Def's Guide To Becoming A Better Commander.

DefDef Join Date: 2002-11-14 Member: 8551Members
this doc can also be downloaded in .doc format at <a href='http://tehgibson.com/ns/commander-guide.doc' target='_blank'>http://tehgibson.com/ns/commander-guide.doc</a>

here is goes, i may add more later.

<span style='font-size:14pt;line-height:100%'> Def's Guide to becoming a better commander. </span>
pt1 - 11/17/02 v1.01-1.02

First off, this guide was designed by me for everyone who thinks aliens are too good. Alot of people seem to be having trouble beating aliens because they suck as commanders (or they have sucky commanders). There is DEFINATLY a shortage of experienced commanders out there. Hopefully, you will learn alot from this guide and the number of good commanders will go up. I have successfully won all my games while being a commander and that number now exceeds 50.



<span style='font-size:14pt;line-height:100%'>Section 1 - Micro Management</span>
It is very important that your troops stay alive, especially in the very begining while they are defending very important parts of the map like Hives and important Node locations. Micro Management is the art of giving your players medpacks and ammo packs while they are being attacked, are about to be attacked, or are going to attack something. This involes making a pile of med/ammo packs in an area where players will be fighting so that players can run up and grab some while they are fighting. Also, this involes dopping medpacks directly on a person while he is trying to "run-n-gun" some skulks. Micro Management in my mind can win or lose a game. You NEED to get good at it and you cannot just wait till someone says they need health or ammo, sometimes you need to think for them.

<span style='font-size:14pt;line-height:100%'>Section 2 - Troop Control</span>
This is also a very important duty while being commander. Troop Control basically says what it is all about, you need to give all your troops something to do and do NOT split them up. Never should a marine be my himself unless he is doing something like building structures at an already secure location. All marines should have a waypoint and should be doing something constructive. Never should a marines just be wandering around not following orders and being a "rambo", if and marine is being a rambo GET ON HIS **obscenity**. Yell and scream at him until he starts following orders, but do not let him distract you from more important things.

<span style='font-size:14pt;line-height:100%'>Section 3 - In the Begining</span>
What you do as a commander in the first 5 minutes of a match WILL afect the outcome of the game. Ussually i build only 1 infantry portal at the begining of the match, then a turret factory and 4 turrets, where you place the turret factory and turrets is a major issue. NEVER place a turret factory in a line of sight of a doorway or a vent (sometimes its impossible to do this, but at least try not to) a turret factory out in the open is a dead turret factory from the second you make it. I ussually place my turret factory ALL the way in the corner where a skulk cannot get behind it. Also, place turrets where they can shoot at people who are in vents and in a doorway, you do not want it to the bad guys actually have to come all the way into the base in order for the turrets to start firing.

Alot of newbie commanders feel it is necessary to secure every single node as soon as they get it. This is WRONG, i ussually pick an area of the map that 1) has at least 5 nodes and 2) are neer an empty hive. Then i get 1 person to go back to base and build an armory and another infantry spawn point (notice i did not build an armory at the begining, this is because i will use Micro Management until i build one at the Hive) I ussually place a resource nozzle at 1 node and then move my troops to the next node and place another one, i then get my troops to the hive and secure that. Then i will go back and secure the nodes i already have a resource nozzles at, and then get more nodes as necessary and secure them too. I then get a radar thing up and a phase gate at the base and at the hive. This setup will ensure that you will not be starved of resources.

Also, do NOT give people shotguns until you have at least 5 nodes secure, this is because in the begining, its more important to secure nodes than to hand out shotguns to some whiny newbies. When a newbie asks for a shotgun this is what i say "its to early in the map to get shotguns newbie, goto your WP and stfu" this usually works and gets them to goto thier WP, sometimes you get some **obscenity** who try to eject you tho, but ussually your team knows you are doing a good job and will not vote to eject you.Do not upgrade the armory until you have heavy armor, light armors do not need HMG because they ussually die fast and thats just a waste of resources.

<span style='font-size:14pt;line-height:100%'>Section 4 - In the Middle</span>
By now, you should still have at least 5 nodes, (more if the aliens left some open) Now is the time where you need to start upgrading to Heavy Armor, HMG's and level 2 armor upgrade. (Do NOT get upgrade weapons until you have level 2 armor, it is more important for your guys to live longer than it is for them to kill quicker) Make sure to get motion stracking too. Aliens SHOULD have fades if they are any good, no biggy tho, you have HA with HMG's, now is the time to start working your way slowly to an enemy hive. Do this by picking a route to a hive and start killing thier nodes on the route to the hive. Also secure them because by now your should be getting resources in pretty fast. Also, make a Armory at every node you take over because your troops are going to need alot of ammo dealing with all the skulks that will be running around trying to defend the Hive. Also, build Siege turrets at the nodes you take over so that they will be attacking the next node you are about to take over. Once you get to a close enough distance to the hive, now is the time to get up about 3 siege turrets to siege the **obscenity** out of it. This will kill alot of the skulks that respawn at the hive or severly damage them too. Also remember to upgrade Armor and Weps to level 3 whenever u have alot of rescources stacked up. Also, its a a good idea to drop like 15 HMG's, HA's and Welders at the base so that everytime someone dies they can just go and pick those up and not have to disturb the commander. Also keep a fairly large pile of HA's and HMG's and Welders laying around at base.

