commanders can give you directions too.

4. To learn how to be a commander, make a private LAN game, then once you're in the map enter 'cheats 1' in the console to start the game. You can mess around and see how it works, then when you've got to grips with it be a commander in a real game. Tell people you're new at it and ask for advice.

5. Do things that complement your team's actions. If everyone has grenade launchers, use a flamethrower; if they're all going Onos, evolve into a Lerk.
«1

Comments

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    1) practice.
    2) practice.
    3) practice.
    4) practice.
    5) complain about lag on the forums.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    edited April 2012
    About #4, 'cheats 1' mode usually changes build time for some structures/units, so I would recommend the following:

    - In the Ready Room, bring up console and type '<b>dev 1</b>'
    - Type '<b>addbots 2</b>', then '<b>dev 0</b>'.
    - Wait for the 2 bots to populate each team, then choose the team you want.
    - The game will start normally, and you can go back to Ready Room any time to choose a different team.

    The more you know :)
  • DuskDusk Join Date: 2011-06-24 Member: 106114Members, Constellation
    1. Buy better guns whenever you can
    2. Evolve into onos
    3. Run from onos
    4. As Skulk jump ALOT!
    5. Eat a good breakfast.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited May 2012
    1. Never attack power nodes as aliens unless it's powering some kind of base, and you can keep that power down. If you attack a harvesters powernode it doesn't actually hurt the marines financially, gives them time to recycle the harvester for maximum resources and ties you up there when you could be off doing something else more productive.

    2. Always be checking your map when you're attacking buildings, make sure to keep an eye on the avenues from which marines can be coming from and face in that direction.

    3. If you're not ambushing a marine from behind or above as a skulk, try to exhaust his ammunition to the point just before they need to reload before actually attacking them. If you attack as they're reloading, they might get a full clip again before you close the distance.

    4. Crags don't heal hives. EDIT: <- this is wrong
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    <!--quoteo(post=1924821:date=Apr 12 2012, 10:36 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Apr 12 2012, 10:36 PM) <a href="index.php?act=findpost&pid=1924821"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) practice.
    2) practice.
    3) practice.
    4) practice.
    5) complain about lag on the forums.<!--QuoteEnd--></div><!--QuoteEEnd-->

    close to mine!

    1. Practice
    2. Complain about lag in game
    3. Complain about lag in steam chat
    4. Complain about lag on the forums
    5. Complain about lag in real life
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1924854:date=Apr 13 2012, 10:06 AM:name=Ironsoul)--><div class='quotetop'>QUOTE (Ironsoul @ Apr 13 2012, 10:06 AM) <a href="index.php?act=findpost&pid=1924854"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5. Complain about lag in real life<!--QuoteEnd--></div><!--QuoteEEnd-->

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/ZcP9jiCbakw"></param><embed src="http://www.youtube.com/v/ZcP9jiCbakw" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    1. Take down enemy extractors
    2. Work as a team - stick together & follow orders
    3. Abandon your current task or objective to save critical structures, for instance, if the cc is under attack and you are nearby, help protecting it
    4. Don't chew on power nodes unless it makes sense to do so (marine main base)
    5. Chase down aliens if they are low on health, don't let them escape (especially applies to fade/onos)
  • NominousNominous Baltimore, MD Join Date: 2012-02-18 Member: 146518Members
    edited April 2012
    1) As a marine, my favorite saying is, "One person build; rest cover." This is unless you're sure there are no aliens approaching, but one can never be too sure. The building marine should also be covering an entrance and shooting as soon as he sees an alien. Don't be the guy who stares at a structure while building and ignoring skulks or hurt teammates, unless you absolutely have to finish a phase gate or the like.

    2) Check your minimap by pressing C (by default) <i>often</i>. It will notify you of attacked buildings that you will need to defend. Fleeing aliens that just engaged your teammates can be intercepted and finished off.

    3) As a lerk, practice circle-strafing like crazy and keeping your crosshair on your target. This is immensely helpful and usually leads to kills vs a lone marine, even if he's decent at aiming. Also, try swooping in and strafing in melee range; get behind the marine and use environmental objects in order to mess with his aim.

    4) As a fade, practice using stab in conjunction with shadow step. Stab results in an instant kill except vs lvl 3 armor and nano shielded marines. Stab's effectiveness increases as marines get armor upgrades since it takes more swipes (normal attacks) to kill them. Stab has a pretty large range, and you can shadow step while stabbing if you need to close a little distance.

