SonnyG007
Nov 5 2002, 01:43 AM
Here are some tips to be the worst, noobish, god-awful commander ever.
Note: Side effects include mild hysteria, prolonged stress, uncontrollable bladder, hearing marines voices complaining even with the computor off, and insanity.
1. Never give Waypoints. All marines know the layout of the map and where all resource nodes and alien locations are so don't bother with giving them waypoints. It will only confuse them.
2. Only put one Infantry portal at your main base. Ignore all protests against this because they are all wrong, wrong, wrong! If anything tell them it's an incentive not to die.
3. Drop buildings on unsuspecting marines. Sometimes you need something to relive the stress of commanding. Go ahead and drop a turrent factory on a guy and watch him squirm.
4. Don't upgrade weapons or armor. It really doesn't make a difference if a marine dies from 2 bites or 3. Better for you because there's less people complaining about health packs thus saving you time.
5. Don't drop ammo ever. Instead drop an armory in every single hallway. Also make sure you have at least 4 of them in your base. That way you don't have people waiting to get ammo.
6.More arms labs is a good thing. Drop these right in the middle of your base. Better yet, build 3 of them in case one of them gets destroyed.
7. Siege turrents are badass. Build at least 7 of these at every mini base. Forget about sentry turrets. They die too fast and don't have the neat exploding effect.
8. Always inform your marines at the beggining. When the game first starts stop whatever your doing and tell all marines to come back to base. Ignore the request for mundane things like an armory or turrents. Once you have everyone back at your base spend the first 5 minutes explaining to them how good of a commander you are and how many games you won. Also telling them that your really god in disguise works wonders. If anyone tries to leave drop a turrent factory on there head. This briefing from the start will give confidence in your troops. If they know how l33t you are then you pretty much won the game.
Try not too use all these tips on one game. The aliens are having a tough time as it is and I think it'd be an unfair advantage if you use all of them.
(P.S. This post was meant as half joke, half warning. All the things here I have seen happen in games the last few days and in every case the commander got ejected. So just don't do these things and you can pretty much consider yourself in the top 80% of commanding skill.)
UGLJon
Nov 5 2002, 11:59 AM
God, think if the NS team didn't put in the eject feature.

That would've been bad!
SAUnknownSoldier
Nov 5 2002, 11:00 PM
What's funny is, the last time I played Marines I was on a server where the resource model wasn't jacked up. Because the Marines were getting resources slowly (aka NORMALLY) everyone on my team thought I was being a bad commander because I wasn't throwing down buildings and turrets at the speed of light. They booted me so I went to play on the Aliens. With the resource model intact as intended by the NS team, we won - first time I'd ever seen it happen with the Kharaa.
I always play Kharaa now.
Mindmeldme
Nov 6 2002, 02:12 AM
Even though I command a lot...i have to remind people who ask at the START of a match for jump packs or HA or something that not only do they need to notice that I have no money to build stuff with...but I am a long way from that point. Sometimes...New marines. It takes a bit...but when most of the team is telling them to wait and be patient for gear like them as the commander is doing everything at once.
MutantMFM
Nov 6 2002, 03:36 AM
I get that to mindmeld the moment we start some people start asking for hmg and jet packs. ._. Seige guns only work on structures so that base will be open to attack by the aliens. Also I find it quite funny the first day I played Natural Selection when it came out people where calling each other noobs. I was trying to build a base and they said give me more weapons and armor I told them I couldn't do that yet and some started calling me a dumb noob and ejected me.

It amazes me how some people can be so immature and I had a commander that neevr built a portal and wasted all the money on ammo and health packs on purpose! Please don't give lamers tips on how to be a better evil commander.
Never
Nov 6 2002, 04:45 AM
lol. thats a great warning.
and, just a little(semi-related) observation:
im seeing a lot of Kharaa-heavy games already. are people finally learning? or are they just tired of the Marines?
either way... we are evolving yet again
NecromanZer
Nov 6 2002, 05:54 AM
kharaa own. only just then i was on a game of 8-7 and got 23-8 with a skulk.... thier commander was being stupid i think. The aliens are better than marines now
UGLJon
Nov 6 2002, 12:18 PM
We'll see about that!!
