Commanders Stratagy

CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
<div class="IPBDescription">a bit more advanced guide</div> First off, I am an avid fan of NS and have been playing since October 31st. and since NS guides are all the rage (and/or because it seems NOBODY knows what they are doing) I decided to make a guide stating tips that will help you in your quest to rid the intruders of your space ship.

General tips as a Commander:

- Teamwork = Win, I cannot stress this enough. Ever hear of cenergy? 1+1=3

- Communicate with each other, who cares if you have the voice of a 9 year old, use it. BUT don’t spam it (there is no mute button yet), give out tactical info only, not what you are going to do this weekend.

- Know the map

-remember: 1 fade = 1.5 HMG/HA marines at medium range

- DO NOT TURRET FARM AT THE VERY START!!! A lot of turrets = slow movement across the map (which goes in hand with the next point)

- Move FAST and spread out, this takes a lot of skill and multitasking is key. Get out of your base, move up, get in position early and don’t spend a lot of time defending, 1 HA + HMG = about 4 turrets, and hey! the marine moves around. Advancing marines are deadly marines

- If you can, organize groups into teams (3 on each team ect.) 2 HA w/1 HMG and 1 GL, and a backup guy with a welder. And have them move together. It really feels good when you coordinate a 2 teams to assault a position 2 different ways.

-Build order:
- spawn portal (2) AS QUICK AS YOU CAN, a skulk rush usually happens at this point so have at least 70% of your team defending and the other 30% building
- Armory, if the aliens are good (or stupid) a second rush is bound to happen, this armory helps wonders.
- turret factory,
- no more then 3 turrets,
- move to next node

-Reward people who follow orders. If a person is following his waypoints, building things, sticking with his team, not whining/being an @$$, and generally helping out the team, I am MORE then happy to give out a brand new HA and whatever weapon he wants. As opposed to someone who goes the opposite way of your waypoints, never builds, always goes off alone, and sitting in the base screaming his head off “I NEED A HMG, JETPACK AND A HA RIGHT NOW OR I WILL START A VOTE TO BOOT YOU!!!” when you have 3 resources.

-cover your flank! To many times have I been alien and have easily gotten into a marine base via vent/unused hallway (ns_nancy)



well i was going to write a full guide... but school is tommrow and it is getting late. maybe i get off NS long enough to write one for the aliens.


These points are open for criticism. I want to hear anything that can make me a better commander.

And just remember, this is only a game and nothing to get angry over, if this happens, take a break (get out of the comm seat first) go outside, look at the sky. Or if you are really lazy, go look at a web cam of the sky.
<!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

and always remember <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> > <!--emo&::sentry::--><img src='http://www.natural-selection.org/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->

Comments

  • Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
    I'm all about taking names of players on the team. If they do as the commander asks and work together, they get goodies like shotguns, HA, HMGs, medpacks, etc.

    If they don't do as the commander instructs and run off and get themselves killed or just do retarded things, then they get nothing at all.

    Seen a couple commanders use this strategy, and it works wonders. Reward those that work for the betterment of the team and do as the commander asks....and simply don't reward those that do not.

    It takes a little micromanagement, but a commander *can* give specific marines items by spawning them on top of those marines. Especially if resources are tight, you want that HA, HMG, and grenade launcher to go to marines that will do great things with them, not tards that run off and lose them to a skulk.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    The "reward" method is what I use to get my troops working together. However, I don't implement it immediately. If I have some guy run off Rambo-style, and single-handedly take out 5 Skulks and some towers, when the time comes that I *do* start implementing the system, he gets what he wants too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Even a complete newb that's totally awful gets good equipment if he works with the team. I've got a few good reasons for this:

    1. He's new, so by rewarding him for working with a team now, he'll learn that the game is supposed to be played that way - with cooperation. Eventually he'll become a good player, and *then* you're going to want him on your team.
    2. He can still serve as a support role to my better troops.
    3. They won't even try to vote you out. I've never had a vote start against me while I'm commanding, but I don't want to risk it.

    In short, hardcore veterans and team players get what they want.
  • BlackoutBlackout Join Date: 2002-11-17 Member: 9004Members
    I think this de facto system works pretty well for NS. When I'm doing great, I notice HA and HMGs miraculously spawn on top of me before anyone else. When I'm doing horribly, I don't waste precious precious resources.

    I think this needs to be taken a step further. One thing I'm hot for is some kind of NCO/Field Commander system. I as commander would pick one or two of my finest marines as NCOs. They in turn hand out health and ammo to teammates. The field commander could even assign his platoon general roles - "attack", or "rear guard", or "build", and so on.

    This way, the really skilled players not only get great equipment, but also enjoy some of the commander's authority.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I like the idea of NCOs, but I don't like the idea of having them give out ammo and health.

    I think it would be cool if the commander could select an NCO from a roster or something, give him a waypoint, and have that waypoint also go to every member in the squad.

