Obs Phase Phase

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">how do u defend base?</div> I've seen many of you posting about going obs before TF, now I wonder how do you defend your main base? Do you leave a single guy guarding? Because when I try that it never works, that single guy just runs off by the rest of the team when I sen them to the first noz.... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

Comments

  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    Maybe just bad experiences, I've seen it work in many games. If you are the commander, you should order the Marine to hold his position, if he doesn't listen, get someone dependable, you have plenty of expendable soldiers at your disposal.
  • rugayrugay Join Date: 2002-12-21 Member: 11264Members
    i leave 1 maybe 2 marines to guard, if i have 7+ on my team... but always remember, u can see em coming, if its more than 3, your a marine...
  • TomtenTomten Join Date: 2002-11-10 Member: 8138Members
    Give the n00bs something to do while they guard the base. Hand them some mines, tell them to build stuff, anything to keep them in base, otherwise they might get bored and run off.

    Treat them like a pet, you have to care for them, feed them (healh-packs), give them toys (mines, HMG's, armors) and let them build a home of their own (advanced armory, phasegates, armslab). Do this and your pet will always stay in base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Drop structures on them, so they get pinned down and can't leave and are forced to build them.
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    7 person team, leave 2 to guard (plus comm) even with that, you are NOT stopping 7 skulks, and once the guys at base are gone its a simple matter of camping the IPs and Phases, the resource cost from that will screw the marines over even iff they manage to relocate a comm chair.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Khaim,
    distress beacon.
    As a very worst case you can tell everyone to suiside and you'll have 7 people in base.

    BlueGhost
  • peacekeeperpeacekeeper Join Date: 2002-11-09 Member: 7952Members
    The tactic is just fine, but as you've no doubt guessed by now, pub servers aren't the best places to go relying on people to, well, be relied on.

    I just came out of a 5v5 game, where I was designated base man. I spent 99% of the game staring at the walls in spawn with my pistol, but I killed my fair share of slimed scum. And my team knew, if I died, it was run back to defend spawn time. You just need a few good Marines.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I usually keep only one person in base, if need be ill get out of the CC and take out the buggers myself, and have done so on many occasions.
  • TurtleTurtle Join Date: 2002-10-18 Member: 1540Members
    I play on pubs, but I have a certain few servers that I'm well known on, and there are many players that frequent the same servers who are good.

    I've had many marines question me about having no turrets in base, but the thing is, not only is a single marine much more effective than 3 turrets, my marines are hitting the hive locations so hard that any alien attacking my base is costing his team the hive location.

    I'm not the best of commanders, but I'm good when marines listen to me. I also never use rush tactics on aliens unless it's to harass and redirect their attention. Winning isn't my biggest concern, having fun and good fight is the best part of NS. I know that a great deal of marines on my favorite servers are good enough to pull off rushes, but what's the point? It's more fun to get into an even mid game fight with both fades, heavy armor, HMG & GL, and 3-4 marine upgrades ready.

    I remember to periodically check back at base and build things. At the start of the match, all the extra resources are dedicated to taking a hive. Once I've done that, with phase gates at both locations, two marines start securing resource points between the hive, then another larger group immediately presses the second hive.

    What the 1.04 changes does, is while it can slow the rushes down, it also hurts the legitimate commander like me. Now it's even more important for me to grab resource nozzles early on, but in order to keep those nozzles, I have to build very costly turrets or have a valuable marine stand around guarding it just so I can have enough resources and time to secure the first hive.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    It depends on the map, and how many people are in the game. If it is a bigger game, I will have more people guard the main base. Certain maps like ns_nancy and ns_eclipse have marine bases that are terribly easy to guard, so less people may be needed.

    Also, don't just assign some random player to guard. First ask for a volunteer, and before you command him to stay and watch, ask him if he is sure about being able to guard. If he doesn't think he can hold the base, what should make you think that? Communication is a big part of this game, and as a commander, when you are playing on pubs it is important to ask questions, and find out which players are capable of what. For instance, last night I was commanding a game on ns_hera and I wanted the cargo door welded open. Before I handed out the welder, I asked my team if anyone knew how to weld open the cargo doors. No one said anything. I asked again, and again no one said anything. Now, if I would have just dropped that welder and said "Someone open cargo door", some random guy would have picked it up, ran off, and got killed, since no one knew about opening the cargo door. So, I asked a few of my men to get in a group, they did, I gave one the welder, and I guided them with constant waypoint updates, to the outside of the door, and gave the guy with the welder a waypoint right in front of the weldable panal, and then I had my cargo door open.

    The point is, there is no use in having any of your marines do anything if they are not capable of it. If you don't know what your marines can and cannot do, you will have a very hard time.
  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    edited December 2002
    Here is the key to making it work: Communication.
    No matter how good your people are, or what you are doing, communication with your troops is utmost important.

    I've got in 5 on 5 matches with complete n00bs. When I jump in the chair, the first thing I say is "I'm building a phase gate system to each hive to stop them from getting more than 1 hive."
    If they ask why I don't have turrets in spawn, I explain to them that as marines, they are cheaper and more effective than any turret. 1 or 2 guys will ALWAYS camp spawn for you if you communicate.
    The fact the aliens are better than my troops doesn't matter when I can preemptively tell them where they will be attacked. Often skulks make the mistakes of dropping from high places too fast and make the "unghh" sound. Pay attention to details and sounds like this and you can track aliens without motion tracking.