KarriN
Nov 6 2002, 04:40 PM
Maybe I'm taking the "easiest" way out, but I mostly play Kharaa because I don't want to be at the mercy of an unefficient commander. With the Kharaa it's damn easy to check who's doing what and adapt to the situation. If resources are low I can always go Skulk and slow the marines down (which I'm getting better at - used to be mostly builder before). If I'm Skulk and my resources are full to the brim, I can always mutate to a Gorge and instantly build a resource tower or almost instantly build two offense or defense chambers.
Oh, and I'm a cr4ppy aim, too. Can't hit those damn Skulks as marine.
MutantMFM
Nov 6 2002, 05:08 PM
The Kharaa now have th edge its time for you marines to learn it and find ways to defend and stop those aliens in their tracks.
Inexorable
Nov 6 2002, 06:27 PM
Having some guy jump on the server and spam "HMG and HA kplzthx" might be annoying. But what's sweeter than chocolate is having a competent marine squad that laughs at the new guy over voice chat when all you say to the new guy is "No."
Revenge
Nov 7 2002, 10:34 AM
Yeah and I bet they laugh even more when that one guy spamming for weapons/ammo some how magically ejects you from the cc even though no one else wanted you gone...
watashi5000
Nov 7 2002, 10:43 AM
Yeah just today I played 3 games in a row as aliens and we won all of em. I love how the aliens have different playing styles for each different class. Plus those marines are SO slow............
Shifty_Eyes
Nov 8 2002, 04:45 AM
It'd be great if running backwards wasnt.. SO slow. Like... I personally could move faster backwards, ,but wow... thats some damn slow stuff.
Mouse
Nov 8 2002, 07:38 AM
10. Don't ever give a lone marine who is in a position to take out a hive any assistance at all, not even when he runs out of ammo or needs health and definatly not when he has killed the hive all by himself and is asking for ammo because he ran out of ammo before the hive died and was forced to knife the hive to death.
And yes, this did happen to me. The marines were being held in the MS of caged by multiple fades and onos, and when I spawned I got a jetpack, a welder and a HMG and then flew out the vent in the ceiling all the way to the sewer hive with no resistance, except for some webs which I welded through. When I got to the sewer hive there were about 5 defensive chambers and 6 offensive chambers in a row on the catwalk. After I asked for a GL and didn't get one I started firing at the chambers with my HMG and destroyed them all without losing any health.
But my HMG had run out of ammo, so I pleaded with the Commander to give me some ammo, explaining that if I got some ammo for my HMG I would be able to take out the hive and there would be no more onos. but I didn't get any. (BTW that whole time I hadn't seen a single alien)
about 1-2 minutes later (during those 1-2 minutes I kept asking the commander for ammo and/or a turret factory) aliens started showing up and I promptly got killed.
When I respawned I asked for a HMG and a jetpack, I only got a jetpack. So I loaded up on ammo and flew back out to the hive. The aliens had left again and hadn't left any defence except for 1 web at the top of the ladder at the east entrance, which I ran into on purpose so it wouln't get in my way if I had to leave quickly.
When I got in the hive room I flew on top of the hive and started unloading my LMG into it, after that ran out of ammo I pulled out my Pistol and started attacking the hive with that, when my pistol ran out of ammo I pulled out my knife and after about 3 or so minutes of knifing the hive aliens started showing up and then the hive died. Unfortuantly so did I.
SonnyG007
Nov 9 2002, 05:03 AM
| QUOTE (Mouse @ Nov 8 2002, 07:38 AM) |
10. Don't ever give a lone marine who is in a position to take out a hive any assistance at all, not even when he runs out of ammo or needs health and definatly not when he has killed the hive all by himself and is asking for ammo because he ran out of ammo before the hive died and was forced to knife the hive to death.
And yes, this did happen to me. The marines were being held in the MS of caged by multiple fades and onos, and when I spawned I got a jetpack, a welder and a HMG and then flew out the vent in the ceiling all the way to the sewer hive with no resistance, except for some webs which I welded through. When I got to the sewer hive there were about 5 defensive chambers and 6 offensive chambers in a row on the catwalk. After I asked for a GL and didn't get one I started firing at the chambers with my HMG and destroyed them all without losing any health.