    I also think a voice comm chain of command would be great - NCOs communicate to commander, grunts communicate to NCOs.
  • BlackoutBlackout Join Date: 2002-11-17 Member: 9004Members
    I think the whole NCO idea is worthless unless he can distribute health and ammo. That gives him his authority and respect from his teammates. Certainly, on private servers (or in clans) authority is carefully structured beforehand, but this is something that could work well for pubs too.
  • MenTaLMenTaL Join Date: 2002-11-01 Member: 3558Members
    <!--QuoteBegin--Flatline[UTD]+Nov 25 2002, 06:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Nov 25 2002, 06:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like the idea of NCOs, but I don't like the idea of having them give out ammo and health.

    I think it would be cool if the commander could select an NCO from a roster or something, give him a waypoint, and have that waypoint also go to every member in the squad.

    I also think a voice comm chain of command would be great - NCOs communicate to commander, grunts communicate to NCOs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats what i'm talking about. The only thing that brings marine losses right now is lack of good teamwork and a better communication toolset would aid that. (and built in hot keys like a select all on screen hot key and what not)
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    One I stick with flatline on giving out gear to my troops...if they can preform thier jobs...or they are just godly skilled...they will get gear. I say godly skilled because some of you have had marines run of rambo style...but with a jetpack and a wielder or a shoty and drop a hive because....well, they are evil. Marines after my own heart. So those troops...since I tend to know them after a bit...get first pick of gear to.

    Last night i had a couple good marines...Corpral Hicks...Mr.Anderson to name 2 off hand, there were more good marines that night...but, i was really tired. They did an excellent job of moving to waypoints, waiting for further orders...working well or together with others, and not complaining or whining about more gear. At one point hicks was killed while building up some turrets...at base while he was getting ammo he was given a nice new shiny HA and a HMG.

    Second, I don't want my NCO's to hand out any gear....it would be to much of a problem...i want to be able to group them into squads...and then promote one to NCO position. Having him get additional bonuses like added damge..armor...etc would be helpful for those troops...and perhapes a slight boost to those around him to encourage teamwork but, up to the devs. One thing I do like with that though is that the NCO's talk to the Comm and grunts talk to the NCO's. Would require very good NCO's to impelment well...and good troops but, could be done.

    I also agree...marines loss more often due to lack of teamwork and an ability to follow orders then any other reason. I have seen this countless times in servers...
  • Trevelyan_006Trevelyan_006 Join Date: 2002-11-02 Member: 3876Banned
    edited November 2002
    strange... you guys must have never commanded on any of the servers i go to. I seem to always make a heroic stand by myself (because repeated attempts at Cordination failed) at a resource node, only to go down in a hail of acid bombs while screaming "AMMO FOR CHIRSTS SAKE COMMAND!!"

    everyone in this forum plays on a different server then i do I AM ALWAYS STUCK WITH THE MOST NOOBISH PEOPLE IN THE ENTIRE GAME!!!

    one example: i was playing on a server, and the commander noticed i was not taking anyof the stuff he had layed out... he asked "Why dont you pick up the HA man?"

    "well, the noobs your giving it to are wasting all the resources, i figure why should i use up ANY when our team desperately needed them"

    "oh"

    I mean, these were some "Evil" noobs... the ones that would **obscenity** and kick and scream till they got a HMG and HA... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • GanonnGanonn Join Date: 2002-11-03 Member: 5691Members
    The reward system works well, but only if the marines your working with know what they're getting the stuff for. Like mindmeld there, I had the same thing happen. Worked with the comm, covered everyone, even saved his butt from a lucky fade that used blink and teleported behind the CC and started wailing on it. Loaded me up with HA n GL without asking even tho we wuz poor. Lasted for about 30 more min with a welder and a couple of good buddies to take the brunt of the enemy fire while I pouned away with the GL and welded them up. And then, like all memorable games, the server crashed and I quit... and cried. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    edited November 2002
    <!--QuoteBegin--Mindmeld_me+Nov 25 2002, 05:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mindmeld_me @ Nov 25 2002, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->One I stick with flatline on giving out gear to my troops...if they can preform thier jobs...or they are just godly skilled...they will get gear.  I say godly skilled because some of you have had marines run of rambo style...but with a jetpack and a wielder or a shoty and drop a hive because....well, they are evil.  Marines after my own heart.  So those troops...since I tend to know them after a bit...get first pick of gear to.  

    Last night i had a couple good marines...Corpral Hicks...Mr.Anderson to name 2 off hand, there were more good marines that night...but, i was really tired.  They did an excellent job of moving to waypoints, waiting for further orders...working well or together with others, and not complaining or whining about more gear.  At one point hicks was killed while building up some turrets...at base while he was getting ammo he was given a nice new shiny HA and a HMG.  

    Second, I don't want my NCO's to hand out any gear....it would be to much of a problem...i want to be able to group them into squads...and then promote one to NCO position.  Having him get additional bonuses like added damge..armor...etc would be helpful for those troops...and perhapes a slight boost to those around him to encourage teamwork but, up to the devs.  One thing I do like with that though is that the NCO's talk to the Comm and grunts talk to the NCO's.  Would require very good NCO's to impelment well...and good troops but, could be done.  

    I also agree...marines loss more often due to lack of teamwork and an ability to follow orders then any other reason.  I have seen this countless times in servers...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I would have to agree that being able to group people into squads would be really cool the having some sort of hot key that would enable you to select that group at the touch of a button.

    Played against that hicks fellow the other night damn he was good and arrogant as well.
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