Marine Strat For Commander

SickleSickle Join Date: 2003-01-02 Member: 11713Members
<div class="IPBDescription">wins everytime for me</div> 1.)Always build 2 ips unless there are less than 5 people on a team
2.)Get armory (duh)
3.)Get 2 res towers and electrify them (not includingin one in base)
4.)Then set up 4 turrets at base around the TF and guarding some stuff and the res tower and put the turrets close to the tf
5.)Set up arms lab and get armor, guns, guns, guns, armor, armor (get restowers and elect them everytime you can)
6.)Secure 2 hives A.S.A.P.
7.)Then upgrade the armor (since you need to to get a protolab)
8.)After that is done get a proto lab and upgrade heavy armor
9.)After you get about 200 res and 2 hives are secure or atleast 1 give everyone HMG,HA,and a welder. send them to the hives and try to seige it and set up a base
10.)The last hive put a phase and a few turrets around the phase and have everyone storm it.
(this works only if most of your team is co-operative, which is mostly the case. most of the newbs [no offense] go aliens)
And always give your team health no matter what. Even if they are at base sitting right next to an I.P. don't say "just kill yourself" saving 1 res won't help the team so just give them health.
*I made this strat up by myself when I was bored* Good luck with it I hope more people use it so I don't have to go commander every damn game. Have fun dudes and dudets <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Comments

  • ThelusThelus Join Date: 2003-08-05 Member: 18911Members
    sounds like that same thing every comm does <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    Actually I've rarely seen the comms on pubs electrifying the resource towers. That would definitely be effective in the early stages of the game.
  • SickleSickle Join Date: 2003-01-02 Member: 11713Members
    edited August 2003
    <!--QuoteBegin--Thelus+Aug 4 2003, 11:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thelus @ Aug 4 2003, 11:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sounds like that same thing every comm does <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    dont be a **** say something productive not "sounds like something every comm does" i hate **** like you
    i'm just trying to give people a strat for 2.0 since we can't really jp rush anymore...
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    I think Thelus was just trying to point out that your bold, creative, daring tactics and strategies sound like a description of what happens 80% of the time the marines win, because what you've done is pretty much simply just write down the most popular way for the marine team to win. It's the most bland, boring, unoriginal strategy these days too. Cap three res, electrify them, camp, try to get two hives, upgrade upgrade upgrade, HA HMG rush, PG, GG, and a BIIIIIIG YAWN ZZZZZZ. You even went so far as to say that you should put down two IPs. Who are you writing this strategy for? I mean, there's a forum around for beginner players if you look, and this really seems better suited for that. However, assuming this may have been written for people totally new to the comm, it would be a little unfair to try to convince comm virgins that they'll somehow <b>JUST HAPPEN</b> to capture two hives, as well as have the spare res to get a TF or three, upgrade the armory, get a proto, get an arms, research HA, research PG, upgrade all armor and weapons, and equip the whole team FOR TEH WIN.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->we can't really jp rush anymore... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You've made it abundantly clear that your comm experience is equivalent to maybe having been in two games where the comm has won, against a totally incompetent alien team. If you've hopped in the comm chair more than ten times, I'd be amazed.

    <span style='font-size:8pt;line-height:100%'><span style='font-size:8pt;line-height:100%'><b><i>Can't really JP rush anymore.</i></b> Christ. </span></span>
  • Nil_IQNil_IQ Join Date: 2003-04-15 Member: 15520Members
    <!--QuoteBegin--Sickle+Aug 4 2003, 11:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sickle @ Aug 4 2003, 11:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1.)Always build 2 ips unless there are less than 5 people on a team
    2.)Get armory (duh)
    3.)Get 2 res towers and electrify them (not includingin one in base)
    4.)Then set up 4 turrets at base around the TF and guarding some stuff and the res tower and put the turrets close to the tf
    5.)Set up arms lab and get armor, guns, guns, guns, armor, armor (get restowers and elect them everytime you can)
    6.)Secure 2 hives A.S.A.P.
    7.)Then upgrade the armor (since you need to to get a protolab)
    8.)After that is done get a proto lab and upgrade heavy armor
    9.)After you get about 200 res and 2 hives are secure or atleast 1 give everyone HMG,HA,and a welder. send them to the hives and try to seige it and set up a base
    10.)The last hive put a phase and a few turrets around the phase and have everyone storm it.
    (this works only if most of your team is co-operative, which is mostly the case. most of the newbs [no offense] go aliens)
    And always give your team health no matter what. Even if they are at base sitting right next to an I.P. don't say "just kill yourself" saving 1 res won't help the team so just give them health.
    *I made this strat up by myself when I was bored* Good luck with it I hope more people use it so I don't have to go commander every damn game. Have fun dudes and dudets <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    O.k, this is what happened when I tried this last night (i.e, BEFORE i read this post)

