Comming...

Fro5tyFro5ty Join Date: 2003-09-26 Member: 21238Members, Constellation
<div class="IPBDescription">What to do...</div> I rarely comm, but when I do the team does pretty okay, We several RTs, I get upgrades rather quickly (usually by about oneor two mintues into the game I upgrade the armory) and I can keep my troops medded very well. The problem I have is when that fade or onos shows up at around the 5-7 minutes mark. Despite our best efforts, we all get pushed back into base and we are screwed. These comming expereinces are on a server I frequent often with good players. I've seen other comms in these situations do the same things (I think) and make it through but when that point happens with me, gg aliens...

What can I do to remedy this problem?

Comments

  • NurotNurot Join Date: 2003-12-04 Member: 23932Members, Constellation
    I found that happening to me as comm quite frequently. You have to know some of the tricks like finding out which hive they own and defending that side. Do not let them get too many res nodes or its over cause you get infitite onos attacking with redem and in my opinion an onos with redem is very hard to defend against. Electrify every, use mines to keep them at bay and always watch your men's back. If they have a shotty and score the comm enough rescources so you have enough that you can get them the best weapons and armor you have all done your jobs. You have to keep the aliens on their toes though or otherwise they will take they silence and go wild building and have onos right off. The shorter games usually go to aliens, but the longer ones if you are by no means holed up and are doing well, then they usually go the the marines.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Attack, attack, attack, attack. When you've done that, attack some more.

    If you are taking all their res nodes down, sieging their hives and killing their gorges you get two benefits:

    1. They may never actually get enough res for fade or onos
    2. You get much more RFK than if you were defending
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    There is really no point of upgrading your armory so early in the game. True it takes a lot of time to upgrade, but those extra resources can be used for arms upgrades (in particular ARMOR ONE). Also, there is no need to electrify every resource node; Electrifying every resource node is a big mistake, unless of course, you have ample amounts of resources.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    <!--QuoteBegin--FCC+Jan 12 2004, 07:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FCC @ Jan 12 2004, 07:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is really no point of upgrading your armory so early in the game. True it takes a lot of time to upgrade, but those extra resources can be used for arms upgrades (in particular ARMOR ONE). Also, there is no need to electrify every resource node; Electrifying every resource node is a big mistake, unless of course, you have ample amounts of resources. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is a big question you have to ask your self when you go commander. How are you going to play it? Are you going to upgrade the armory ASAP and affectivly rush jetpacks or hev armor? Or are you going to get an imidate benifit (armor 1) at the sacrafice of expanding as quickly (less res for building nodes) and being at <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=46215&hl=level' target='_blank'>level 1 tech</a> for a longer amount of time?
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    normally im upgrading the armoury as soon as possible cause it really takes very long. well however i agree that armor lvl1 is more important.
  • Fro5tyFro5ty Join Date: 2003-09-26 Member: 21238Members, Constellation
    I don't electrify nodes very often, just the ones that are really far from base, like generator on nothing or tempature control on lost. usualyl when the fades come (these are pretty decent fades too) I have lvl 1 armor and lvl 2 guns. I pass out a couple of shotties but despite the efforts, we always get pushed back to base and we end up turtling in till more fades or onos come. It's just the problem is that I have trouble with getting guys out of base. They'll just bust through the side their hive is on and the other exit to MS (there is usually two) has a few gorges or what not holding it down. I can just never figure out hope to keep this from happening. IT still happens if we cut down several of their RTs. I just think that it's bad luck...
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm phase gate,restower with electro, tf an some turrets into the locked down hive should be enough. i normally dont give my rines shottys cause they loose them too fast. one shotty=10res. 50 res are better spent to an upgrade or a protolab. take down their res earlyier in the game and keep pressuring their main hive from the beginning on. that should help to avoid turtling
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    I plain and simply suck at comm, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i get all nervous, then people start shouting then i run out <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    So i think ill stick with going aliens all the time.. until 3.0 <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    It's easy to get trapped in your base when there's a couple of fades outside and your rines aren't the best shots. This is one reason electrifying every node can be a bad idea... instead of elecing 3 nodes, electrify just the one in the hive, then spend that 60 res on an obs, phase tech, PG in base, and one turret to guard it. Send the rines to put up the phase gate at the hive, which has them patrolling the unelectrified nodes along the way, then drop the PG by the elec'd node in the hive. When you're attacking on more than one front at a time, you tend to see fades doing less attacking and more blinking around.

    As far as shotties, you don't have to drop 5 at once, just 1-2 to the person/people who seem to be the best shots and are most attentive to what's going on.

    Once you get phase gates, make sure you tell your team to patrol around your nodes - often you lose many nodes because people tend to just phase back and forth and never actually walk out of base again.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    i've always thought the standard, well known counter to fades are w2, and a few shotties, as well as keeping your men in a group.

    works for me.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    edited January 2004
    i recognize this <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    sometimes you just have to accept that your marines arent up for the uberleet fade tearing up your plans.
    on the serv im usually on, i have this prob with 1 certain guy....he usually goes fade, and thats usually gg for me. even when i get early ups (meaning lvl3 SHOTGUNS lvl1 armor) i still see team die left and right. if that happens, then you cant do much really imo.

    if i do find myself to be in deep doo-doo, i either do a desperate shotty rush on hive or turret up the few places i do have......neither rarely works for me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • AfterShockAfterShock Join Date: 2002-11-25 Member: 9886Members
    Well i think your problem might be you're trying to think of how to stay alive, rather than how to win. As soon as you begin you should be thinking, where is their hive, how am i going to kill it? Then instead of trying to expand randomly / keep res points / upgrade randomly, you will have a set objective and u wont need so much res.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    i agree with you doobie
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm as commander you should be able to have a kill/deaths stat for every player. that would make it easier. cause i never look how many aliens marines are killing. of course the good players would receive the first advanced weapons/items.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    yeah, good idea <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    thats why it helps to have a regular server; so you know the players and their skill
Sign In or Register to comment.