But my HMG had run out of ammo, so I pleaded with the Commander to give me some ammo, explaining that if I got some ammo for my HMG I would be able to take out the hive and there would be no more onos. but I didn't get any. (BTW that whole time I hadn't seen a single alien)
about 1-2 minutes later (during those 1-2 minutes I kept asking the commander for ammo and/or a turret factory) aliens started showing up and I promptly got killed.
When I respawned I asked for a HMG and a jetpack, I only got a jetpack. So I loaded up on ammo and flew back out to the hive. The aliens had left again and hadn't left any defence except for 1 web at the top of the ladder at the east entrance, which I ran into on purpose so it wouln't get in my way if I had to leave quickly.
When I got in the hive room I flew on top of the hive and started unloading my LMG into it, after that ran out of ammo I pulled out my Pistol and started attacking the hive with that, when my pistol ran out of ammo I pulled out my knife and after about 3 or so minutes of knifing the hive aliens started showing up and then the hive died. Unfortuantly so did I. |
This almost happened with me on a map I was commanding. Some really skilled guy with a jetpack and GL managed to sneak into the vents and into the last remaining hive. I had no idea how he got into this position but it was perfect. I dropped about 20 health packs to keep him alive and an armory just for him and after about 3 minutes he single handly killed about 10 offensive chambers, also bunch of defensive ch and the hive. Really great match too because when I finnally got into the commander chair the aliens already had 3 hives up and 5 onos. It's cool how a couple skilled marines can turn the tide just as a couple skilled aliens.
FlatlineUTD
Nov 9 2002, 05:14 AM
Yeah, a few skilled guys can make all the difference. They also boost the morale of the newer players - players that are unsure of themselves tend to stick with the guys that are better than them.
So good players are like magnets for newbies, which I don't mind at all. Keeps my guys together and easier to command.
Hikeeba
Nov 9 2002, 05:28 AM
11. If you're voted out of command, don't suck it up and try to help the team. Instead grab every shotgun, HMG, GL, and/or HA that you can, find some aliens, and die. Also, make sure you block the door to prevent your team from leaving the base. How dare they try to fight without you to lead them? If you can, expend all the ammo you have just to cause general chaos in the base. If these don't work, act as a human shield for the aliens. And don't forget to constantly bicker with the new commander just to distract him from his job. It serves everyone right for not accepting you as their leader.
The above happened to me. I had joined a game on Eclipse shortly after the first commander had been voted out. Judging from the fact the aliens had two hives and a few Fades the game had been going on for a little bit. However the Marines only had their starting RT, an armory, observatory, and four sentries up. After setting up two more resource towers and building the base up a bit we were going to go secure the third hive location. It was at this point that the ex commander decided to make his feelings known. He loved standing in the door blocking the fastest route to the hive site. When he wasn't doing this he was grabbing the heavy armor and anything that wasn't an LMG, running off, and dying. Needless to say the Kharaa had a few Onos before long, our RT's were dead, and we were in no position to resist.
Wildcard
Nov 9 2002, 12:04 PM
12. Don't listen to your marines no matter what they say...how could they possibly know more then you?
Had a major case of this one some server i was playing on a little bit ago. Commander drops the spawn points and turret factory right under the vent. I advise him that the aliens were attacking from the vent last round and that we should move it. After awhile of sitting there trying to cover the vent i'm told to leave the base and go to my waypoint...i object because no one else is defending the vent area and again im told to go to my waypoint. Well i tell everyone "Fine fine but when they launch their assault through that vent i will be saying told ya so" so i get to my wp and build the lil turrets the commander wanted. Then what do you know i hear people yelling that base is under attack i rush over to see....guess what....a major assault from the vent which kills out turret factory and spawn...then since defenses are down a frontal assault. I then got booted when i did the "i told ya so" because the commander was obviously the admin.
