Plea To Commanders

kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
<div class="IPBDescription">stop sucking</div> this is in response to the "plea to footsoldiers" thread

i don't know how many games i have played where the commander sucked
and i am not talking about just losing

i am talking about non-interaction

if you are the commander
i don't care if you don't know what you are doing
i don't care if you think you will fail
i don't care if your hotpocket fell on the floor

JUST GIVE ME SOMETHING TO DO
a waypoint ....something to build <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->

we are definately not going to win without instruction

that's it for my request list <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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Comments

  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Have you ever commanded before? If not, give it a try and see how tough it is to keep tabs on all of your soldiers at once.

    If you have, then you already know what I'm talking about.

    I think I can safely speak for all good commanders when I say that if you're bored and feel like you're not doing anything, be patient. We'll get around to you eventually, and for the time being, you're better off staying put. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Right idea, wrong concept. On the occasion when I command, I am generally much too busy trying to do 100 things at one time to give single soldiers orders. Ironically enough, most of them aren't smart enough to group up and run to the waypoints either... it's all a very vexing situation. A lot of commanders have simply stopped giving many waypoints because of this.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Not to mention all the marines who are bored and decide jumping up and down and running around in circles is the Greatest Thing Known To Mankind. They make life even harder. Best thing you can do for your commander - when he doesn't give instructions, is to defend a ressource or defend a hive - or tag along with someone that knows what he's doing. Dont start ramboing around alone. And for Goodness sake STAND STILL!
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    I rarely give waypoints. It's often hard to select the soldiers you want, can be hard to issue the waypoint command (Tanith arghhh!), and the waypoint blinker obscures a good portion of a marine's view. And if you issue a waypoint to a group of soldiers, it won't clear until all of them have been there. This can cause a waypoint to be on a marine's screen the entire game.

    Instead, I call out the names of locations, and I try to use the name's of the marines. I find that this has several pleasant consequences:
    - Marines more frequently carry out orders when they've been specifically called on. "someone phase to vent and build that SG" often results in nobody going, as they all assume someone else will do it.
    - If they're decent marines and not wandering off, I have a good idea where they are. I know I sent Bob and Jane to cargo, so I can tell them to move to generator without even moving my map. Extremely handy if I'm also babysitting a squad that's assaulting a hive at the same time.
    - If my footsoldiers don't know the location names, I'm helping them to learn.
    - etc.

    But, when things get hectic, names go out the window. "Get to vent! everyone!"

    The commander will not win the game for you. He can lose the game for you, but winning is often more in the hands of the marines. The comm is often extremely busy. Take some initiative. Spin thru the phase gates quick to make sure all the forward positions are intact. Make a suggestion "comm, want me to move on to generator?" Try not to stray too far from base or a phase gate though without confirmation from the comm. Nothing is more discouraging then calling all your troops to defend base, and finding they've all wandered 30 seconds away from a phase gate. Base is dead before they make it back.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    edited January 2003
    i say this about 99% of the time.

    /me " There are 3 places where you can be right now. In base guarding, in the (1st hive) , or in (2nd hive). You should not be anywhere else, if your not there, get there, if you are there, stay there. Take your pick."

    I almost always say this when we have come to a point where i want everyone doing something. If your a marine, i would suggest following the above, even if your commander is silent. You should know where your other marines are working and fighting ( I do, when I'm just a grunt, you should too). Make a decision, the commander is there to help you, not think for you.

    --Edit-- Playing commander everyone once in a while works wonders for the average grunt, and a commander with good aim is probably the best soldier you can get. I know that when i play grunt, im always checking on things in my off time. If i see that a outpost is getting hit by skulks, or see that a outpost is undefended i'll stay and guard. And going through the phasegates is a good habit to pick up.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    Also keep in mind giving destination waypoints will often result in your horrible death, because marines see waypoints as destinations, and don't know the path I want them to take. Which means if I need to specifically instruct a group fo marines I have to give them waypoint by waypoint instructions, which my time is generally better spent elsewhere. Generally it's just easier to give instructions by destination, and if you don't know how to get there, you get base defense duty.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--kingmob+Jan 4 2003, 07:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kingmob @ Jan 4 2003, 07:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->JUST GIVE ME SOMETHING TO DO<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Believe me, I will. Start by cleaning the vents with a toothbrush. Oh, and an Onos took a dumb in atmo; here's your mop.
  • rugayrugay Join Date: 2002-12-21 Member: 11264Members
    If my hotpocket falls on the floor. F@*! you, I am hungry.
    If you are a marine and dont know what you should be doing....
    A - Follow another marine
    B - Defend base
    C - Join the aliens
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--rugay+Jan 5 2003, 08:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rugay @ Jan 5 2003, 08:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If my hotpocket falls on the floor. F@*! you, I am hungry.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I have no idea what this means, but I like the rest.
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    so funny <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    a small request went right over heads

