Multiple Rambo Guide

NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">fairly easy comm wins</div> When to use it:
Large games, around 20 players

Where:
Open makes, think veil, origin, NOT mineshaft, bast

Why:
you can outspawn the aliens with multiple IPs, and your Arms Lab upgrades are MUCH more effective for the res spent. that is, it costs NOTHING to respawn a a1/w1 rine, but costs the aliens 2 res to spawn a cara 3 skulk.
the rez spreadout for the aliens between 10 of them means fade/onos come much later.

How:
just tell yer rines to find RTs for you to build. let them wander aimlessly, drop and electrify RTs (er.. you can just NOT bother electrifying, actually, due to high rine traffic through the map), but tell them to give preference to TAKE DOWN ALIEN rts. give them bribes or whatever.
tech up (preferably a3/w3) , and then to HA or jp or whatever you like. the main goal is to keep the aliens at 1-2 rts and you have the rest. keep those rines spawning and moving through the map.
gambling on MT early is quite good, imho.


thoughts, comments?

Comments

  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    The large majority of your team needs to be competant for this to work, and that doesn't happen much on pubs. But when it does comming turns into a spectator sport <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • zoddtheimmortalzoddtheimmortal Join Date: 2003-07-23 Member: 18363Members
    well, he did mention bribes... "Hey mint, Ill give yah a shotty if you go look for rt's"
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Marines <b>should</b> win a 10vs10 game. That is why I always look for servers that have 12-14 players when I play.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Sounds like slash and burn strat all over again.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Sounds more like an adaption of Mike Sliszowski's basic assumption for laying strategies: <b><a href='http://www.gamespy.com/fargo/september02/wakeisland/' target='_blank'>75% of People Who Play Games Online are Smacktards.</a></b> Base your strategies on that assumption (remembering that it holds true for both teams) and you can't go wrong.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Necrosis+Nov 8 2003, 10:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Nov 8 2003, 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sounds like slash and burn strat all over again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    haven't heard of this, is it basicaly the same thing?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Pretty much.

    Tell the team to rambo and kill alien nodes.

    Drop your own nodes at opportune moments, build them and then elec if need be.

    Aliens end severely res starved.

    Next spawning group of rines gets upgrade weapons.

    Rines rush hive.


    Etc etc etc.


    Very very good strat if aliens are standard players - if aliens have anyone with any wit though you can expect some form of counter or organised expansion.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    The phrase Slash and Burn apparently means 'any sort of early game offense by the marine team'. This needs its own label as its so incredibly rare on public servers.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Slash and Burn only applies to early game ramborushing with emphasis on nailing enemy rts and placing your own.

    Which sets it apart from a Shotgun Rush, which is ALSO and earlygame offensive strat but doesn't involve any slashing or burning.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    You don't understand -

    The "Slash and burn" 'strategy' (strategy... WHAT A JOKE! Lmao) is anything but a strategy. It's simply marines going out and doing the most basic function of the marine game:

    KILL STUFF, AND LOTS OF . OH YEAH, BUILD STUFF TOO


    There is little to no strategy behind it, other than good aim, and good medspam, and rushing armor lv. 1. Call it strategy all you like, but just realize that it's far from the truth.

    The 'slash and burn' strategy has been used by clanners since day one, sad it takes a year for pubbers to do the same damn thing.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    That doesn't make it any less valid a strategy, considering "kill stuff and build stuff" could apply to relocating to a hive, killing rts along the way.


    I'm staying away from the whole pub vs clan thing because that only ends in whining and flame wars.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    I would indeed like to know how games are won without "KILLING STUFF AND BUILDING STUFF"

    It's not a strategy, it's as basic as the +forward key.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    well, it is a strategy, imho.

    Strategy:
    1. [n] an elaborate and systematic plan of action

    you are foregoing squads, chokepoint control, any sort of firebases, and are relying on lvl one rines to beat lvl one aliens.

    but i suppose it could be seen as NOT a strat, since it's not particularly elaborate. but for comms looking for a win, to get theri confidence up, it can be fairly high percentage, taking into account the map.

    perhaps i'm wrong. how is it not a strategy exactly? i'll cede it's not an elaborate strat, or complex, or one that involves much coordination. sure, lets call it super duper retarded no skill comm strat, but hey, i never said i was CAL calibre <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    The thing you've ignored forlorn is that there are tons of ways to "kill stuff and build stuff", and in fact I gave you an example of how the strat in this thread would differ from another.


    Perhaps you could address the post rather than ignore it and make some blase unrelated comment.


    Dividing your men up can be much more effective than sending them in one big brainless lump, and thus has to be considered a different strategy as it involves very different management of the troops and weapons used.
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    yes i think this is a very important strategy, not to be overlooked.
    I usually play on 10/10 or 12/12 servers where its very expensive to be dishing out meddies.
    If marines can just hold onto 5-6 res and keep them down to 1-2 its a walk in the park.
    We let them take all 3 hives on ns_nothing, and only let them have the hive res. after 3/3 upg...
    just drop ha to clean up the mess.

    the important part of this strategy is that with 5 res nodes, and a couple of alien deaths permin,
    res flow is damn good, as long as ur marines have skills and know how to phase,
    com upg early and often, u have a good strat.
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