    1. Built 1 ip. (5vs5 game)
    2. Built armoury.
    3. Built obs
    4. Got 2 res towers, electrified both
    5. Set up turrets
    6. ONOS comes in to base and takes out armoury and a turret
    7. Rebuild armoury
    8. Fade attacks a resnode but is fended off by a counterattack
    9. Gorge attacks other resnode, I fend it off again
    10. Got armslab, researched exactly what you said
    11. Tried to push for hive with shotguns, got completely obliterated
    (note by this point they had 3 hives. Yes, already)
    12. While my marines are respawning, 1 resnode goes down to an onos.
    13. Built proto, researched HA
    14. 2nd rt goes down to onos (yes, a 2nd onos)
    15. Sent a scout out to secure a few nodes which they had missed, got enougth res for ha/hmg/gls
    16. Handed out 4 hvy armours, 3 hmgs, 1 gl, 4 welders.
    17. The HA team move towards the hive, stomping all over everything in their way. They get to outside the hive and I ask "Want to siege or just rush in there?" the reply: "Just rush."
    18. They run in there. 2 oni and lots of cloaked ocs take them down.

    So now I am stuck in base with 1 resnode and no hives. I think you can guess what happened from here :/

    So what was I SUPPOSED to do???
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    edited August 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->this works only if most of your team is co-operative, which is mostly the case. most of the newbs [no offense] go aliens<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ROFL, maybe thats why your strategy worked <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Cooperative Rines vs Newb Aliens...
    HAHAHAHA <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    You could just give out shotguns and go kill hive right from start man! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ScyllaScylla Join Date: 2003-08-05 Member: 18942Members
    a good commander have no fixed strategy.

    a good commander decides the next steps based on the current tactical situation and the decisions he made befor.

    a good commander is able to create a "new" strategy just in time.

    only my 2. cents

    cya
    Scylla

    btw. i suck as cmdr <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • McMastersMcMasters Join Date: 2002-11-13 Member: 8536Members, Constellation
    ....
    12. Secure two hives.
    ...

    You know, that is one really short line for what amounts to be the entire game's play, most of the time. I have a Com strat, too, among these lines..

    1. Get in the Chair.
    2. Kill all of the Kharaa and their Hives.
    3. Win.

    Works every time for me, if you follow it to the letter. ^_^
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    <!--QuoteBegin--Scylla+Aug 5 2003, 01:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scylla @ Aug 5 2003, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a good commander have no fixed strategy.

    a good commander decides the next steps based on the current tactical situation and the decisions he made befor.

    a good commander is able to create a "new" strategy just in time.

    only my 2. cents

    cya
    Scylla

    btw. i suck as cmdr <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    this man speaks with wisdom.

    it is all very well to think ahead and things but you have to be able to adapt to survive..
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    No offence but by the time that strat gets round to "get 2 hives" we already have two well in our grip. Would have to agree with other comments that the best strategy is no fixed strategy.

    From Hagakure:

    "Lord Aki declared that he would not have his descendants learn military tactics. He said, "On the battlefield, once discretion starts it cannot be stopped. One will not break through to the enemy with discretion. Indiscretion is most important when in front of the tiger's den. Therefore, if one were informed of military tactics, he would have many doubts, and there will be no end to the matter. My descendants will not practice military tactics.'"

