MistenTH
Apr 26 2005, 01:44 PM
Case 1: Ammo / Med spam
If you spam 5 meds to save 1 marine, and he kills the skulk, you've wasted meds. What's even worse is if the marine dies. Perfect your aim so that you can med almost on the marine to save res.
Same for ammo. If a marine wants ammo, don't spam 5 packs for him. Most likely he'll die before he uses it.
Dropping 2 packs will suffice, unless he's doing something like gunning OCs or RTs down, in which case you may drop more.
Case 2: Weapon Spam
Imagine you have 7 marines.
You drop 7 shotguns/HMGs for them.
They move out to the hive.
A skulk kills 1 half way to the hive.
As everyone has a weapon, the weapon is wasted and not picked up.
If you dropped 3-4 weapons for 7 marines instead, the weapons will continually be recycled until there are more guns than marines.
SGs/HMGs/GLs are good, but remember that the LMG excels in the medium range damage category. A full shottie/hmg team won't kill a fade blinking down the corridor, but a LMG has the cone to do so.
Cheese
Apr 26 2005, 03:32 PM
you speak the truth.
good thread
Taaketa
Apr 26 2005, 04:30 PM
He should get a mountain top temple to sit and meditate in

A thing I find extremly strange about comms in Pubs as well the complete lack of a mix of weapons as well.
In a lot of games I find comms just go Hmg hmg hmg hmg... and don't mix it up.
HMG/SG is a killer combo on fades especially if you can get them coming in, 2 Sg blasts on a non cara fade will garuntee that on escape in a straight corridor that its a dead fade.
theclam
Apr 26 2005, 05:16 PM
I hate it when comms drop me ammo and medpacks, when I don't call for them.
Comms should never drop stuff unless the marines are doing something that's worth the res.
Egad
Apr 26 2005, 06:43 PM
Another common sense commander post.
Thanks for posting it anyway!
~Egad
DaJMasta
Apr 26 2005, 07:10 PM
makes sense to me, plus it reduces the spam part of medspam.
Save the cash from not medspamming and dropping many'a packs of ammo and buy gunz.
Me likes teh gunz.
Gigabane
Apr 26 2005, 07:54 PM
I never end up doing the weapon recycle, I dont know why.
But I always just figure, if I dont give everyone a shotgun, the others will just stay in base whining about how they dont have one (In pubs atleast).
I'll try mixing up the hmg/shotgun idea though.
Lofung
Apr 27 2005, 01:37 AM
nice point.
still i dun find a reason why some comms will med a marine facing a full-hp-fade 1vs1. add this, dun med in some cases if its not gonna kill
2_of_Eight
Apr 27 2005, 01:45 AM
Medspam is unbelievably useless, in my opinion. Of course, there are exceptions - like, a fade in the deep red, who almost took down your marines - you give him a medpack, he might survive.
Don't med against full-health onos or fades... or drop ammo or rt's if one is coming.
Swiftspear
Apr 27 2005, 03:40 AM
| QUOTE (2 of Eight @ Apr 26 2005, 08:45 PM) |
Medspam is unbelievably useless, in my opinion. Of course, there are exceptions - like, a fade in the deep red, who almost took down your marines - you give him a medpack, he might survive. Don't med against full-health onos or fades... or drop ammo or rt's if one is coming. |
2 gorges against one marine. That is the one case I have seen several times where I give my damn marine whatever meds he wants/needs.
MrBen
Apr 27 2005, 07:47 AM
ahaha medspam usless ahaha.... AHAHAHA. Jesus christ.
Router_Box
Apr 27 2005, 09:09 AM
well, mrben, thats why less than lucky is a delta clan and NG is a new omega clan.
Amplifier
Apr 27 2005, 10:22 AM
Medspamming is definetly not useless, sasy you spend 10 res on meds and you get 2 back from rfk. Not only did you only use 8 now, BUT you have marines on the field, which is much more important. Field positions win games, watch any skilled comm and notice they avoid beacon at all costs, but try to drop phase gates. They want to hold position.
nogoodnickname
Apr 27 2005, 06:42 PM
| QUOTE (Taaketa @ Apr 26 2005, 11:30 AM) |
In a lot of games I find comms just go Hmg hmg hmg hmg... and don't mix it up. |
atleast sum1 else hates it too
Rapier7
Apr 27 2005, 07:31 PM
So you guys hate the anti-lifeform weapon? Idiots. Sure, throw in one or two shotguns, but if you've got an AA, you should hand out HMGs the majority of the time.
