Any Rambo Guides Around Here?

Fire_EelFire_Eel Join Date: 2003-08-19 Member: 19950Members
<div class="IPBDescription">Please tell me!</div> As far as I noticed, rambos does play a big part in the victory of Marines. 1 or 2 Rambos can simply run faraway to an unbuilt alien hive and start locking it up. 1 Rambo can simply run around to RTs and if lucky, corner and kill an unsuspecting gorge or even egg! 1 Rambo can explore the map and reveal locations of hive and so on.

In my opinion, I think to an extent, Rambos should be encouraged.

Is there any guides around here to being a successful rambo?

Comments

  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    It looks like there are only two left (one of which is only about 10 posts below yours...).

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=52915' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=52915</a>
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=51840' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=51840</a>

    The best one that's come through here is gone. I think chia wrote it.

    As for your thread, I agree to some degree. The important distinction, imo, is that of a rambo and a ninja. A rambo can't aim, doesn't follow orders, and has no objective other than to deathmatch. A ninja shoots well and picks his battles, is willing to follow orders, and knows the ways to make himself most useful (generally killing RT's, hunting early gorges, or locking down spawning skulks).

    1 ninja is good, and 2 working together can be almost unstoppable, but there's a huge paradox here. If you take your best player or two and have them ninja, and the other marines are, well, <i>lacking</i>, you're still going to lose. So assess the situation before you decide to "help" your team by ninjaing (or ramboing...). You will lose a game you may otherwise have won if you choose to ninja instead of helping your team of lackluster marines.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    <!--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-->
    As far as I noticed, rambos does play a big part in the victory of Marines.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    have to disagree - comms play a big part in victory, and rambos/ninjas rely on clever comms.

    <!--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-->
    1 or 2 Rambos can simply run faraway to an unbuilt alien hive and start locking it up.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Which can be a pretty dumb move if the aliens rush it while its poorly defended. And again relies on a compliant comm.

    <!--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-->
    1 Rambo can simply run around to RTs and if lucky, corner and kill an unsuspecting gorge or even egg!
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Bout the only thing I can agree with.

    <!--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-->
    1 Rambo can explore the map and reveal locations of hive and so on.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Comms just listen for the hive noises - same result for no cost.
  • ApeApe Join Date: 2003-06-17 Member: 17448Members, Constellation
    I agree with Necro, rambos are only effective for ninja res capping.
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    i agree, i have played with a noob team and gone rambo(with com's permission)
    locked down 1 hive all by my lonesome, then build a pg right next to the other then kill that 1.
    only problem is u cant get team to hold them.

    i think that sometimes you have to go with the flow, that way the team can
    work better.

    then i remember, I cant tell u how many onos eggs i have killed right in a hive!
    if i hadnt done that the game would have changed much faster.

    the best thing i know about rambo'ing is knowing every single place a marine can go unnoticed.
    there are some real gems. (Motion Tracking helps soooo much)
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--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-->If you want to get good, you have to forget about listening to the comm. Forget about teamwork. Forget about all that. Thats for people who just "play for fun". You gotta leave the base after the 3rd beep, and go kill stuff. Hunting gorges and killing res nodes is the best way to improve. The skulks will come to you. A good rambo keeps half the alien team busy for most of the game. Just be aware of everything. Listen for every little sound. Think what you would be doing as an alien. Predict. Focus. When theres multiple enemies and you are shooting 1 of them, plan out your attack on the second one before you finish the first. Know how much ammo you have. Reload when you can. Dodge. And above all: play smart.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    quoted from my post a similar thread
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    My personal strategy is leave base immediately. Depending on the hive and the map usually by the time you get to the first res node the comm will know what hive it is or you'll be able to tell him from the whole team of skulks rushing in front of you. In a decent sized team if you can get at least 1 person go in each direction you can gain alot of intel and cap nodes rather quickly. The object not only is to hit the eggs at the res nodes but also to get your first res up in 20 sec (dependant on map of course). I actually find sometimes that a 2nd person with me will often either get in my way or alert the other team to my presence or fail me when I rely on them to cover so I almost prefer to work alone (this is of course dependant on the skill of the partner). Different maps should have different strats though. Usually you will find the nodes the aliens have capped closest to you defended in some manner by aliens. So quite often it is important to slip behind them into the hive to kill chambers or spawn camp which will buy your building team time. Which of course is the whole reason you ninja it is to buy your team time by distracting the aliens or killing buildings which will require them to rebuild and waste res defending it. One sin that I frequently commit is going early to an attack point. I do it to gain intel as how to attack which is all fine and good, but if the aliens know you are there they will be alerted and when the real attack comes there will not be as much surprise. So what I reccomend is that if you are getting ready to assault a hive and you happen to be near take a peek and if you are not seen and it is clear, either hold a position outside the hive and wait for your team or suicide and come back to base for equip. In this situation while knifing down that d chamber may be helpful, the element of surprise will be more helpful. Also if you can hold a spot outside and happen to get phases then you are being very helpful indeed.
    Another tip is to not go to the same place too many times in a row. Always make them guess and try not to walk into those ambushes because then you are just feeding them res. The only exception of course is going back to finish a res node or important structure (they will probably be waiting for you so be wary). Even though your role is important dont forget that if the comm really needs you somewhere else to listen and help out. Ignoring a good comm can really hurt the team as his plans probably hinge on what the rest of the team is trying to do.
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    <!--QuoteBegin--Turkey22+Nov 14 2003, 10:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Nov 14 2003, 10:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you'll be able to tell him from the whole team of skulks rushing in front of you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This can be a serious error on the commanders part. IMO, commanders you should not trust a marines assumption unless he sees the hive directly. Either you know he saw the hive, or you find the hive yourself. Don't just assume a hive is somewhere from the way a pack of skulks comes from. I've been in over 5 games where this happens, one most notable was in ns_eclipse. A marine says "Hive is maint" based purely on a pack of skulks. Commander drops shotguns. We rush. We rush the wrong hive. GG commander.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Yeah, always get visual confirmation.