Iden
Nov 9 2002, 04:28 PM
13) The Marine who's begging for ammo as he holds the DOUBLE resource node on ns_tanith by himself for the last ten minutes and keeps proclaiming something about 'completely empty'. Ignore him. Continue your battle for the single resource node that's directly outside a hive base and has been the center of conflict for the last twenty minutes. Hillarity of his colorful comments will always ensue and improve the morale of the team.
XCan
Nov 10 2002, 12:03 AM
baby_seal_clubber
Nov 10 2002, 03:35 AM
14. Don't worry about locking down hives once they're secured. If the aliens aren't there they probably forgot about it anyway and won't be back. Drop the marine a turret factory but no turrets to shut him up. Go back and defend the other massive base you spawned around some unimportant resource nozzle.
This happened to me once or twice.. I don't know the maps all that well yet and I wandered into an empty hive. I got up by the nozzle and asked for a resource building and a turret factory and some turrets, stressing how important it was that we lock down this hive. He finally drops me a resource nozzle then I ask for a turret factory, and eventually I get that also. If all is right in the world and logic was used by common man every now and then, the next step after dropping a factory is some turrets. I don't get them. I guess he just expected me to hide behind the turret factory if aliens came, or pick it up and throw it at them, because it's useless with no turrets. I'm also low on ammo and health which he doesn't give me. Finally after staring at the useless turret factory for a few minutes I leave the hive, then he finally notices and builds two turrets near the resource nozzle. I say two turrets is rediculous and we need to pretty much build another base here, but he doesn't listen and I don't get my turrets and the hive gets overrun and we lose.
Terr
Nov 10 2002, 08:33 AM
15. Those portal things don't do anything, I mean, you just spawned without them fine, didn't you? So why build any before the skulks arrive?
16. If your whole team decides to leave because you didn't place any portals, and they're all in an empty hive standing around, don't place any CC or portals there either. The base is where is is for a very good reason, and hives are just icky places, you don't want to pick up an HMG that's been in some of those areas.
17. You don't need to know the map to command, it's pretty intuitive, if those marines tell you they're at the Aux Generatory node, then it's their fault for not telling you that it's somewhere below the upper right corner of the map.
18. Every armory needs a weapons lab and a prototype lab next to it to be effective, so save up those resources!
19. There's no fog of war or anything, so why build that observatory?
20. Turrets that are right around corners are wonderful for aliens, because they run right into them!! On the long corridors it's not a surprise, so don't bother in that respect.
21. If your base looks like a disaster example in an urban planning textbook, that's great! (See #18 and #22.) All the harder for those aliens to get around without having to climb over anything and falling into the phasegate often. Your teammates won't mind it if they have to jump from structure to structure at all!
22. Every outpost or resource node should have a full minibase! (See #21 and #18) I mean, you want to defend those cash cows doncha?
(All from real experiences as a grunt.)
zoda
Nov 11 2002, 12:04 AM
LOL... too bad the cursor goes so slow... I cant even bother being the commander. most likely cause it views so much at once, I am guessing that cause's lots of lag... If I go to be commander my FPS drop to 4 atomatically.. which I think is the minium or somethign since It wil never go lower even if it freezes upo for a minute
the_stalker
Nov 11 2002, 05:36 AM
HAHAHAHAHA! this should be pinned down
Jeebus
Nov 11 2002, 06:27 AM
hehe Mouse although the only problem with that is the commander Can't drop the grenade launcher out of range from the armory :-\ but he definetly should have droped ammo/health
Caiman
Jul 4 2003, 02:05 AM
23.
Always give yourself hmg + welder + jp and then quickly jump back in the comm chair.
24.
In NS, money grows on trees. Therefore, spend as much as you want on anything your heart desires. Do you like how armorys deploy when they are fully built? Well then lay down 50 of them and hey if the worst comes the worst you can recycle the ip for some extra cash.
Yipee i brought a post back from the dead
Xzilen
Jul 4 2003, 02:22 AM
Hehe, I like this
MasterShake
Jul 4 2003, 04:29 AM
25. Every resource node needs a turret factory and at least five turrets. Place at least 10 turrets and 2 turret factories (for redundancy) at the start of the game. If you run out of resources, recycle everything in your base. Turrets are more important.