    Keep your marines updated of EVERY move you do. If you upgrade something, tell them. It's hard to understand what a commander is doing if you're waiting at a hive for a phase gate or even turrets and see 20 res disappear without any building spawning in front of you. Tell them where those resources went, and they'll be more than satisfied to wait a little longer. Commanders must prioritize, and unless you are sieging a hive, or building MANDATORY turrets for defence, there should be no reason why you shouldn't hook your players up.

    Learn your players names. Congradulate them when they drop some skulks. If they're in dire need of hp, hook them up before they even ask. If you have a base getting raped, shouting "Get your **obscenity** over to the **obscenity** hive/base RIGHT NOW" always works.

    If your spawn is unguarded, and 1 skulk is messing around, jump out. Let your marines know you're doing so, in case you bite it or incase they get concerned that they see "No Commander" at the top.

    The real issue is, as a marine, I always go rambo when I see a turret factory go down. It is a blatant waste of resources that early in the game. I also tell the commander what would be a better route to go. Arms lab upgrades and that kind of stuff.

    But let's not stray from what I just said: COMMUNICATION. If you're comming, you will get a better response from your troops if you are using a mic. You can argue quicker, give verbal waypoints (much easier to do), and let your troops know why they can't have this gun/ that armor.

    Any commander that can't type a thing or speak to his troops has already failed as a commander, and the game is over before they started it. Impatient marines will hunt for action unless they are given a direct order.

    I've lost count to how many games I've commanded, and I have yet to lose one and have the marines angry at me. I've had marines who couldn't shoot a damn thing and get owned by skulks or fade/lerk combos, but they ask me to comm again the next round, because I COMMUNICATE.
    And there is security in knowing somebody's looking out for you on the front lines.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    <!--QuoteBegin--E-Th33ph+Dec 25 2002, 05:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (E-Th33ph @ Dec 25 2002, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Here is the key to making it work: Communication.
    No matter how good your people are, or what you are doing, communication with your troops is utmost important.

    I've got in 5 on 5 matches with complete n00bs. When I jump in the chair, the first thing I say is "I'm building a phase gate system to each hive to stop them from getting more than 1 hive."
    If they ask why I don't have turrets in spawn, I explain to them that as marines, they are cheaper and more effective than any turret. 1 or 2 guys will ALWAYS camp spawn for you if you communicate.
    The fact the aliens are better than my troops doesn't matter when I can preemptively tell them where they will be attacked. Often skulks make the mistakes of dropping from high places too fast and make the "unghh" sound. Pay attention to details and sounds like this and you can track aliens without motion tracking.

    Keep your marines updated of EVERY move you do. If you upgrade something, tell them. It's hard to understand what a commander is doing if you're waiting at a hive for a phase gate or even turrets and see 20 res disappear without any building spawning in front of you. Tell them where those resources went, and they'll be more than satisfied to wait a little longer. Commanders must prioritize, and unless you are sieging a hive, or building MANDATORY turrets for defence, there should be no reason why you shouldn't hook your players up.

    Learn your players names. Congradulate them when they drop some skulks. If they're in dire need of hp, hook them up before they even ask. If you have a base getting raped, shouting "Get your **obscenity** over to the **obscenity** hive/base RIGHT NOW" always works.

    If your spawn is unguarded, and 1 skulk is messing around, jump out. Let your marines know you're doing so, in case you bite it or incase they get concerned that they see "No Commander" at the top.

    The real issue is, as a marine, I always go rambo when I see a turret factory go down. It is a blatant waste of resources that early in the game. I also tell the commander what would be a better route to go. Arms lab upgrades and that kind of stuff.

    But let's not stray from what I just said: COMMUNICATION. If you're comming, you will get a better response from your troops if you are using a mic. You can argue quicker, give verbal waypoints (much easier to do), and let your troops know why they can't have this gun/ that armor.

    Any commander that can't type a thing or speak to his troops has already failed as a commander, and the game is over before they started it. Impatient marines will hunt for action unless they are given a direct order.

    I've lost count to how many games I've commanded, and I have yet to lose one and have the marines angry at me. I've had marines who couldn't shoot a damn thing and get owned by skulks or fade/lerk combos, but they ask me to comm again the next round, because I COMMUNICATE.
    And there is security in knowing somebody's looking out for you on the front lines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *CLAP*CLAP* bravo.. well said

    exactly...

    the obs phase pahse is the best strat by far

    no point in being safe in ns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> if ur afraid of a skulk rush.. u will die if u have n00b teammates nywayz.... seocndly.. if u turret up and that big rush doesnt come, you jus wasted A LOT of money <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> so its better to jus expand.

    plus communication is vital. i always tlel my marines wut im planing and they almost always listen ...


    <span style='font-size:21pt;line-height:100%'> JUST wondering... who else thinks the early phase gate to alien first hive rush is cheap? </span>

    thx <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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