    lucid's quote is interesting but the problem there is that people run off to "hone their skills" or be rambos or whatever, meanwhile the 3 players who are in it for the teamwork are struggling to stop the skulk rush thats piling through base.

    IMHO a good player should focus his strength where its needed. I was in a game where I ramboed off to a hive, expecting us to siege. As it happens, the rest of the team were smacktards, base got totalled with zero ips, I ended up sprinting back to base via the vents, building an IP then going back to my hive hideyhole...... of course we got charged again, I managed 2 relocations by getting the nublet comm to stick IPs in the vents.

    Bought us some time but it was GG.

    Take home message is that I'd have served the team better by parking myself in base and zapping anything incoming, as opposed to letting 3-4 people of less than average ability run about like headless chickens.



    A good ninja marine will employ his strength where needed - a rambo runs off and does things his way, regardless of the comm or the situation.
  • AeaAea Join Date: 2003-10-09 Member: 21552Members
    The idea behind ramboing will only work on smaller servers, where the aliens won't necessarily find you, and yet big enough so your team doesn't struggle. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Playing smart is overrated.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin--Necrosis+Nov 13 2003, 05:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Nov 13 2003, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    As far as I noticed, rambos does play a big part in the victory of Marines.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    have to disagree - comms play a big part in victory, and rambos/ninjas rely on clever comms.

    <!--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-->
    1 or 2 Rambos can simply run faraway to an unbuilt alien hive and start locking it up.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Which can be a pretty dumb move if the aliens rush it while its poorly defended. And again relies on a compliant comm.

    <!--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-->
    1 Rambo can simply run around to RTs and if lucky, corner and kill an unsuspecting gorge or even egg!
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Bout the only thing I can agree with.

    <!--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-->
    1 Rambo can explore the map and reveal locations of hive and so on.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Comms just listen for the hive noises - same result for no cost. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Your first comment is pretty redundant. I could say that for clever comms to be effective they need a good rambo (or a ninja as someone called it)
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    edited November 2003
    <!--QuoteBegin--DrunkenSailor+Nov 13 2003, 09:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Nov 13 2003, 09:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The best one that's come through here is gone. I think chia wrote it.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *blush*

    here it is.
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=47326&hl=37e1da4a65728de6efe3522d50f0c813' target='_blank'>http://www.unknownworlds.com/forums/in...fe3522d50f0c813</a>
  • Fire_EelFire_Eel Join Date: 2003-08-19 Member: 19950Members
    chia, thats a wonderful guide. I give it 5/5.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    <!--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-->
    Your first comment is pretty redundant. I could say that for clever comms to be effective they need a good rambo (or a ninja as someone called it)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    A ninja without a comm - useless.
    A comm without a ninja - capable.
    A comm with a ninja - terrifying.


    IMHO your comment is the redundant one. I've seen lots of games won by teamwork without ninjas, but I've not seen any where a ninja has won the game without comm support.
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    I don't know about the comm listening for hive noises. On Tanith our comm claimed fusion was the hive, so I walked into waste expecting to find and empty hive. Instead there were 3 skulks and a gorge there to shoot me.

    Does listening for hive noises actually work, or did they take it out? If they didn't take it out, was that comm just wrong?

    as a side note, the rest of the team ignored my text message that the hive was in Waste. Later on, they were surprised that the aliens got waste up so quickly. Go morons!
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    edited November 2003
    I believe commanders can listen to the hives by either getting a structure or items near the noise source. Another words medpacks.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    Any sound anywhere on the map can be heard by the commander when he places his screen over that particular location. The only exception to this is areas which are very low down on the map, away from the commanders viewpoint, ie. The lower level of vent hive on origin. Good comms can make use of this to first find the hive at the start of the game, then track skulk movement out of the hive, listen for gorges gestating and also check for alien RTs built around the starting hive.

    However, hives don't make any noise. Instead the comm has to listen for the sound of running skulks, eggs gestating or the occasional blurp of the resource tower. If you do not check for the hive right at the start of the game, you may be misslead later on by hearing skulks or gorges in a different empty hive room.
Sign In or Register to comment.