Multiple Rambo Guide
Niteowl
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?
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
haven't heard of this, is it basicaly the same thing?
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.
Which sets it apart from a Shotgun Rush, which is ALSO and earlygame offensive strat but doesn't involve any slashing or burning.
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.
I'm staying away from the whole pub vs clan thing because that only ends in whining and flame wars.
It's not a strategy, it's as basic as the +forward key.
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-->
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.
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.