Good Commanders, Bad Marines (and Vice Versa)
soldier_47
Join Date: 2002-11-03 Member: 5967Members
I started playing NS shortly after it was released to the public and stumbled around as a noob marine for a few days. In the circumstances, I was impressed by the ability and coolness of several commanders I had the good fortune to play under. We used to win those games, too. Sadly, though, these online generals seemed to have disappeared or have been overwhelmed in number as the game's popularity has grown. Too often I find myself playing on a server with a commander who doesn't have voice comm, let alone know how to use it well. Waypoints are seldom given. A couple of infantry portals and gun turrets are built at the spawn, and then the commander issues a text order to "go out and find resources." Marines run madly off in all directions, and before you know it aliens are crashing the gates and overwhelming our disorganised defences.
For their part, few marines keep their commanders accountable. I am weary from issuing NCO-like orders to "stay put, and await orders." Marines rush out the gates the moment the game starts, or they all turn their backs to build a few initial defences. In either case, Skulks scurry in to the spawn point and attack--usually with effect. This causes confusion and delay the aliens use to their advantage. Commanders who ignore those marines who do stick around and ask for orders are even more annoying. Failing to give directions or set waypoints clearly and decisively as the game unfolds usually adds injury to insult. What's the point of sending a marine to build a resource tower and some meagre defences and then leaving him there without further orders, or to defend himself alone (after all of his mates have dashed off somewhere to "poke around")?
Here's what I am looking for (again) after a few weeks at this great game:
1) Commanders who have a plan--preferably a good one, but any plan will do--and insist on sticking to it, to the point that they will tell marines to follow orders or "there will be no goodies."
2) Marines who wait for orders, "keep six" at spawn initially and whenever structures are being built, provide useful intel and suggestions during gameplay but don't waste time demanding weapons or armour.
There is enough good advice out there for commanders who want to develop winning strategies for each map. One I might emphasize is the need to command actively and decisively, and ignore or deliberately use as Skulk bait any marine who doesn't follow orders.
For their part, few marines keep their commanders accountable. I am weary from issuing NCO-like orders to "stay put, and await orders." Marines rush out the gates the moment the game starts, or they all turn their backs to build a few initial defences. In either case, Skulks scurry in to the spawn point and attack--usually with effect. This causes confusion and delay the aliens use to their advantage. Commanders who ignore those marines who do stick around and ask for orders are even more annoying. Failing to give directions or set waypoints clearly and decisively as the game unfolds usually adds injury to insult. What's the point of sending a marine to build a resource tower and some meagre defences and then leaving him there without further orders, or to defend himself alone (after all of his mates have dashed off somewhere to "poke around")?
Here's what I am looking for (again) after a few weeks at this great game:
1) Commanders who have a plan--preferably a good one, but any plan will do--and insist on sticking to it, to the point that they will tell marines to follow orders or "there will be no goodies."
2) Marines who wait for orders, "keep six" at spawn initially and whenever structures are being built, provide useful intel and suggestions during gameplay but don't waste time demanding weapons or armour.
There is enough good advice out there for commanders who want to develop winning strategies for each map. One I might emphasize is the need to command actively and decisively, and ignore or deliberately use as Skulk bait any marine who doesn't follow orders.
Comments
Luckily I will be joining an NS clan soon(I believe I was accepted), so I can play as Marines with REAL teamwork and 1337 commanders. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Understandably there are some <b>bad</b> commanders out there. Ones who show favoritism towards friends and ignore objectivity by only giving their friends adequate support; most likely a thing that happens to every commander once in awhile. However, taken to the extreme this can hurt the team. Commanders are responsible to the team for victory and thus at the risk of serving to control. I highly recommend voice communication for commanders, it enables you to multitask faster and keep up the skeer on an offensive.
To address your NCO concerns, NS <i>needs</i> more "Sergeants". Since the commander is just one man and has an overall tactical view of the battle, but his perception of how the situation will contrast with the Marines fighting the actual battle. If you have a strong NCO or two, chances are other players will respect you for making good decisions, berate you for bad ones but they'll trust what you say and allow you to lead them into battle. That's one of the best possible situations as a Marine to have when you can formulate small squad based defenses or offenses while the commander concentrates elsewhere, holding the fort until he can assist. Intellectually, a team with a balanced division of leaders, sub-leaders and basic grunts can really give a Khaara team a tough time. What works for one game may not work for another since the Khaaran strategy is amorphous.
