Ten Commandments of the Trans-System Federation
irEric
Join Date: 2012-11-20 Member: 172615Members
"You got a war face?"
"That's a war face, now let me see your war face!"
/prelude
This thread is about collaborating on a set of principles and guidelines, such that if followed, rewards marines justly.
Let's hear it boys. Contribute, agree/disagree vote, discuss, re-vote.
To start off, one of these principles could be: Focus on downing harvesters.
This would be followed by an explanation, contingency planning, tips: Use guns, pop a cyst first, when to use an axe over a gun(never imo), recognizing when you are losing this focus
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"That's a war face, now let me see your war face!"
/prelude
This thread is about collaborating on a set of principles and guidelines, such that if followed, rewards marines justly.
Let's hear it boys. Contribute, agree/disagree vote, discuss, re-vote.
To start off, one of these principles could be: Focus on downing harvesters.
This would be followed by an explanation, contingency planning, tips: Use guns, pop a cyst first, when to use an axe over a gun(never imo), recognizing when you are losing this focus
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Comments
not so important:
11. build first-time-powernodes to 95%-99% (not 100%) + build structures + build powernode to 100% (if you die, you dont need to rebuild the powernode completly - saves time)
12. fast beacon (for commander): at main base oberservatory: CTRL+1 for fast selection, when main base rush = click 1+S for fast beacon
13. possible-beacon (for commander): always save 10 ressources for a beacon (in mid/late-game, IF alien team is not wasting the whole time on same location)
14. shut down techpoints: skip powernodes/ressource towers to get a fast phase gate on a further location (going every room step-by-step (powernode+rt) is sometimes not so important)
-Keep the communication lines clear of spam. Try to keep messages brief and to the point.
2. Question these commands and eject the commander if necessary.
So you could say: 1. You should always follow your commander's orders except when you shouldn't?
I always do that, even announce it to the team, and then some genius walks in and still finishes building it before even starting the structure. And the game gives them a nice score popup to reward their behavior…
* advice when you disagree, but in any case follow rule 1.
* stick together but dont hug your teammates.
* when you are sneaking, dont give it away
Thou shall learn to power node
First and foremost is to question whether or not it is important to begin or finish building a power node. Some sockets are dropped accidentally and shouldn't even be bothered with unless comm specifically wants it. Otherwise the power node is the first structure to be built and only to be 90-99% complete. This is contingency planning in case you are ambushed and lose the engagement. Unbuilt power nodes are invulnerable and ghosted structures can be 100% refunded if touched by aliens, 75% refund if canceled. Complete the power node when important structures are finished.
Thou shall bait and/or cover
Killing skulks 101. Although not specifically mentioned, I feel this is the foundation of any teamwork(which was mentioned). I also feel this should be the first commandment or practically law because it is what will be used from start to finish. To bait is to attract engagements while staying in line of sight of your teammates. To cover is to remove threats off others. This is tried and true basic synergy that goes a long way. It is easier to pick off skulks when they are attacking something else. You will hear others mention not to hug each other because it is harder to hit a dancing skulk when it's moving across your entire screen. Keeping distance allows skulks to remain near your reticle/cross-hairs when they take the bait. Now I want to introduce a new concept. You are both bait and cover. Normally we assume the leading person is bait. However the trailing person is also bait. It's a two way street. Take time to cover trailing teammates because ambushes are often targeted at the rear of groups.
Thou shall let commander lead
At first I was a bit on the fence with this. I don't condone backseat comming but sometimes comms give ambiguous instructions such as defend an extractor, and half the team practically race there when he only meant one or two. However what I have learned is that through proper marine play, it won't matter what certain build orders are, or if the comm decides to get sentries. How do we know what proper marine play is? Well that is what this thread is for. This should be the last commandment, and all preceding commandments will address ambiguous instructions.
2) Batteries not included. Get the damn power up first.**
3) Never let the enemy live to fight another day.
4) A marine cannot cover his own six. ***
5) Bullets are most effective when placed forcefully inside the enemy, not the wall.
6) If it seems too quiet, it usually is. Call for a scan.
7) Discretion is the better part of valor. Know when to hold fire. ****
8) Armor is ineffective when full of bite holes. Structures don't work when chewed to pieces. Grab a welder.
9) Guard duty is boring, but vital.
10) When in doubt, grab a shotgun.
*Infinitum Protocol (IP) body and concious reconstruction and integration technology provided by Alterra Inc.
** Alterra Inc. Purchasing Department said batteries weren't cost effective.
*** Check your name tag. If it reads "John Rambo", you are good to go.
**** Getting a Phase Gate in the enemy's backyard is always a good idea.
- reason for this is so no kharaa can make it go away by a simply touch. It actually needs a bite then.
02. Shotgun
03. Use Axe to run faster
04. Move to your Waypoint
05. Pick up your weapon at Waypoint
06. Weld your target at Waypoint
07. Be so good you amaze yourself
08. Lose your appitite
09. Make sure you have an outlet for your aggression
10. Always be standing by, ready to move and waiting for orders
i didnt get it until #9 XD
Guidelines anyone should use daily! Short burst of information, which stay true to the TSF cause :P
*facepalm*
Let them pop the ghost, you get a refund. If you "touch" it, to make it solid, then you've made it low on health. All that has to happen is one alien comes in and kills you, then bites the RT down and now you've lost your investment before it's even started to have a chance to pay you back. You most likely won't have time to recycle either.
Same goes for the "Take power to 99%" thing. Just build the power, then build the structure. If you build the power to 99%, then build the structure and die, the structure remains unpowered and your team gets no benefit from it. If it were an RT, the same situation that happened in the above example would happen again. If it were a phase gate, you fucked yourself even harder because if you get the power up first, then the gate, people can phase through to save it. If you build the power to 99% then finish the phase, then the power, you can't be reinforced and you spend extra time walking back and forth between the node and the gate.
on paper yes.. but in most cases they do NOT bite the structure. We are asuming new players here. not the veterans, right?
I have to agree with ritualsacrifice. The point of deciding if you should touch a ghosted structure is if the area is clear for you to finish building. There is no penalty for a skulk to remove a ghosted structure. There are two outcomes: you clear the area or you die. Allowing a ghosted structure to disappear provides no penalties in both outcomes. Making a ghosted structure solid can be penalizing in the outcome that you die (full loss of resources).
This brings me to the powernode, which i will have to disagree with ritualsacrifice. The event you are describing is one such that a structure is built and powernode is 99%. There is a risk factor of getting to the node and finishing it off.
The risk factor I am arguing that is worse than the one described is where you are attacked while building a structure with the power node at 100%.
Lets say it takes 12s to build a phasegate, 10s to build a fresh socketed power node.
You get attacked at 15s, the time at which you have built the power node to 99% or 100%, and have commenced the phasegate. If you die, you lose the res on the phasegate regardless but the powernode is vulnerable if you've fully built it. You must now repair the node which takes longer, along with building another phasegate, not to mention the red light.
However if the power node was built to 99% it will be easier to reclaim the area. There is still normal lighting, and the only time to build is the 12s phasegate and tap of the power node.
The risk that you suggest is the time after 22s and before 24s (Yes i'm suggesting it takes 2s to booty tap the power node). Any time before 22s is a potential loss of phase gate regardless, but at least the 99% node is contingency planning for the second time you want to secure the area.