Gecko_God_Of_Dooom
Apr 27 2005, 07:54 PM
9 3/3 HMG marines with welders, & catpacks will own hives....
idealy you want a good mix of weapons, HMG, SGs, and a very few LMGs (Quick reload is more helpfull than most realize)
1/3-2/3 hmgs
1/3-2/5th SGs
1/3-1/5th LMGs
im_lost
Apr 27 2005, 09:34 PM
| QUOTE (Gecko God Of Dooom @ Apr 27 2005, 12:54 PM) |
| 9 3/3 HMG marines with welders, & catpacks will own hives.... |
So now we're talking about a 10 vs 10 game, instead of a 6 vs 6 game or even 8 vs 8.
Gecko_God_Of_Dooom
Apr 27 2005, 09:48 PM
ive pulled it off in a 6vs6 pug.. had all all that by about 6 mins. granted for 6vs6 it only realy works on eclipse
risky though, since you dont get an obs, except just before you drop all the hmgs
the_x5
Apr 28 2005, 12:26 AM
| QUOTE (Cheese @ Apr 26 2005, 10:32 AM) |
you speak the truth. good thread |
I second that.
A neat thing is to drop health on the person just an instant before they take damage. The only time I ever medspam is to make a "fireworks finale" effect when we have won the game. When I drop meds though I usually go: eaea or eseses in a rapid burst. Droping meds and ammo while cheap often eats up your res more than you would think, you want your research done soon so you can have the tech percentage advantage, not disadvantage. If realize my soldiers are holding a defensive line in an area and are getting a lot of activity I usually drop an armory instead of ammo. Why? Because an armory is a free & infinite supply of ammo.
Ballisto
Apr 28 2005, 01:31 AM
I agree with the 7 shotgun point. Very wise comm.
Guys, don't compare just the res costs - compare position too. It's like in chess... pieces have point values, but position is important as well. For example, a bishop in a corner is useless.
Likewise, a marine or a group of marines locking down an important area... like cargo on tantith or double res on caged... if some medspam will save them and let them secure it, it is DEFINATELY worth it.
Medpacks to save a marine knifing an rt can let him finish it. That's ~8 res (estimate) for 15 res of rt - 25 if you count the gorging cost, even more if you cound the res that the aliens now AREN'T getting, and the time an alien has to spend going gorge (time spent NOT attacking you!).
Ammo and med drops are EXCELLENT for morale. Your marines will love and obey you if you keep them well stocked with ammo and medkits. AND THEY WILL HUMP THE ARMORY LESS!!!
I'd say more important than conserving res by being cheap with drops is securing and destroying res. Meaning going out and building nodes, and shooting down alien nodes. If you spend 10 res on ammo and meds to shoot down a node before aliens can arrive, that's a win. As for morale... well taken-care-of marines obey you.
t3hIwUn
Apr 28 2005, 01:47 AM
As a commander you have to learn the difference between spamming 6 packs of ammo when someone calls for it and dropping 2 meds when the rine only gets parasited... there is a very fine line between spamming and simply knowing how to command...
tjosan
Apr 28 2005, 12:33 PM
| QUOTE (Ballisto @ Apr 27 2005, 08:31 PM) |
I agree with the 7 shotgun point. Very wise comm.
Guys, don't compare just the res costs - compare position too. It's like in chess... pieces have point values, but position is important as well. For example, a bishop in a corner is useless.
Likewise, a marine or a group of marines locking down an important area... like cargo on tantith or double res on caged... if some medspam will save them and let them secure it, it is DEFINATELY worth it.
Medpacks to save a marine knifing an rt can let him finish it. That's ~8 res (estimate) for 15 res of rt - 25 if you count the gorging cost, even more if you cound the res that the aliens now AREN'T getting, and the time an alien has to spend going gorge (time spent NOT attacking you!).
