things you should know about comming if you don't comm...
I've seen alot of players doing some really dumb crap in NS recently, and it basically comes down to a misunderstanding of the basics of what is going on in the command chair. So here's some very basic rules to follow when either jumping into the chair when you normally don't, or dealing with a comm not doing something you'd like him to on time/doing something you think is stupid. Here is some basic rules for NS that are not disputable, learn them well.Comming rules:
1. Structures with mass go against walls, structures people spawn on go out in the open, a reasonable distance away from structures with mass. Basically, your arms lab, your armory, your obs, your tfac, all these things have hitboxes skulks can hide behind, therefore put them places where they can't be hidden behind easily. You don't want skulks biting spawning marines and pushing them into a wall, so don't put PG's or IP's against walls like structures with mass should always be. Turrets are middle ground, they need to be out in the open where they can get a good line of sight on any targets. Sieges are not, they shoot through walls, so put then against walls as much as possible.
2. Don't drop stuff you don't need. You don't need to lock down the far hive with 10 turrets. You don't need 3 IPs 10 seconds into the game. You don't need an armslab and an obs before you have 1 RT up. You don't need a tfac in double 90% of the time. You don't have unlimited res in NS, don't spend it until it's needed on something, and if you don't know if it's needed on something, then it's always needed up upgrades.
3. Don't save res. Ever. It's always better to have those shotguns in the field where they are getting RFK then it is to have them sitting as a little number 100 at the top of your screen. You shouldn't be able to afford them between upgrades and dropping RT's/seiges anyways. If you wait to spend the res later you won't have the foothold you would have gotten from spending it earlier, and it won't be as useful when you finally DO have it, even if that means you finally got enough for a full heavy rush. If the shotguns were out those 3 marines would have gotten up that phasegate outside of hive and made the march easier.
4. Play aggressive. The comm needs RT's the comm needs hives locked down, the comm needs RFK. The comm does not need small groups of marines separated from the main offensive force sitting in places with no combat for 5 minutes. If you're wasting time somewhere you are wasting the comm's res.Instant clue ins of a bad comm:
1. Armory in the middle of base, structures not against walls. This is the instant one. Eject this guy immediately, he doesn't know what he is doing and you will lose the game. Every tutorial ever has this listed, he should have commed against bots first.
2. Tfac in MS/double res, with the exception of quick electrification strats, WHICH MUST BE ANNOUNCED SO MARINES KNOW THEY NEED TO BE OFFENSIVE WITH SECURING NODES, you never need a TF anywhere but a hive location, or a siege.
3. Upgrade timing. Grenades: within 2 minutes of start, A1: within 3 minutes of start, Phase: within 4 minutes of start, W1: within 5 minutes of start, W2: within 8 minutes of start. In ideal situations, a good comm will have 3/3 upgrades and motion tracking within 15 minutes of start. In bad situations they should be able to manage 20 minutes.
4. Response times: med ammo and order requests should be acknowledged within 30 seconds, minimum. Never ignored without an explanation (especially for meds/ammo)... Comms are busy, give a verbal announcement or have a text bind set up, that being said, don't wait forever.Upgrade order:
phase and motion tracking will fit in simultaneously to these somewhere. MT should start before AA, phase should start before W1. AA largely depends on the success or failure of holding the second hive down and the amount of res inflow managed.Pub comming is not competitive comming:
Nothing against competitive comms, but they have some bad habits when it comes to pubs.
A: your marines are not competent, don't assume they know where crap is, don't even assume they know they need to be going out and getting res, yell, and use waypoints.
B: Your marines are not competent. You need your good marines attacking and taking ground because your bad marines are going to die if they try. Effectively this means you don't have a back line defense force most of the game, don't be afraid to use static defenses.
C: Your marines are not competent, they likely won't all get shotguns and be under the hive ready to go within 10 seconds of you getting the ninja PG up... Most likely some will shoot the hive while the PG is trying to be built. Lockdowns are worth their weight in gold. Sieges are safer then shotgun rushes. Don't be afraid to yell, use waypoints, and use beacons.
D: The number of marines you have in the field is not 5. If you have more then 5 marines upgrades pay off in investment alot faster then guns and defenses do. If you have less then 5 marines guns and static defenses pay off in investment alot faster then upgrades do.Rules for marines:
- Don't rush the first hive in big groups, in fact just don't rush it. That's not ninjaing, and even if you're good you alone won't be able to establish a spawncamp. The bad players will die in the process, so you will be alone.
- No I won't drop you a PG in 3 minutes from start. Go find another RT or wait until I decide what I want to do with you
- mines go on the floor, preferably close to structures aliens will try to bite down, or IPs.
- I'm not dropping you a shotgun right now. And if I am, I'm looking at your score first.
- Yes you can have a welder, they only cost 5, please use it on other marines though.
- If the second hive is up, I'm not dropping you mines.
- If your waypoint seems to be freaking the hell out, it's probably that I want to draw your attention to something.
- If I beacon you and there is nothing in MS, phase. If I yell phase, phase. You don't need ammo when I'm telling you to do something else, infact, if you fill up your gun to 250 ammo you don't need ammo anyways, because you're not good enough to get that many kills.