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Messages - rad4Christ

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361
General / What's Your Playing Style
« on: January 21, 2004, 08:27:35 AM »
As noted by others with the same problem, I can be insanely good, or amazingly bad, depending on the weather (as far as I can tell). :angry:

As aliens, I'm not one to whore res. I'll generally cap a node, drop a hive, or drop chambers. Then, if the game is progressing well, I'll whore for higher lifeforms. I almost never get upgrades as a skulk, instead I save the res. I like gorging, and blocking high traffic areas, or hanging out in gorge gangs. If not a gorge, I'll evolve into whatever is needed, except a fade. I suck as a fade, worst than any other player in existance. I lerk only when there's immenent danger to a hive, and I can umbra it, or when an Onos really needs the backup. As onos, i'm almost always regen+celerity+Scent of Fear. However, if the marines are heavily fortified, a redeeming onos focusing on structures is pretty effective.

As marines, I try to follow Commander's orders, although I to tend to rambo if the rest of the team is doing well.  :ph34r:  I usually seek out alien nodes, and gorges. My favorite thing to do is harass alien teams in one location while my team expands elsewhere. I don't like bigger guns or tech, unless I'm with a great team. I'd rather be the one to be devoured in LA and have the HA follow up and kill it. I'm not that great with a shottie, nor GL (agains skulks at least), but I'm pretty good with HMG and LMG. If the team is not doing great, and we're really being challenged, I try my best to obey the comm's every order.

362
General / The Bonsaibase
« on: January 12, 2004, 05:23:25 PM »
Quote
Quote
rad4Christ,Jan 11 2004, 12:44 AM] and when that skulk sees the mines again, he'll either
A ) Slowly navigate the mines, which means he should be found quickly as a good marine team is moving and dying in the field actively, so the respawner will shoot him.
B ) He'll think it's not worth the time to navigate and head out.
C ) Climb the wall, go across the ceiling, and drop onto the top of his target, then sit on a mine when the commander gets out ;)
Quote
Spread them apart, around buildings, but in such a way that a skulk can't get to a building without wall walking (which 90% never think to do).

Most people don't think. I mean how many skulks do you see find ladders or go the walking route avoiding vents? On tanith, which is the easiest to avoid mines, I RARELY see an alien wall walk to a building....

363
General / Your Comming Style
« on: January 12, 2004, 05:09:17 PM »
Just to give you an idea on the imbalance of 3.0, I commed 3 games on 2 new maps I had never played (actually one I played in end game, but never saw any more of the map than one hive), and won 2 of the 3. I didn't elec nodes, instead upgrading quickly. The marines were good and decent in the games I won (first game good, second game decent), but we won because of the sheer ease fo marines to win. Even on the game we lost, we took down a good many upgraded aliens with low level weapons.

If you can keep your marines out of base, and always actively pressuring aliens, you will come out on top almost every time. I think what really hurts commanders is when an alien team focus rushes a certain area, overtakes it, and the commander then avoids that area (like Central Processing on Caged). Instead, always KEEP PRESSURE on aliens. If they are focused on the 2 marines that continue to suicide rush Central, they won't bother the 5 marines capping nodes in Generator and Sewer. Then it's 5vs3 and the alien team is screwed. If skulks hit a node, go back to it. Remember, you can cap a node 2 more times with the res it costs to electrify that one node. Your marines should not "set it and forget it". They should be walking the map again and again to check for chokepoint WoL, alien res, or lone gorges going to their next node/hive. If the aliens think you're everwhere, they freak out, and spread themselves thin...

What do you think?

364
General / So Many Newbies...
« on: January 12, 2004, 02:27:05 PM »
I think the newbiness influx is a Steam thing. Lunix wasn't fully like this on Won, as was CoFR. but now on Steam both servers can be/are plagued by newbs. The one negative I have with LunixMonster is that you can have an excellent, well played game, and then ahorrible excuse for NS, because all the regs/good players leave. but that's true with any server on Steam, from my experience.

365
General / The Bonsaibase
« on: January 10, 2004, 05:44:29 PM »
Best way to use mines:

Spread them apart, around buildings, but in such a way that a skulk can't get to a building without wall walking (which 90% never think to do).

Mines are NOT complete base defense, nothing is, but a good comm can hop out once mines are detonated and finish any resistance.

Mines are a deteral. If aliens find elec TF, they leave base alone. If they find unelec TF with turrets, they find the blindspot. They run in, see no TF, then blow up and wonder why, they stay away because of mines. Once mines blow, you replace them ONCE, and when that skulk sees the mines again, he'll either
A ) Slowly navigate the mines, which means he should be found quickly as a good marine team is moving and dying in the field actively, so the respawner will shoot him.
B ) He'll think it's not worth the time to navigate and head out.