    5) Use voice comm or chat to notify your teammates of aliens and where they are, but try to keep it simple unless you're commanding. As a comm, you need to talk to your marines every so often; it really helps with morale.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    stab doesn't insta kill vs level 3 armor. it leaves the marine at 10/0.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    edited April 2012
    1) Don't avoid challenges and learn from your mistakes.
    2) Learn to be independent, follow your commanders orders but don't be afraid to follow your instincts.
    3) Take note of all the small things you can improve on. including timings, positioning and movement. Keep a open mind.
    4) Similar to other strategy games, always keep 1 eye on the minimap. It means you should always be aware whats happening, don't let anything go unnoticed.
    5) Respect your teammates, its better to guide them than to flame them.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    edited April 2012
    <ol type='1'><li>Push C</li><li>Push C even more</li><li>Take more command chairs to use more nanoshields and deny hives</li><li>If you think you have enough observatories, make more observatories and scan more stuff. Beacon more often to do whole-team pushes and then return to phase and defend (like arbiters with recall in starcraft: brood war)</li><li>Turn turrets to kill backstabbing skulks (the hotkey is "D" by default) - turning multiple turrets at a time can force skulks into inescapable situations if you placed your turrets well</li><li>Scan crossroads-style areas before teammates enter (scan hive sites regularly too!)</li></ol>
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1924883:date=Apr 13 2012, 11:08 AM:name=Karnaj)--><div class='quotetop'>QUOTE (Karnaj @ Apr 13 2012, 11:08 AM) <a href="index.php?act=findpost&pid=1924883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) As a marine, my favorite saying is, "One person build; rest cover." This is unless you're sure there are no aliens approaching, but one can never be too sure. The building marine should also be covering an entrance and shooting as soon as he sees an alien. Don't be the guy who stares at a structure while building and ignoring skulks or hurt teammates, unless you absolutely have to finish a phase gate or the like.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I used to think this way as well, but I've now change it to: One cover- the rest build. One person covering can let people know that there's incoming just as effectively as a bunch of marines on lookout, however the same is not true for the time it takes for a single person to build a structure.
  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    <!--quoteo(post=1924903:date=Apr 12 2012, 09:59 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 12 2012, 09:59 PM) <a href="index.php?act=findpost&pid=1924903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I used to think this way as well, but I've now change it to: One cover- the rest build. One person covering can let people know that there's incoming just as effectively as a bunch of marines on lookout, however the same is not true for the time it takes for a single person to build a structure.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Neither is correct, though!

    You need to make a judgement every time your group stops to build - how big a threat is coming? Decide how many people build each time based on factors like importance of the building, incoming threat, number of enemies you know are dead/elsewhere...etc etc

    Having more observatories and using more scans makes this a lot easier (if you know exactly when enemies will come into view, you can ALL build until then)
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1924905:date=Apr 13 2012, 12:00 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 13 2012, 12:00 PM) <a href="index.php?act=findpost&pid=1924905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Neither is correct, though!

    You need to make a judgement every time your group stops to build - how big a threat is coming? Decide how many people build each time based on factors like importance of the building, incoming threat, number of enemies you know are dead/elsewhere...etc etc

    Having more observatories and using more scans makes this a lot easier (if you know exactly when enemies will come into view, you can ALL build until then)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fair enough, but as a general rule of thumb I feel that it's better to have more people powerbuilding as it frees the group up faster.
  • NominousNominous Baltimore, MD Join Date: 2012-02-18 Member: 146518Members
    edited April 2012
    <!--quoteo(post=1924892:date=Apr 12 2012, 09:22 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Apr 12 2012, 09:22 PM) <a href="index.php?act=findpost&pid=1924892"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->stab doesn't insta kill vs level 3 armor. it leaves the marine at 10/0.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Huh, not sure why I didn't notice this before. Thanks; fixed my post. D:

    <!--quoteo(post=1924905:date=Apr 12 2012, 10:00 PM:name=internetexplorer)--><div class='quotetop'>QUOTE (internetexplorer @ Apr 12 2012, 10:00 PM) <a href="index.php?act=findpost&pid=1924905"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Neither is correct, though!