    i was requesting a commander ...command (god fergive me)
    making a joke out of the fact that there seems to be plenty of noob
    commanders too

    and (some) commanders told me i should know what to do

    verbose wins for the most intelligent response BTW
    all you noob commanders pay attention :-)
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    <!--QuoteBegin--kingmob+Jan 5 2003, 12:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kingmob @ Jan 5 2003, 12:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->all you noob commanders pay attention :-)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    n00b commanders don't make hundreds of posts in the strategy forums. n00b marines do (why they don't learn is anyone's guess). Asking for an end to n00b-ness here is both pointless in the sense that the targer audience will not read it, and pointless in the sense that n00b don't take kindly to being berated constantly.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    I remember one time I was playing as commander and there was a frantic fight going on for the viaduct hive on ns_nothing and I was doing loads of micro management with the medpacks to keep the grunts alive. While this was going on there was a lone marine in my base constantly asking for a waypoint, I said over the mic that I was really busy with the fight for the viaduct could he follow one of the other marines and help out. Instead he just remained in base for the next 10 minutes spamming the request for and order command.

    In the end when the hive was looking to be ours I selected him and told him to defend the armoury in base which was right next to him lol and he jumped on it and stayed there for the entire game <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    The Mark of a Bad Comm:

    - You do as he asks: to take a hive with a group. Done. We ask to drop the PG now as we are now at the hive. A while later, still no PG and there is 50 RP sitting in the bank... and then it is gone to find that it was spent on an armslab. Okay, first off, when you are making critical moves like this you need to be ready to build and/or have at least 20 RP left over from whatever else you were doing. This is just a bad play.

    - Inability to use distress beacon. Even good comms seem to not know when to use it. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    - Sitting idle with more than 100 RP. You shouldn't ever be over 50-60 RP! EVER!

    These are the only things I have against most commanders, otherwise, I am their peon-warrior-guy. Most good comms won't have such problems.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    edited January 2003
    I stopped playing commander

    Why? I can be a great commander and have decent to disobedient marines and lose.

    Or. I can be a great grunt and have a decent to bad commander and win.

    Me and my friend were able to take 2 hives and hold them and build phase gates and a turret factory. (We eventually lost both, because each time since the other 6 marines like to do nothing, we had to run back and place buildings then run back and build them. ) We took turns being comm. A

    We did a damn good job for 2 marines against like 6 other rather good alien players.
  • sendersender Join Date: 2002-11-12 Member: 8337Members
    I find that the commander is more useful when the guys under him are giving HIM the commands. A few good marines can walk around the map capping res nozzles and hives, with the commander there to simply plop down the defenses.

    A sqaud of marines that command the map are better than a commander running a squad of marines around.
  • kaxmankaxman Join Date: 2002-11-02 Member: 4149Members
    Grunts do not worry about what the commander is doing. Or at least they shouldn't. If you lack instruction, find something useful to do with yourself. If you can't find anything useful to do, odds are the game is either won or lost already and it doesn't matter. That, or you are simply beyond hope.

    Also, since only four thousand people said it already, don't rambo. Partner up AT LEAST. At best, stick with three or four guys. Survivability in this game increases not linearly but exponentially with the number of grunts in your immediate proximity.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--Zerglin+Jan 6 2003, 10:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zerglin @ Jan 6 2003, 10:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Sitting idle with more than 100 RP. You shouldn't ever be over 50-60 RP! EVER!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Eh, I disagree with that one. Good comms can have good reasons to sit on a bunch of res. Perhaps you have a squad on their way to a hive, and you want to be able to drop PG, RC, TF, and 4 or 5 SGs fast. Too many commanders drop the TF before they have the res to build a single SG, only to watch a skulk munch their marines and the unprotected TF a minute later. Bye bye 25.