26. Make locking down two hives your first priority. Long games where the aliens have no chance of winning are fun and enjoyable for both teams. If all the aliens leave the server, that means they're too excited and need to take a break.
27. Build an observatory next to EVERY phase gate. Phase gates don't work without a nearby observatory.
28. Relocate to a location with several entrances leading to twisty hallways. Marines like to have lots of options. Make sure there are no nearby resource nodes, those are just a distraction.
29. Tell your team to leave the gorge alone. After all, he doesn't attack you, what harm could he possibly do?
30. If your team informs you the aliens have 2 hives, drop several packets of mines. There's nothing that a fade hates more than mines.
31. Weapons upgrades and motion tracking are for wimps. An experienced marine can take out an onos with nothing more than an lmg. Any marine who claims this is impossible is a n00b.
32. If aliens have, or are about to have fades, and you've got level 1 armour, make sure you tie up the arms lab for 3 minutes by researching level 3 weapons. That 10% extra damage, when it comes, will totally own fades during your marines' brief, acid-rocket filled life.
Stakhanov
Jul 4 2003, 10:38 PM
lol@thread necromancy
33. Be enterprising ! Expand far ! Relocated to Cargo to hold a hive ? Don't bother taking its nodes , you can build them later when things are cooling down , just support marines on their way to Ominous Kismet and build a RT here. Such an aggressive expansion will scare the alien team for sure.
34. Parasited marines are your main strike force. If one of theses shows suicidary tendencies , drop him a few ammo packs , so he can attack aliens buildings by surprise without running out of ammo.
35. Your base is your sanctuary , the marines spawn in there so no alien should enter the spawning room or your soldiers will be cursed with bad luck. Drop mines , if a skulk explodes all of a sudden then it means he tries to breach your mine defense , drop a few more packs. Should any skulk cross the entrances , a TF with many many turrets is compulsory. Build as many turrets as you can first , then you can take nodes safely since your team doesn't have to defend the base. If you can keep a second node after several failed attempts , start upgrading weapons , your turrets will need a damage boost to counter acid rocket spamming and onos charges.
36. Scanner sweeps are expensive , let your marines do the scouting. A good jetpacker with a flashlight can explore dark corners in the hive room. Your soldiers will feel useless standing next to a siege turret , let them charge the hive when they need some action. Pinging the hive is for coward marines.
37. JP HMGs can solve anything. They are the ideal counters to thoses frustrating lerks. Listen to the NSPlayers who say they will take down the hive if you give them JP HMG : NSPlayers are the most reliable elements , the number before their name shows their rank on the NS ladder. If someone asks for a JP HMG at the very beginning of the game , hurry to drop a protolab and recycle things if necessary , you don't want to miss an opportunity to win the match do you.
JP HMGs are very maneuvrable and therefore invincible. They're so fast the WoLs near the hive can't even hit them so they can shoot the hive with impunity. Skilled JP HMGers can avoid bunches of webs with ease , don't bother dropping them a welder.
Since JP HMGs are also cheaper than HA GL (and who would ever search HA tech even when ressources flow ?) they can also be used to destroy alien defense at choke points.
Don't ever focus JP HMG rushes , each of them is a powerfull standalone unit , they're more effective if spread around the map at random places in alien territory. No more than one JP HMG per hive.
Dubbilex
Jul 4 2003, 10:47 PM
Woohoo! Finally a thread that's worthy of my comm suckage!
*absorbs everything*
Raw_Evil
Jul 5 2003, 01:06 PM
38. p*ssing off the alien team using annoying and cheap tactics can be fun for all ages! Here's a good strategy:
Make sure your marines go straight for the alien hive and camp it, but make doubly sure they don't shoot the hive. Keep supressing the aliens till you have researched every tech in the game and have enough res to outfit all marines with HA/HMG. Allow your marines to die and give them all with HA/HMGs, but leave them in spawn just long enough so that the aliens think they have a chance and decide to put up another hive, then rush them all! Wasn't that fun? Don't worry if the aliens all F4, this means they are having way too much fun and need a breather.