    You need to make a judgement every time your group stops to build - how big a threat is coming? Decide how many people build each time based on factors like importance of the building, incoming threat, number of enemies you know are dead/elsewhere...etc etc

    Having more observatories and using more scans makes this a lot easier (if you know exactly when enemies will come into view, you can ALL build until then)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Right. As experienced players, we already know this. In Mineshaft, I'll usually build with my teammate if we're in the Gap and someone's already in Refinery. Regardless, I <i>always</i> keep an eye on an entrance. I only offered that tip so that new players will hopefully be a bit more aware of their surroundings, even while they're building. As they become experienced, they will be able to judge situations and decide whether to build with a teammate or solely provide cover.

    I agree that a large squad should take advantage of their numbers to get buildings up asap, but only if they can do so safely.
  • SoilSoil Join Date: 2012-01-15 Member: 140617Members
    Correct me if I'm wrong but I'm suprised I haven't seen this one, and this is the problem I find most with 'new' players.
    LISTEN TO YOUR COMMANDER, if he asks you to go to a location, go to it.
    Never go alone - even if it requires waiting a little bit for your team mates catch up
  • fenrir1179fenrir1179 Join Date: 2011-11-05 Member: 131263Members
    edited April 2012
    a good tip for aliens vs power nodes:
    extractor should always be your priority target, but now that it is down chomp the power node down to about 10-3% health.
    my reasoning is this:
    It delays marines, makes them need to get welders or macs, and it is a great setup for the next time you scurry through that area again.
    Let's say the marines build up their extractor again and some turrets... (after the 1st step node at 3% and not repaired) one bite and the power's off with the alien flashlight on one can get a kill or two plus destroying what you can...
    oh don't forget to parasite everything ... for a skulk you can parasite mines too.. parasite does like 10% damage to a mine ...
    :D
    now all that is good and all, but normally when you're in the heat of a fire fight or you spot marines coming to you most of the time about all that ###### goes out the door...
    chomp chomp chomp everything!!!!!! FTW... oh ... and not dying helps a bunch
  • hamham Join Date: 2011-08-31 Member: 119370Members, Constellation
    1. shoot the aliums
    2. l<b>2</b>p
    3. bait your teammates
    5. assure yourself that you are good at aiming when you frag, blame lag and reg when you die
  • Super Angus BoySuper Angus Boy Join Date: 2012-04-01 Member: 149771Members
  • bEEbbEEb Join Date: 2012-03-24 Member: 149317Members, NS2 Map Tester
    edited April 2012
    1. If the aliens forced your team into turtles - push back. Dont sit in base and shoot your gun. Run past the aliens as a team. Even though youre going to lose. Have some self respect!
    2. Work together. Especially as Marines
    3. Listen to your Commander
    4. Dont play it safe as a skulk
    5. Throwing your life away just to get to a hive and axe it a few times can be enough to distract the majority of the alien team.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    1. If your comm won't med pack or ammo you or the other player ninja wasting the alien hive (whilst losing overall coz you were silly enough to go Marines), quit, they might learn eventually.

    2. If your running away as a gorge, jump rather than slide, your ability to overcome gravity with ease will render your enemies aim useless. However, some people may kid themselves this is called 'skill based movement.'

    3. Take out the Marines first two res nodes. This is called 'win buttons' :)

    4. If undecided, go Lerk 45 seconds into the game, regardless of your efficacy, the moral damage to the Marines alone will be huge.

    5. Make Marine res nodes cost 8 Tres.... this might offset the 'bad' of power nodes somewhat. Oh wait, I mean Circle Stafe fades, it makes them uncertain to see the enemy actually not crawling into the corner and shuddering in terror. They *are* glass cannons, just shoot them and don't waste time typing/talking about how the Aliens 'have Fades already.' Shoot them!

    6. Get some servers in AUS with more than 6 players per side (thats 12 overall, mathletes) ... A comm plus 6 marines can actually win this game.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    <!--quoteo(post=1924852:date=Apr 13 2012, 01:04 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Apr 13 2012, 01:04 AM) <a href="index.php?act=findpost&pid=1924852"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4. Crags don't heal hives.<!--QuoteEnd--></div><!--QuoteEEnd-->

    ? Why not?
  • Raven_XIRaven_XI Join Date: 2003-01-08 Member: 12032Members, Constellation
    My Marine Guide-

    1) Sit back from your team mate and shoot at his legs when skulks attack him.

