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Messages - mhawk

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1
General / You thought it was gone
« on: July 02, 2005, 10:48:19 PM »
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I had to relocate after monkey left, leaving me with half a team of people who wouldn't build. This was my fallback, hoping that the onos would walk through and get fragged.
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You could have just launched an escape pod from that position ;)

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General / You thought it was gone
« on: June 27, 2005, 01:11:30 PM »
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nice
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The best way to kill an onos is put 20 mines within 1 in of each other and he will casualy walk by and lose 680 hp.

3
General / How i LOATHE large pub servers
« on: June 24, 2005, 11:31:26 PM »
I personally like aero's posts, it lets me say something so it almost seems like i have a clue what im talking about. =)

4
General / How i LOATHE large pub servers
« on: June 23, 2005, 09:31:22 AM »
The key to comming large games is to not trust your team. Find the 3-4 people you know will listen then have them run in a group building everything. elec, and 2 hives locks work really well, because if your team is this disorganized imagine how bad the aliens are, with slow res and such. I've never seen a large pub alien team rush with more than 5 aliens out of a team of 15-16. If 16 skulks rushed at once the game would be over pretty fast.


edit- I've also seen comms beacon ever 30 seconds until everyone runs together.

5
General / So What's up with everyone
« on: June 16, 2005, 11:17:50 PM »
CPP-FM for those who know what that is.

6
General / juicy info
« on: June 12, 2005, 10:11:13 AM »
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or when JP+HMG was the way to take down a hive, i still have demos of oss getting beat by syn, back when oss was evil  XD
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Yep all it took was one good player and medspam and it was over.

7
General / See, the comm needs help too.
« on: May 31, 2005, 01:31:54 AM »
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I guess that says a lot about what you think of most of the LM players Swiftspear.  I've had a lot of games I won as comm by simply telling every marine to run into the hiveroom and start shooting, very few times did it not work that was due to the marine's aiming ability.  Other factors usually were the blaim if it failed.
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Casaulty rate and team numbers are also key.  In a cal match 6v6 a team can effectivly engage that force, but with attrition as it is 8v8 or larger,  other calculations have to go into it.  Clans can go in the kill everything, but in pubs a random tf can save alot of hassle. I know the res to defense power is lower, but for a moment consider the number of marines it will save from having to defend that area, if you are grouping people up to hit key map areas, aliens wont bother with mildly defended areas.  This way you are saving your best weapon, marines for the primary fight. This of course is in pub games, in scrims, matches, and small games building tf's and sieges just isn't a viable option. As they just slow you down too much.

8
General / the problem
« on: May 29, 2005, 08:58:22 PM »
I think marines starting with full ammo at start of round, would do just about the same thing as you want, but would work much better.  Then as you spawn in, you start with barely any ammo.  This would make marines dominate the early game, but back to topic of mines.  Invuln Plugin.

9
General / the problem
« on: May 29, 2005, 07:42:31 PM »
it still doesn't make sense why you just dont add the invulnerable plug in like many other servers, mainly because your rule goes beyond no mines, but also includes no spawn killing.  This would solve both problems nearly instantly, while still offering decent counter to mc rushes.

10
General / Heavy party time
« on: May 27, 2005, 02:09:38 AM »

Awesome dancing marines.

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General / the problem
« on: May 25, 2005, 09:10:07 PM »
Two things, f

First can't you just put a plugin on that makes the aliens invulnerable for 2 seconds when they spawn.  Then you could allow mines?


Two, Mr. Pie, marines with nades can get the aliens behind rt's easy.

12
General / Pressure Control
« on: May 23, 2005, 09:25:16 PM »
Recycle base and relocate as close to the hive as you think you can get with 6 ip's , dont build an armory and tell your boys that their lives mean nothing, your only purpose is to empty your one clip into the hive.

13
General / How to record a demo of commage?
« on: May 22, 2005, 11:16:06 AM »
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"comm skills" lol

I dunno if anybody would do it but i'm not to worried about it anymore because i don't win most of the time anyways :-P
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Just relocate more.

14
General / NS Etiquette for Pub servers.
« on: May 22, 2005, 03:45:58 AM »
funny and mostly true sarcasm

15
General / Need comming tips
« 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.

16
General / What do I do wrong as Comm?
« on: May 02, 2005, 11:32:34 AM »
from my experience as comm, at least in this version marines chances of winning are around 60-75% if they get control of 2 hives within 7 mins.  This means either immediate lockdown, or ninjaing one going up then securing. After that, more than 7 mins if you dont have both hives, marine chances are more like 10-15%, if takes something pretty special to win at that point.  

Other than that general knowledge, maximize our strength and minimize weakness. If you are going to go for upgrades, don't be afraid to drop alot of meds and guns, they will actually matter then. But if you go for pg straight away, you strength is now putting the most meat in one place faster than aliens can. Therefore you must spawn your marines faster than aliens for this to work. When ever I go pg first I build 3 ip, because I know there are going to be alot of casaulties with less marine upgrades and placing them in harms way faster.

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