Satanic_Monkey
Jul 6 2003, 02:43 AM
sometimes i play as a bad comm to joke around. if they want a jp i give them heavy armor and vice versa. same thing with guns.
Xzilen
Jul 6 2003, 02:10 PM
| QUOTE (Satanic Monkey @ Jul 5 2003, 09:43 PM) |
sometimes i play as a bad comm to joke around. if they want a jp i give them heavy armor and vice versa. same thing with guns. |
Heh, I could see you getting banned from many servers I play at, perhaps even my own :-p haha jk
Satanic_Monkey
Jul 7 2003, 07:19 AM
i only that when they whine and stuff.
im_lost
Jul 7 2003, 11:03 AM
39. Building a wall of cc's at every exit to marine start so no one can enter. This will protect your team from any skulks that try to attack. Now you can safely research all of the technology. Make sure to give out a few welders so the aliens can't kill the cc's that you put up. This works especially well on maps where the starting marine resource tower is outside of ms room, such as ns_11th_hour. The aliens will never notice that they can easily kill your one resource tower.
Oblivion437
Jul 7 2003, 08:01 PM
40. Don't build a turret factory in the base. Base Defenses are for wimps. Those whiney marines can take care of themselves!
41. Don't defend any resource claims. Ever. Especially when they rest in 'node' hallways or intersections which provide easy access for either team trying to go to the other's base. Building Turret Factories near Resource Towers is a BAD IDEA!
42. Siege turrets are a waste of money. Never even bother to upgrade the factory, in fact, use those resources to give people jet packs and grenade launchers, after all, they do the same thing...
Pege
Jul 7 2003, 08:53 PM
| QUOTE (Oblivion437 @ Jul 7 2003, 03:01 PM) |
40. Don't build a turret factory in the base. Base Defenses are for wimps. Those whiney marines can take care of themselves! 41. Don't defend any resource claims. Ever. Especially when they rest in 'node' hallways or intersections which provide easy access for either team trying to go to the other's base. Building Turret Factories near Resource Towers is a BAD IDEA! 42. Siege turrets are a waste of money. Never even bother to upgrade the factory, in fact, use those resources to give people jet packs and grenade launchers, after all, they do the same thing... |
Umm... I thought advices in this topic were supposed to be bad.
im_lost
Jul 8 2003, 09:17 AM
| QUOTE (Pege @ Jul 7 2003, 03:53 PM) |
| QUOTE (Oblivion437 @ Jul 7 2003, 03:01 PM) | 40. Don't build a turret factory in the base. Base Defenses are for wimps. Those whiney marines can take care of themselves! 41. Don't defend any resource claims. Ever. Especially when they rest in 'node' hallways or intersections which provide easy access for either team trying to go to the other's base. Building Turret Factories near Resource Towers is a BAD IDEA! 42. Siege turrets are a waste of money. Never even bother to upgrade the factory, in fact, use those resources to give people jet packs and grenade launchers, after all, they do the same thing... |
Umm... I thought advices in this topic were supposed to be bad. |
I'm not sure if he did that or not. He lists things that actually make sense, but then says them in a way that makes them sound like bad advice. Maybe he actually wants to turn people into bad commanders by making them think those are bad things to do and they will do the opposite. 40 sounds like good advice, 41 sounds like bad advice, and 42 could go either way. No matter what he was thinking, the post doesn't make sense.
WarpZone
Jul 8 2003, 10:57 AM
Nonsense post, eh? I can top that...
43. Never recycle the enemy's Defense chambers during a seige rush.
44. If the match just started, ignore all requests for Hors d'oeuvres, and instead plant mines all around thesensory chambers.
45. If your observatory is named bob, only the red team's flag can stop acid rocket spawn from capturing several key resource noises among the Port Apotty Room's hive mind. Simply outfit your infantry with portals and your air force with heavy armor, taking care to use your flashlight machine guns to weld onos to theskybox flapjacks.
pikey
Jul 8 2003, 05:19 PM
| QUOTE (WarpZone @ Jul 8 2003, 05:57 AM) |
| 45. If your observatory is named bob, only the red team's flag can stop acid rocket spawn from capturing several key resource noises among the Port Apotty Room's hive mind. Simply outfit your infantry with portals and your air force with heavy armor, taking care to use your flashlight machine guns to weld onos to theskybox flapjacks. |
meh?!
