How To Comm

Digital-LimitDigital-Limit Join Date: 2003-01-20 Member: 12501Members
<div class="IPBDescription">Search is down...</div> Either a link to a similar thread or a link to a tutorial or Faq that includes simples measures on how to comm effectivly.

Comments

  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    edited February 2003
    i did a quick search for comm and guide. Didn't find much surprisingly, but i wasn't looking very hard

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=20861&hl=comm,and,guide' target='_blank'>http://www.unknownworlds.com/forums/in...=comm,and,guide</a>
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=22019&hl=commander,and,guide' target='_blank'>http://www.unknownworlds.com/forums/in...ander,and,guide</a>

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=20861&hl=comm,and,guide' target='_blank'>http://www.unknownworlds.com/forums/in...=comm,and,guide</a>

    My tips:
    1. never put a turret factory in your base early on. It's the quickest way to get me to F4. It's very impotant that you use your starting res as efficiently as possible.

    2. Don't give out health packs, especially if they are in main base. Exceptions: marine has gear, marine is in a key location, marine is guarding a res node far from base. Kindly explain that the marines can get full health when they respawn, which is free (in casual mode) while a medpack is 2 res that could have been spent on upgrades which will inturn lessen the chance that they need a medpack in the future.

    3. If you build a turret factory make sure you don't leave blind spots. 3 turrets if you are tight on res, 4 if you can afford it. When you get better at placing TF's you can get away with less turrets.

    4. Know the maps, know how to be a good marine and know how to be a good alien. If you don't know the strengths/weaknesses of these then it will show in your failed strategies.
  • SperberSperber Join Date: 2003-02-07 Member: 13225Members
    If I notice that all my men rush out of base and leave home base practically undefended, a turret factory in HQ rises up high in my list of priorities. Too man games were lost due to early skulk rushes in these situations.

    Turrets don't stop aliens - but they can slow them down long enough for help to arrive.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    I have said this before, but try always put your TF against the wall or in to a corner. In that way you dont need that many turrets to protect it.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    Don't go comm in larger games (> 6 players) unless you know what to do, same goes for gorge, jp, shotgun, lerk & welder.

    Try not to have most buildings to close together, so that it's easier to shoot skulks in your base and the marines don't get stuck.
Sign In or Register to comment.