That's my two babblers on this topic.
Nothing more frustrating than a comm who has no tactical knowledge, or worse yet doesnt know the interface. Dont get me wrong, its not the new comms fault, after all, he is new, but i dont need to beat my head on a wall while hes learning <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I prefer it to com these days because
1) Most marine players WHINE. Oh, how they whine. Whinge Whine Whinge. "I wanna shotgun... I wanna shotgun" So, I just can't put up with it. I end up ordering them to their deaths just to have them shut up.
2) When I have a really sucky com, I seem to end up telling marines where to go anyway. I'll just grab a few, and take em with me. NO, I don't do this if the com is giving orders / doing things. I do this when I get the ones who are apparently trying with their no opposable thumbs to click on the "logout" button. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I don't nescesarily agree with that statement. If anythig, Khaara strategy is transparent: a Gorge will stay at base and fortify/get resources while the rest will keep rushing the Marine base untill the defences grow strong enough. Then they'll develop a second hive, and get fades. They'll use them to harass Marine resources and try to bottle the Marines in base while they get the third hive...Ohnos...Game over!
I think what you meant to say was that the Khaara TACTICS are amorphous. Which is absolutely correct. Khaara are a bunch of individuals working towards the same goal, and so, there is no telling how they will go about things. However, if you know the map you can pretty much figure out where they started out, what hive they'll go for next.
The Key to Marine survival, and a shot at eventual victory is to get the hive the Khaara are NOT going for. Make that the very first resource node you ever get, and start building the base proper there (yes, eventualy build a command console at the hive, and move the commander while resources are low). This serves two purposes:
1) the enemy will waste a lot of time and resources attacking the original base. Thus allowing you to fortify the hive base
2) You will never be attacked with Ohnos, bile bombs, babblers & spore cloud at your hive base!
Fades you can handle with HMGs and medpacks. If you can hold on to the hive and research HA and upgrades, you can go on the offensive. If you lose the 3rd hive, you lost the game anyway.
P.S. Keep at it with the NCO bit guys. A time will come when Marines will get sick of losing, and start working as a team. They'll look towards you for guidance.
I admit, I must have had a brain slip there. But Khaaran strategy does actually vary, even vaguely. But you are right, I meant tactics and sometimes you'll run into intelligent alien players who will be able to ambush you at every turn or you'll meet a guy hiding in a corner facing the wrong way. There is another thread started by Rolling Rock where we are discussing general Marine teamplay if you're interested in throwing in your two cents.
-Pinball Wizard out
I remember the first time I tried commanding, and let me tell you: it's one of the toughest trials-by-fire in computer gaming. Your entire team is counting on you, and you don't know how to give waypoints yet. A little patience from his team would make a commander's life a lot easier.
However, here are some tips for new commanders:
1) Make sure you have voice communication -- communication is key. Tell your team not to spam the voice channels, and mute players if you need to. Voice com just doesn't work with dialup, so unless you have broadband, you're pretty much ruled out.
2) Respond to your team. If someone asks you for ammo and you can't give it to them (because you don't know how/don't know where they are), tell them that you got the request, but need some help. Hopefully someone with experience will be able to tell you what to do.
3) Always try to be accomplishing something. That can be securing objectives, destroying hives, building defenses or whatever. Tell your team what you're trying to do, so even if you can't issue precise orders, they'll be able to act on their own initiative. Periodically dropping sentry guns and ammo is not going to accomplish much.
4) Try to learn the map. This can be hard because ns maps are large, and you'll probably be trying to do other stuff at the same time, but you'll need to know where things are. This will be easier if you paid attention to landmarks when you were a normal marine.
5) Practice in a safe environment. If there's a LAN cafe near you, practice there. Otherwise set up a game with friends that you can practice on. Failing that, practice on an internet server with a low number of players (the more players there are, the more chaotic things get).
6) Don't be annoying. Be gracious and respectful of your teammates at all times, and don't let frustration or anger get the better of you. Your team is far less likely to kick you if you behave yourself and try to command as best you can.
It's not easy being a new commander, but hopefully those tips will make you a bit more likely to succeed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->