    I play a lot of strat games and the biggest mistake you can make in them is to go in with a detailed plan and stick to it.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    I was expecting something like a shot gun rush.
    Shot guns are pretty indispensable now against redempting skulks or gorges because LMG effective stops killing any more when 3 dcs are up.

    How about armour lvl 1 and shotgun/welder rush? 15 per head, you can probably equip 3 or 4 marines and get them to siege the hive with out being eaten.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    <!--QuoteBegin--Swift Idiot+Aug 5 2003, 03:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Aug 5 2003, 03:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think Thelus was just trying to point out that your bold, creative, daring tactics and strategies sound like a description of what happens 80% of the time the marines win, because what you've done is pretty much simply just write down the most popular way for the marine team to win. It's the most bland, boring, unoriginal strategy these days too. Cap three res, electrify them, camp, try to get two hives, upgrade upgrade upgrade, HA HMG rush, PG, GG, and a BIIIIIIG YAWN ZZZZZZ. You even went so far as to say that you should put down two IPs. Who are you writing this strategy for? I mean, there's a forum around for beginner players if you look, and this really seems better suited for that. However, assuming this may have been written for people totally new to the comm, it would be a little unfair to try to convince comm virgins that they'll somehow <b>JUST HAPPEN</b> to capture two hives, as well as have the spare res to get a TF or three, upgrade the armory, get a proto, get an arms, research HA, research PG, upgrade all armor and weapons, and equip the whole team FOR TEH WIN.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->we can't really jp rush anymore... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You've made it abundantly clear that your comm experience is equivalent to maybe having been in two games where the comm has won, against a totally incompetent alien team. If you've hopped in the comm chair more than ten times, I'd be amazed.

    <span style='font-size:8pt;line-height:100%'><span style='font-size:8pt;line-height:100%'><b><i>Can't really JP rush anymore.</i></b> Christ. </span></span> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Jet packs are now 15 res a piece, almost double of the cost in 1.04
    I will be surprised if you can still jet pack <b>rush</b>.

    1 IP
    1 Armoury
    1 Arms Lab
    1 Armoury upgrade
    1 Prototype Lab
    1 Jetpack Research
    x 4 jet packs

    Hmmm if that is called a rush, I think I will rename my strat to shotgun blitzkrieg.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Jetpack rushes no longer exist. However, jetpack based strategies do.

    However, outside of semantics... Strategies must be flexible. Basically, all you described, Sickle, is a goal. No practical examinations of problems such as coordinated attacks, early fades, or even early oni. Also, it's very inflexible, and can't take advantage of alien deficiencies (say they rushed to secure the hives?)

    Flexibility is key. That and my preference to building 3-4 IPs by the time we start hitting hives.
  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    <!--QuoteBegin--McMasters+Aug 5 2003, 05:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (McMasters @ Aug 5 2003, 05:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1. Get in the Chair.
    2. Kill all of the Kharaa and their Hives.
    3. Win.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    OMG TEH WIN!!!! I gotta try that tonight.
  • Raw_EvilRaw_Evil Join Date: 2003-01-05 Member: 11903Members
    Those were some rather harsh responses to Sickle's suggestion... You guys could have just stayed quiet rather than being rude and sarcastic.

    Although I think that the strategy isn't really that good, it's still a suggestion for a strategy, and insead of rejecting it, you guys could have built on it and made it really good.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Look, not everyone can be as skilled at comming/as experienced as the peeps who've been playing since like v1.0. Obviously Sickle isn't that experienced, so we should not being so harsh on him. Jeez.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    A gorge can easily take down an energized Resource Tower by building an Offensive Chamber near it. If there are no marines to <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> , 1 hive is enough.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I wasn't being sarcastic, and another fact is that you can't really build on strategies in NS because like real life, they're just too open ended.

    You'd have a flowchart that runs to several hundred pages if you tried.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Upgrade the guns before the armour. If a skulk gets close enough to bite you, you're screwed no matter how much armour you have. Having powerful guns kills them at long range before they can bite your armour. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sign In or Register to comment.