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« on: May 17, 2005, 10:47:36 PM »
I'm a horrible comm, or a good comm, I've heard both and it greatly depends. I do things completely different than most other comms. You have to stick with a general theory of attack and pretty much stick with it, unless a golden chance appears.
Example, if you go for phases don't bother with upgrades, build another ip instead of the armslab so that more meat can hit the grinder faster when you get the phases up. This will give you control of the map faster. It is important after you gain the initiative to never let it slip. Confuse the aliens, don't make things simple for them to plan. The truth is that an organized alien team can almost always beat any marine position. To confuse the aliens always have them being pressed on different locations and make sure the line of attack is always unique. To achieve this build ip's, phases and waypoints in random places. A Tf in the middle of no where will grab alot of attention from 2-3 players, enough to prevent a cordinated strike on a real objective.
Success is achieved by those that risk more than others think is safe, and assume more than others think is wise. If you push your team in harms way faster than enemy expects they will lose the initiative.
Don't be scared to take a "no sht accessment" if you don't think you can take this hive with a siege, don't hesitate to beacon and attack other hive in force. Constantly change the layout of the map to confuse aliens. Constantly change the way you fight, from very defensive siege, to highly offensive rush.
Upgrades are important, but everyone knows that. The key is slow upgrades will lose the game less times than losing map positions. Often i get enough res 4 mins in game to drop 2 arms labs and often get fully upgraded in equal time than if i had not done a no upgrade strat. Once again the only way to pull it off is to constantly confuse the aliens and throw alot of meat to the grinder.