If you are using mines, ALWAYS bind your IP's to a squad (or other key buildings), then you'll see them flashing up top when under attack and have a faster response.

Last point, if your marines are too busy humping the armory to see the incoming skulk, they deserve to go boom. If you hear/see a skulk, MOVE AWAY FROM BUILDINGS. If you hear fellow marines shooting in base, MOVE AWAY FROM BUILDINGS.

Thank you for your time. Class dismissed.

PS. I like it when I see a TF in base, I know the marines are now behind on res and upgrades. When I see unelec TF with turrets, I'm ecstatic, because I know there's a blindspot somewhere (my fav is the arms lab, yum).

366
General / Your Comming Style
« on: January 10, 2004, 05:34:37 PM »
I just played three games last night and I must say, "I LOVE GOOD MARINES!!!". We played Mineshaft, Tanith, and caged, and I won as comm. Now, the aliens weren't pushovers, and the marines worked their butt off, but I must say the satisfaction of not having to electrify a SINGLE node except PG hive locations was WONDERFUL!!! I'm telling you guys, you get a team that is constantly patrolling for you, you can have map denial without the waste of Elec, and tech up much faster!!!

367
General / Your Comming Style
« on: January 09, 2004, 11:19:10 AM »
I have a basic commanding structure with two starts...

Good Marine team Start: IP's, Armory, Arms Lab, mines (one pack)

Unknown (Bad) Marine Team: IP's, Armory, TF, Elec

Rest of Game:

Find hive and head in opposite direction. Use two groups of marines. One group captures nodes (I don't elec unless really crappy marines, if OK marines, elec high alien traffic nodes, good team, I elec nothing but hive RT's). The other group go toward hive and kills all nodes. This keeps aliens on defensive while marines inhibit their res flow and increase our own.

As soon as Arms Lab is up I upgrade ARMOR 1, allows my men to stay in the filed longer b/c they take more damage. Then Obs, then phase, Armory upgrade, lvl 1 Weapons... etc. From there I go by how we're doing. If we're dominating, I push on hive and upgrade quickly. If we're being pushed, but stable, I lock down key areas, and have marines scout for nodes and defend nodes. If we're being overwhelmed, try to lock down one hive and 2 nodes, keeping aliens contained as much as I can.

I do have abad habit of giving up if an expensive attack fails, i.e. siege rush that is destroyed. I'm working on having backups, but I'm still learning how not to put everyhting into one attack. One of the best comm's I know is The_Spectre on CoFR. Somehow he always manages to have 100+ res most of the time and upgrades going. I guess I spam health too much....

368
General / Best Commanders
« on: January 09, 2004, 11:08:39 AM »
I like fatty, NiteOwl, and a few others. I enjoy when crack is playing, whether comm or marine, he listens. Holy_Devil.... well, he's good, but I'll get him one day.. (I dunno if he looks at this forum, but I'll send him here to gloat on his skills). HD is a great comm, marine, alien, whatever, he's just good, period. AND HE DOESN'T HACK!! I haven't had as many comms as I usually try to myself, but I must experience CWAG.

Oh yeah, and I just joined the forums, hello all!

369
General / The Bonsaibase
« on: January 09, 2004, 10:58:09 AM »
I alternate between TF in base and mines based on competency of team. If I know my team well enough to know their skill, only Ip's armory, arms lab and one pack of mines will suffice. If I don't know my team, I TF and elec and pray we get the nodes to cover the loss of res. I can win or lose either way, and I try not to place telefragging buildings near high traffic (armory).

I personally hate TF and turrets, only dropping one (if I have a good team) when I need ot elec RT guarding phase gate. I usualy build the necessary Tf by and RT and elec the RT, since it has more health.

However, as I type this I thought of something I'm gonna try. If you have to elec something in base, build the TF BESIDE the RT in base and ELEC THE RT. Then you have more room around the rt to drop structures. Now this will only work on some maps (bast comes to mind, IF you don't relocate to aft or atmos), and you may not be able to drop IP's by it, but I think it's worth a try...

370
General / Reserved Slots
« on: January 09, 2004, 10:35:28 AM »
Well, I know on CoFR, you didn't ask, you waited to be asked. I lucked up on their server and got one in two weeks of playing. However, it's always empty when I'm online, so I play LM alot. And I actually see more and more CoFR regs on Lunixmonster. So I will say, the regs here are definitely good team players, and I enjoy this server. In fact, I posted in NS.org forums about your level of gameplay in relation to the 3.x servers, of which I enjoy the company here more. Here's the linky for Lunixmonster pimpage: http://www.natural-selection.org/forums/in...=1&t=58793&st=0

I do remember Uranium (I think) stating how well I commanded a game and saying they wanted more regs with good commanding skills, but I never heard more...  :(

*EDIT: Too bad my spelling isn't as good as my commanding....*

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