    2) If skulk attacks you hope your teamate is sitting back shooting at your legs.
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    edited April 2012
    <!--quoteo(post=1924942:date=Apr 12 2012, 10:50 PM:name=countbasie)--><div class='quotetop'>QUOTE (countbasie @ Apr 12 2012, 10:50 PM) <a href="index.php?act=findpost&pid=1924942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->? Why not?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I had no idea crags didn't heal hives.. and I bet a ton of people ingame don't know this either because I always see alien commanders putting a bunch of crags around the hive.. wow o_o

    <!--quoteo(post=1924943:date=Apr 12 2012, 10:56 PM:name=Raven_XI)--><div class='quotetop'>QUOTE (Raven_XI @ Apr 12 2012, 10:56 PM) <a href="index.php?act=findpost&pid=1924943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My Marine Guide-

    1) Sit back from your team mate and shoot at his legs when skulks attack him.

    2) If skulk attacks you hope your teamate is sitting back shooting at your legs.<!--QuoteEnd--></div><!--QuoteEEnd-->


    THIS!

    The amount of times a group of marines is running down a narrow hallway clustered together makes me facepalm so hard, leave a gap or it's just lunch time for skulks

    <!--quoteo(post=1924938:date=Apr 12 2012, 10:35 PM:name=OnosFactory)--><div class='quotetop'>QUOTE (OnosFactory @ Apr 12 2012, 10:35 PM) <a href="index.php?act=findpost&pid=1924938"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4. If undecided, go Lerk 45 seconds into the game, regardless of your efficacy, the moral damage to the Marines alone will be huge.<!--QuoteEnd--></div><!--QuoteEEnd-->


    haha it's so true, seeing an advanced lifeform like that so early makes you think you're already losing. made worse by them just flying around harassing things "lork on the clorf" style scaring the newbs
  • DrakennzDrakennz Join Date: 2012-03-11 Member: 148620Members
    Do what the com says
    Build structures asap
    When taking down a hive dont stop to kill cysts or havesters (lol)
    Call for Ammo/Med's dont just say "i need ammo com"
    Never go alone, work together as a TEAM

    And number 6 - Buy a headset with a Mic and use it :D
  • paradoxumparadoxum United Kingdom Join Date: 2012-03-05 Member: 148193Members
    edited April 2012
    1. don't complain about the commander, it makes you look like a jerk.
    2. if you request meds/ammo and don't get them, try and remember the comm can't be looking at every marine at the same time and might be elsewhere helping other marines, or simply not have any Energy to drop any.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    1) Listen to Chopin
    2) Never take point but also never be the last marine. Be a teamplayer by maximising your kdr
    3) Always wait next to shade for commander to activate cloak before doing anything.
    4) Always grenade launcher rush.
    5) Be aware of who has guns you want. Let them die before killing alien yourself to more efficiently use your pres.

    <!--quoteo(post=1924947:date=Apr 13 2012, 05:10 PM:name=paradoxum)--><div class='quotetop'>QUOTE (paradoxum @ Apr 13 2012, 05:10 PM) <a href="index.php?act=findpost&pid=1924947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had no idea crags didn't heal hives.. and I bet a ton of people ingame don't know this either because I always see alien commanders putting a bunch of crags around the hive.. wow o_o<!--QuoteEnd--></div><!--QuoteEEnd-->
    Crags do infact heal hives. I think Arkanti was playing a horrible prank on you all.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    edited April 2012
    <!--quoteo(post=1924955:date=Apr 13 2012, 05:15 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Apr 13 2012, 05:15 PM) <a href="index.php?act=findpost&pid=1924955"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1) Listen to Chopin
    2) Never take point but also never be the last marine. Be a teamplayer by maximising your kdr
    3) Always wait next to shade for commander to activate cloak before doing anything.
    4) Always grenade launcher rush.
    5) Be aware of who has guns you want. Let them die before killing alien yourself to more efficiently use your pres.


    Crags do infact heal hives. I think Arkanti was playing a horrible prank on you all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Just checked and you're right, they do indeed heal hives. At a rate of 10 hp per "breath"... so they're pretty much useless at it which formed my original impression.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    well, if you have 3 of them going that's 30 hp per tick, once every 3 seconds, 600 hp per minute. that's more than 10% per minute, it's noticeable. but yeah, crags are more useful for umbra if the marines are shooting it from afar.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited April 2012
    edit: i should read better... umbra indeed! (a gorge on top of that and you need quite a bit to outdamage all of that => bullet weapons feel as effective as throwing stones)
Sign In or Register to comment.