Ignorence in life is bliss, in Renegade its death. [message #19122] |
Tue, 06 May 2003 20:01 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to previous message](/theme/Renegade_Forums/images/down.png) |
TheTrueArcane626
Messages: 6 Registered: May 2003 Location: The Good ol' U.S. of A.
Karma:
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I can not agree with StoneRook enough about how important it is to work as a team.
Who cares if your tank or MRLS or ARTY gets waxed by the enemy, come to expect it. If thier are friendlies there on the field with you fight to the death to help them.
Each role outlined is pretty much how the game runs and it is importnat to have at least one of each of the last two. Thoose lone wolves have a habit of saving the Tank Rushers when thier rides go Boom.
Overall though two things should be added.
First another class. The Beacon rushers. Yes, these are the elite few as either SBH/Mendoza's for Nod or Patches/Moby's for GDI that give thier lives and a healthy chunk of change to bring thoose long lasting games to a close. These are the folks that make the difference in close games and take as much skill to use as a Sniper or effienct tank pilot.
Secondly, KNOW WHATS IMPORTANT. I can't count all the times some $500-$1000 unit screams thier head off jamming the comm to "REPAIR BUILDING" when they could easily switch class to do so themselves. Listen, if you know that the difference between keeping a building online is simply one quick Techie/Hottie switch and take the loss. Chances are in the long run it will pay off in both cash and points.
As always, I and any truly skilled wait eagerly for the 20th.
Long live the Republic. :twisted:
History Admires the Wise,
but it
Elevates the
Brave.
-Edmund Morris
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