Black_Mage
Jul 8 2003, 10:11 PM
46. remember the turrents are names wrong, its a glitch, the normal turrents are the ones that can shoot through walls and are to be used only for sieges, the siege turrents are only for base defence, there is a reason that they are low to the ground, it makes them harder to hit.
Caiman
Jul 9 2003, 03:24 AM
47. People concentrate better when there is less noise, etc. Therefore, never use the voicecomm or text message. If you REALLY need to get an idea across, repeat it continously. Remember the word "spammer" is just "spanner" spelled wrong. The word is commonly misused by people who play too much TFC and they really mean "welder." So just drop like 30 of those for good measure.
im_lost
Jul 9 2003, 11:30 AM
| QUOTE (WarpZone @ Jul 8 2003, 05:57 AM) |
Nonsense post, eh? I can top that...
43. Never recycle the enemy's Defense chambers during a seige rush.
44. If the match just started, ignore all requests for Hors d'oeuvres, and instead plant mines all around thesensory chambers.
45. If your observatory is named bob, only the red team's flag can stop acid rocket spawn from capturing several key resource noises among the Port Apotty Room's hive mind. Simply outfit your infantry with portals and your air force with heavy armor, taking care to use your flashlight machine guns to weld onos to theskybox flapjacks. |
I'm not saying I don't like your post, but the thread wasn't meant to be that nonsensical. We were listing things a commander might actually do that would be really stupid, or things that would just **** people off if a commander decided to do them. A commander can't recycle a defense chamber, so that is completely different. It could fit in a different thread, but it doesn't really go in this one.
NoObiE_Mech
Jul 9 2003, 12:26 PM
48. Play memorable musical tunes over the voice communication system throughout the entire match. You will raise team moral and be consider "cool" for playing those tunes non-stop.
Don't worry about marines not being able to hear incoming aliens, first person view is all they need to stop any aliens.
If any marine threatens to mute or eject you, begin recycling parts of the base, part by part, each time exiting and re-entering to comm chair (to avoid ejection). This will teach them the value of your leadership.
49. Select a marine, then place a "defend target" icon on him/her. This way that marine will be defending him/herself, effectively watching their own back. Try to make the icon obstruct their view slightly, this will give them a constant reminder to defend themselves. Now instead of sending a team to an alien infested location, you can send a single marine thats being guarded by him/herselves.
-Tips 48 happens more and more now.
-Tips 49 actually happened. The marine that was ordered to defend himself couldn't see for half the game because the icon was placed on his face. He was extremely **** at the comm. Most of the team found it humorious.
Black_Mage
Jul 9 2003, 12:57 PM
| QUOTE (NoObiE_Mech @ Jul 9 2003, 07:26 AM) |
| 49. Select a marine, then place a "defend target" icon on him/her. This way that marine will be defending him/herself, effectively watching their own back. Try to make the icon obstruct their view slightly, this will give them a constant reminder to defend themselves. Now instead of sending a team to an alien infested location, you can send a single marine thats being guarded by him/herselves. |
oh god my friend did that to me once .... I HATE YOU JEFE ... it took all of my willpower not to laugh and call what was left of him just "Je"
Aminal
Jul 9 2003, 01:45 PM
i've been known to build two arms labs - that way you can upgrade armour and weapons at the same time.
im_lost
Jul 11 2003, 12:11 PM
| QUOTE (Aminal @ Jul 9 2003, 08:45 AM) |
| i've been known to build two arms labs - that way you can upgrade armour and weapons at the same time. |
So you had lots of res but needed upgrades really fast. If you have 130 res sitting around early game (45 for each arms lab plus 20 for each upgrade), you will probably win anyway.
FaT_CaM
Jul 11 2003, 12:22 PM
Why do people always say that? Woah! you have enough res for E.G 7 turrets! You auto win! Sure its lots of res, but that doesnt guarentee a win.
Play on an australian server, the amount of res never seems to matter...
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