    Maybe you're getting ready to outfit a squad with all the toys. That can burn a lot of res, fast. Maybe you're waiting for the level 2 armor upgrade to finish so you can start level 3, but you're also preparing to drop a TF and various turrets for a hive assault. Etc., etc.

    I hate when my grunts complain that I won't give them a shotgun when we have 80 res in the bank. When I say "no", I have a reason. I don't just deny goodies because I'm an evil person.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--sender+Jan 6 2003, 11:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sender @ Jan 6 2003, 11:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I find that the commander is more useful when the guys under him are giving HIM the commands. A few good marines can walk around the map capping res nozzles and hives, with the commander there to simply plop down the defenses.

    A sqaud of marines that command the map are better than a commander running a squad of marines around.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm twice the commander when I have a few good grunts being my field eyes. They know better than I do whether they can just LMG that chamber emplacement, or if we need to siege our way in. They need me to tell them that our forward base is under attack. I have the macro, they take care of the micro.

    I know I have a cluster of newbie grunts when I find myself having to micro-manage them. "No I will not give you a waypoint. If you don't know where the hive is, then you should have followed the other three guys that just left base. Congratulations, you've just been promoted to base duty. Hope you kill something before you get killed yourself." <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    In summary, I agree. A good commander is nothing without decent marines, but decent marines can put just about anyone in the chair, and win a game (provided the comm has at least some clue. Decent TF and SG placement, etc.). A good commander with good marines is a very formidable force.
  • NutsacjacNutsacjac Join Date: 2002-11-23 Member: 9735Members
    Being comm is a pretty hectic job.

    I have 5-7 marines, all asking for health/hmg/armor/jetpacks/shotguns/ammo
    I have to look out for Kharaa attacking.
    I have to upgrade your equipment, so you dont whine and eject me.

    I'm sorry if I cant hold your hand and tend to your every need all the frigging time.
  • SorenteSorente Join Date: 2002-12-15 Member: 10875Members
    plea for peons, please listen to orders and please if you dont have orders stay at base!
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    edited January 2003
    Some marines need to do work themselves instead of relying on Comm. A average comm can win with good marines.
    As for waypoints i only give them when asked, if they dont want i dont give.
    But if the marines suck then yes i will give them orders for everything, but if the marines r good they know what there doing and what u r thinking.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    If your comm isn't giving you orders, vote him out and take over yourself.
  • yanusyanus Join Date: 2002-11-25 Member: 9910Members
    and then you'll learn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • BrackardBrackard Join Date: 2003-01-08 Member: 12019Members
    As a a fairly competent, but by no means perfect marine, I find myself doing one of the following:

    Welding (I'm not the best shot)
    If not welding, then guard base/forward base(s)
    Move to waypoint (with support)
    Wait.

    When waiting in hostile territory:
    Stand Still!! I can't count the number of times I've hid in a corner and watched half a dozen skulks and fades go by because I wasn't moving, jumping, etc.

    As a relatively newbie I'm also very hesitant to pickup/equip any of the heavy weaponry unless explicitly told to do so. In many cases it is just a waste, so I'll allow those I know can use them better have them. (exception is of course the welder, I'm a FANTASTIC repair guy <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> I'm very happy with my LMG. The exception to this is when a marine goes down. In order to conserve resources, I'll recover the HMG. I've heard many a curses from comm over the newbie picking up the HMG/HA and going rambo resulting in an alien snack and the waste of xx resources.

    Another point I think is worth mentioning is the giving of health packs. I understand nobody wants to die, but health packs are what 2 RP? Unless you're deep in enemy territory where dying would actually matter, wouldn't it be more economical to die and respawn than to request health packs? So the only times I'll get health is when a comm does it on his own.
  • WastedWasted Join Date: 2002-12-14 Member: 10795Members
    <!--QuoteBegin--Brackard+Jan 8 2003, 02:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brackard @ Jan 8 2003, 02:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Another point I think is worth mentioning is the giving of health packs. ... Unless you're deep in enemy territory where dying would actually matter, wouldn't it be more economical to die and respawn than to request health packs?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I so agree. I think there's another thread all about annoying marines who keep spamming "Medpack!" when they're in the red IN THE MARINE BASE. I politely try to persuade them that it's not CS so their frag count doesn't matter (heck, it doesn't even show) and that it's cheaper to respawn for 1 RP with FULL ARMOR than to wase 4 RP on health and still zero armor.

