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Joined: Tue Feb 20, 2007 10:22 am
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With exceptions for certain maps, of course.

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Mon Feb 26, 2007 8:20 am
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Not any that run on the Jiggly server, that I can think of. ;)

Granted, there should be some discussion about different strategies based on game size, as the methods used to win large games, and small games, vary rather dramatically.

The very small games almost always seem to require a two hive lock down (often with your base being inside one of them) as the only other effective methods are spawn camp and/or shotty rush, neither of which you want to do on a dieing server. Gorges just have too much freedom to roam, and res comes much too quickly for them. Two of them can turn the whole damned map into an OC/SC network by the 5 minute mark on maybe 4rts in a 4v4, while the other two skulks have a 100 res and are in overflow. They aren't required to start near the hive, since 3 marines can't cover the whole map.


Mon Feb 26, 2007 8:24 am
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i agree with thoth. If its a small game 4v4 or less, i usually try for the relocate to a hive. Its just too hard to control the map as marines when the aliens are even below par skill.

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Mon Feb 26, 2007 10:52 am
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In order to win with noobs you must invent new mission objectives ;)


Mon Feb 26, 2007 4:53 pm
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You could always do what I did, blame Saith Thoth for any failure. He is cursed like that.


Mon Feb 26, 2007 10:06 pm
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Hooray_Yogurt wrote:
In order to win with noobs you must invent new mission objectives ;)


ALAMO!!! "Alright, let's try for the 10 minute mark for the morale victory!"


Tue Feb 27, 2007 7:35 pm
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Saint Thoth wrote:
Hooray_Yogurt wrote:
In order to win with noobs you must invent new mission objectives ;)


ALAMO!!! "Alright, let's try for the 10 minute mark for the morale victory!"

Yes.... that's it...


Tue Feb 27, 2007 8:09 pm
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I prefer to make the goal: let's try to cap at least ONE rt...

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Wed Feb 28, 2007 12:34 pm
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this is what i expect to happen in an ns game:

things you want to do in the early game:
kill enemy nodes
limit enemy control of map/pin them in their first hive
capture marine nodes
finish 1/1 arms lab upgrades
finish phase gates
capture second hive territory

assuming success in previous objectives, what you want to do in midgame (midgame being defined as the point when fades are attained):
prevent capture of already-possessed second hive location
scout third hive location to prevent second hive capture
conserve resources and limit engagements in order to direct resources toward achieving highest tier of upgrades, aka 3/3 arms lab, or 3/2 + motion tracking
kill the fades with minimal resource expenditure

success in midgame, primarily on two key points - killing fades, prevent second hive - will lead you into the endgame:
dedicate resources to outfit your marines
lock third hive location for absolute security
if you have been killing alien nodes successfully, you should be in the marine endgame before the aliens can bring an onos

//

achieving objectives happens most often when the commander is 1) in position to medpack, 2) is assisting marines with intelligence duties (i.e. locating incoming enemies by scanner sweep), 3) is directing additional marines to the location in order to assist with the objective.

the commander's attention is a limited resource in itself, and operates under the concept of opportunity cost (where a commander is actively looking is also 800 places where he is not-looking; the particular place where he is looking must be the "most important objective"). a commander must always be choosing to pay attention to the most important objectives; what a commander decides is most important is up to the commander himself. games can be won and lost simply on the matter of attention, or a misprioritizing of objectives.

//

ask questions freely,

hui
veteran commander


Thu Mar 01, 2007 4:59 pm
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hui, that only happens in the JR when there's st4x or when all the pro servers crash at the same time. :D

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Thu Mar 01, 2007 7:55 pm
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Yeah, somebody is used to playing Cal/Ansl. =P


Thu Mar 01, 2007 8:18 pm
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:)

i always thoguht that JR should form a competition team... its really quite fun.


Thu Mar 01, 2007 9:38 pm
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hui wrote:
:)

i always thoguht that JR should form a competition team... its really quite fun.


noooooooooo take it back


Thu Mar 01, 2007 10:06 pm
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Quote:
i always thoguht that JR should form a competition team... its really quite fun.


Eh. I preferred PUGs. Now I just prefer being able to play NS at all!

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Thu Mar 01, 2007 10:45 pm
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Joined: Sat Mar 10, 2007 10:59 am
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Bah, the problem with commander build "rules" is that the games become as interesting as a day old fart. Try different strategies i.e. relocating in their hive, relocating near their hive, shotgun rush rts and gorges.... build a tf in a strategic point(s), rush weapons upgrades, try to win without an AA, pg to every rt, electrify everything...... etc etc etc.

I've had more fun losing uniquely once than all the times I've won systematically combined.


Sat Mar 10, 2007 11:05 am
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