Once you get to the hive, kill all the offense chambers first, after all the offense chambers are dead, setup a turret factory and put some turrets down. Some of the guys will build the turret factory and turrets while the others are killing the hive. This should be fairly easy because most people will not worry about evolving to a fade or lurk and will be more worried about defending the hive as best as they can. once you have killed the hive, setup a phase gate and armory to get your troops ammo'ed up. Remember, you should be getting resources in VERY fast and should have way more than enough resources to setup armorys at every node.

<span style='font-size:14pt;line-height:100%'>Section 5 - Attacking the Last Hive</span>
Belive it or not, the last hive is more difficult to take over than the 2nd one. This is because all the aliens are now spawning at the same hive, and for some strange reason the last hive has like 10 times as much life as the other ones. I suggest taking over the nodes on the route to the last hive just like you did with the other one. And then instead of setting up 3 sieges when you are close enough, setup 5, this will help bring down all thier beefed up defence that they build at their last hive because they know you are comming for it. Once you have like 5 sieges up, wait like a minute for the sieges to severely damage most of the structures and then go in with the heavies and blow them up. Micro Management is going to be very important here because there are going to be skulks running around everywhere. Once the hive is killed, setup a base there just like you did at the other hive. Now its time to go look for those aliens that like to hide at the end of the game just to **obscenity** people off. I recomend everyone get jetpacks and shotguns for this, because those skulks are damn fast.

<span style='font-size:14pt;line-height:100%'>Section 6 - Important Tips that were Mentioned Above but need to be Mentioned Again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--></span>
-Make sure everyone on your team has a WP and is doing something! (most newbie commanders dont set people with WP's and therefor most of the players get separated and is easy bait)
-Take over a hive ASAP! (you NEED to at least get a hive at the begining, as soon as the Aliens get Ono's its over. make sure you get a PG in there too.)
-Get at LEAST 5 Resource Nozzles ASAP (you NEED at least 5, you have to keep enought resources comming in to suit your men up with armor and weps)
-Setup "outpost's" all around the map (ussually around nozzles, but sometimes in hallways too. Make sure u have an armory for quick ammo)
-Siege Turrets!!! (they work wonders, taking over an occupied hive is suicide without them. Siege turrets can shoot thru walls, so put like 2 or 3 up before u get ready to raid a hive. Also, put Siege turrets up at your outposts so that enemies cannot build close to them)


Thank you for reading my guide, hopefully this will help you become a better commander because currently NS is REALLY lacking them. If you have any questions or comments please E-Mail me at leeleatherwood@hotmail.com
Also, i am not an english teacher nor do i really care if a spelled a word wrong or used incorrect grammar. So if you are one of those grammar Nazi's, please leave me alone and stfu because i honestly do not care.

Comments

  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    Sounds interesting (I was too lazy to read everything at the moment) but you may post this better here:

    <a href='http://www.unknownworlds.com/forums/index.php?act=SF&f=20' target='_blank'>Frontiermen Tactics</a>
  • DefDef Join Date: 2002-11-14 Member: 8551Members
    <!--QuoteBegin--Ramses+Nov 17 2002, 03:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ramses @ Nov 17 2002, 03:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sounds interesting (I was too lazy to read everything at the moment) but you may post this better here:

    <a href='http://www.unknownworlds.com/forums/index.php?act=SF&f=20' target='_blank'>Frontiermen Tactics</a><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    oh crap, i forgot about that forum. O well, i do not want to double post because people get mad, i will just wait till a mod moves it.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    As requested...

    <span style='color:blue'> ***Booted to Frontiersmen strategies*** </span>
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited November 2002
    Great guide! Micromanagement is the key to becoming good at *any* RTS game, and NS is just more support to that statement.

    This would be paired up great with my latest article, <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=11252' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=11252</a>, as well as a few of the other Commander guides on the board.

    Nice post overall. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Seems just about everybody has their own take on being in the big chair. We should slap'em all together and put it up as a huge post somewhere.
  • TempestTempest Join Date: 2002-11-10 Member: 8083Members
    I'm not sure about securing 5 resource nodes fast... On some maps I guess it's possible, but not always. And if you leave them undefended at first like you suggested, one skulk can go take it out and you lose 22 resources for the tower + your income from it.

    I dont think the marines can easily secure 5 resource nodes easily, depending on the map. I know once we have 2 hives I'll go lerk and take out one resource node. I dont care how good your turret placement is, with umbra and no marine backup you can say goodbye to that resource node.

    Overall good guide tho. Like you pointed out, use them <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> to take out enemy hives and heavily defended positions. Also place them wherever you can if you can afford it. If aliens want to take out a forward base they will first try to set up d and o chambers outside it, and siege will be more then happy to take care of that for you. =p
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