Ammo and med drops are EXCELLENT for morale. Your marines will love and obey you if you keep them well stocked with ammo and medkits. AND THEY WILL HUMP THE ARMORY LESS!!!
I'd say more important than conserving res by being cheap with drops is securing and destroying res. Meaning going out and building nodes, and shooting down alien nodes. If you spend 10 res on ammo and meds to shoot down a node before aliens can arrive, that's a win. As for morale... well taken-care-of marines obey you. |
Listen to the man, he's got it.
Iconoclast
Apr 28 2005, 10:19 PM
Pub comms that drop ammo and medpacks?
meep
May 3 2005, 11:09 PM
| QUOTE (Lofung @ Apr 26 2005, 08:37 PM) |
nice point.
still i dun find a reason why some comms will med a marine facing a full-hp-fade 1vs1. add this, dun med in some cases if its not gonna kill |
A full HP fade that swipes a marine down before he empties a clip is still a full HP fade. A full HP fade that takes a whole clip of lmg and some pistol shots is a fade out of commission for 15 or more seconds, depending on his upgrades or hives. Even if the marine is dead. Lets repeat that for emphasis: even if the marine is dead.
| QUOTE (Iconoclast @ Apr 28 2005, 06:19 PM) |
| Pub comms that drop ammo and medpacks? |
Once a new commander figures out the hotkeys, he normally goes crazy with the spam. You're just getting the really REALLY new coms, that don't know how to do anything without clicking on the hud icons.
Trevelyan
May 11 2005, 10:59 AM
| QUOTE (Ballisto @ Apr 27 2005, 08:31 PM) |
| post |
well said on moral... sometimes commanders forget about the human factor.
Ballisto
May 17 2005, 12:15 AM
Grave digging eh?

Some similar tips with the same message: TAKE CARE OF YOUR MARINES!
http://www.unknownworlds.com/forums/index....opic=93389&st=0
Armageddon
Jun 5 2005, 07:57 PM
| QUOTE (Amplifier @ Apr 27 2005, 05:22 AM) |
| Medspamming is definetly not useless, sasy you spend 10 res on meds and you get 2 back from rfk. Not only did you only use 8 now, BUT you have marines on the field, which is much more important. Field positions win games, watch any skilled comm and notice they avoid beacon at all costs, but try to drop phase gates. They want to hold position. |
That's true. But sometimes when you have a few rts, you need to be conservative with the number of meds/ammo you spam. Kind of depends on the situation. In most cases though, you should med spam no matter what. The RFK that the skulk gives + res flow from rts makes up for the res spent.
afratnikov
Jun 6 2005, 10:36 AM
As a rambo marine, I will rather jump to death than have the comm waste 10 res on me... If you want RFK, tell your marines NOT to get ammo and give them packs of ammo instead. If they won't hump the armory (most still will) then you will get more kills (and deaths) because of more marines in the field. Dropping 5 meds while in the middle of a fight is annoying to me, because i know that the comm could have dropped a shotgun to someone instead.
SLizer
Jun 6 2005, 10:54 AM
It could be worht spending those 10 res for you if you are fighting for something important which you should.
Ramboing in some useless corridor is sure something to be ignored but then you shouldnt put comm in situation where he needs to save you not letting rfk for nothing....
silverace
Jun 6 2005, 05:11 PM
| QUOTE (Taaketa @ Apr 26 2005, 11:30 AM) |
A thing I find extremly strange about comms in Pubs as well the complete lack of a mix of weapons as well.
In a lot of games I find comms just go Hmg hmg hmg hmg... and don't mix it up.
HMG/SG is a killer combo on fades especially if you can get them coming in, 2 Sg blasts on a non cara fade will garuntee that on escape in a straight corridor that its a dead fade. |
Indeed, Shotguns are plenty useful, but experience says pubs are full of noobs who can't kill diddly with a shottie. Thus most frustrated comms just drop hmg's when pubbing.
Well at least that's how it used to be. But now so many new players play combat before trying classic, they might already be proficient with a shottie.
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