    ----

    On a separate note, and back to the topic: I so love those games where I hardly have to give a waypoint to get things done. I like giving a running commentary as I comm, telling people what's the current plan, where to go and what to do (in between waiting for RPs to accumulate), and it's very satisfying to see the more experienced marines acknowledge and head off in nice little squads on their own. Those games are the best, where I can pull off 2-hive-lockdowns and defend them and eventually have the army march in with GLs in HA.

    Sometimes when a volunteer offers to secure a node I forget and leave him there to deal with defences elsewhere and when he reminds me a good 5 minutes later, he's still there! I tell you, these guys are precious. Makes you very glad to be a commander.

    Of course, more often than not you have a good complement of not-very-bright newbies who don't do anything useful and a few mavericks who kill well but also don't do anything useful. And sometimes you get either one of those two kinds who spend the whole game trying to get you ejected cos you didn't give them a shotty. Ugh.

    I wish commanders had a slap command like in Dungeon Keeper.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    I thinking of giving up comming thanks to marines with this attitude of 'comm you suck you no give hp/ammo'

    I too am a decent marine and a decent commander, but seem to have a better effect as a marine, as i can offer advice and don't get berated. Also I know where the best positions are for me to get into.

    I was comming one map because the comm left and was going for a dual seige location rather than a hive. My marines refused to go there (said 'its blocked' by a coulpe of off. chams that they could run past! not to mention there was an alternative route!). Then I got them to go to a hive which they preferred, so they ALL went there and even though there was a phase gate didn't come and defend the base so we lost the ip's and i was 'the worst comm ever'.

    Marines should not *demand* of their commander they should suggest. In fact when people follow orders i give them hp/ammo. And please use the ingame menu. One guy kept saying 'ammo comm' i said 'use the menu please so i can jump', 'AMMO COMM' later when they died... 'this comm's rubbish i was asking for ammo for 4mins and nothing.' Sometimes you just don't know why you bother.
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    <!--QuoteBegin--Zerglin+Jan 6 2003, 11:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zerglin @ Jan 6 2003, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The Mark of a Bad Comm:


    - Sitting idle with more than 100 RP. You shouldn't ever be over 50-60 RP! EVER!

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Eh not true. If me boys have done well and have basically won the game ill leave them to it, save up ~200 res then call them all back to base and give em all a HA+hmg+weild all in one hit and send em all to the last hive.

    I very rarely give out individual weapons as im a pro-upgrader. (u do realise weapon upgrades effects your turret farms as well?) and most of my games are won by LMGs.

    Therefor i can afford to save and reward <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> (shottie + Jp = fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
  • BlackoutBlackout Join Date: 2002-11-17 Member: 9004Members
    Oh get off it, this may be a deep strategic experience, but it's still a game. The man has a point -- he wants to participate, and has a right to fun. Plus, the hotpocket comment was funny.
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    A commander can only be as good as the marines he commands.(assuming the commander has a clue) Bad marines=bad comm, good marines=good comm. There is no amount of commanding that can win a game when 1 un-cara'ed skulk takes out 3 marines.
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    edited January 2003
    a suggestion,

    If your take the commander chair, and you have seen how others have done the job before you. You dont have to play like they did, you dont need to make the same decisions/tactics as they did. You can be creative while making your own decisions, this is my wish for future commanders because its so easy to predict what are you going to do.

    ns_eclipse; There is 70% of change that you will command your troops to secure maintaince & securing horseshoe is almost sure. If securing maintance fails, your troops will secure eclipse (change that this will happen is higher than 80% after securing maintance fails or succeeds).

    Sewer/Ventilation/Generator (map with these hives). There is higher than 60% of change that you will decide to make resource tower near sewer vestipule, and that you will secure sewer hive first. Than there is about 50% of change that your troops will goto Generator, and if capturing sewers fails the change to secure Generator is about 80%.

    Refinery/Engine/Feedwater , your troops will move to processing and they will secure 2 nozzles (build 2 res towers, TF and turrets). Then your troops will move to Feedwater.. Sometimes i think to myself "why dont they ever change their tactics..even they have new commander"

    This list can go forever <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Its so easy to predict events before they happen.
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