Comm Stratagys
desert_storm
Join Date: 2003-09-17 Member: 20949Members
<div class="IPBDescription">i really need to know</div> hi i am new to this and i was wondering what comm tactics there are to beat the aliens eat ono on a stick and choped gorge in a tin
DIE ONO DIE <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
DIE ONO DIE <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Comments
with that said. use search, there are more than enough strategies on here. the best thing to do it just be a marine and observe what goes right, and why, and what goes wrong, and how to fix it. experience counts for a lot as a comm.
Play as marines and note what commanders do right.
Play as aliens and note what commanding decions you hate.
Play lots more games.
Get use to commanding interface thru bots (optional because the interface isn't that bad and is much like RTS)
THEN you can give commanding a shot and you will not be hated as much.
Of course you can just skip straight to the comm chair and be ejected.
Oh, if you've been playing lots of games, you will notice who's good and who's not..
listen to experienced players/comms and ignore people in caps.
1) Dropping medpacks when marine has only LMG and pistol, and is close to IP
Why: Respawning is free, medpacks are not.
2) Building too much at marine start.
Why: You need to get marines out of base and getting electrified resource towers ASAP.
3) Upgrading armory too soon.
Why: On public servers people lose expensive equipment too quickly. Wait until you can do adv. weapon and jp/ha combo. One or two shotguns at beginning ok.
4) Turret Farming
Why: Do the math. Many Turrets are expensive. Three is enough to fend off smaller Kharaa. If there is a Fade or Onos money is better spent on HMG.
5) Not putting IP right next to electrified turret factory
Why: Electrified turret factory will stop skulk rush. Also these are the first and only two things I build before I send my marine out quickly. I hold off on armory until I have two electrified res.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=49321' target='_blank'>Newer Commander's tips.</a>
Lays out some tips and things to learn in order to become an efficient commander.
Tyrsis
1) Dropping medpacks when marine has only LMG and pistol, and is close to IP
Why: Respawning is free, medpacks are not.
2) Building too much at marine start.
Why: You need to get marines out of base and getting electrified resource towers ASAP.
3) Upgrading armory too soon.
Why: On public servers people lose expensive equipment too quickly. Wait until you can do adv. weapon and jp/ha combo. One or two shotguns at beginning ok.
4) Turret Farming
Why: Do the math. Many Turrets are expensive. Three is enough to fend off smaller Kharaa. If there is a Fade or Onos money is better spent on HMG.
5) Not putting IP right next to electrified turret factory
Why: Electrified turret factory will stop skulk rush. Also these are the first and only two things I build before I send my marine out quickly. I hold off on armory until I have two electrified res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) If he knew how to kill himself he would have done it, he is probably a newbie. Might aswell drop some med packs for him or he will just sit in base crying for a med pack and be no use, or go off and get killed, wasting time and giving the aliens res.
2) Agreed. If I see a commander start building loads of stuff at base right at the start I reach for that eject button.
3) Once you have a few RT's locked down start upgrading the armoury early. It only costs 35 but takes ages to research. Once you have an upgraded armoury its only minutes away from HA which is very cheap now at 15 res and usually equals a win for marines. I upgrade the armoury before I drop an arms lab occassionally.
4) Agreed. Turrets are rubbish they leave blind spots, electric doesn't. A few turrets are good to keep away gorges and lerks though.
5) I always put my IPs next to the TF and upgrade it to electric straight away so that I can have my marines leave base without worrying too much about it. Either get 1 IP and an armoury, or just 2 IPs if its a big server say 8 players on your team or more, get the armoury in a minute.
Most important thing is to take the fight to the aliens and fight on your terms, not theirs.
Looks like your a good comm.
3) Do upgrades on arms lab and get motion tracking before you even place a proto lab. I hold to my recommendation of arms labs weapons upgrade before armory upgrade, for a newbie comm. Though it does take a long time to research so you'll have to make the call.
I'm trying to perfect it so that I can get HA early enough to use to attack that 2nd hive. Its usually ready when I'm in the middle of attacking the 2nd hive which is about 2 minutes too late, but still results in a win most times.
By the time they have onos.. u have lvl3/3 ha/hmg...
My fastest win ever against a somewhat competant alien team where we had lvl3 armor AND guns... motion... plus the WHOLE TEAM (myself included) in HA/Heavy WEAP to rush the hive was 15:28 on ns_veil...
U bet those aliens were ****....
~Jason
By the time they have onos.. u have lvl3/3 ha/hmg...
My fastest win ever against a somewhat competant alien team where we had lvl3 armor AND guns... motion... plus the WHOLE TEAM (myself included) in HA/Heavy WEAP to rush the hive was 15:28 on ns_veil...
U bet those aliens were ****....
~Jason <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thats always my plan. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> But sometimes those damn aliens get in the way of it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I send 2 marines on the opposite path away from where their hive is, then press towards to the hive by res node location. By the time they get there a gorge is planting, has planted, etc. I tend to put early pressure on RT's at (yes) the sacrifice of marines (potentially).
I also tend to have one person at base who will build the IP (turretfactory actually built first for early elec), the other two grab one nearest node then defend it until it can be electrified.
This is on a barebones crew but usually provides a solid start. I want to junt the alien's early game as best possible, RT's are the primary way.
Not dropping meds = 1 IP,with skulks killing your marines,give meds to clog up respawn queue or wait 10 more seconds to get another marine to the rt under attack.No choice fo rme.
Ive put Stuff beside electrified TF.Its very easy to dodge it.Ive tried it and ive seen it.You just have to remember to sit BEHIND the structure,not next to it.
<span style='color:orange'>By the way:
-> Don't be afraid to ignore noob players that ask for hmg, and jp in the first 2 min of the game.
-> If people fail to stick to your waypoints, don't help them out unless they are an elite player with mad skills (chances are they know what to do better than you do).
-> If your team is loosing because of a lack of marine coheision, and marines ignoring waypoints warn the players they will be punished if they don't follow orders. If they all ignore you and you continue losing, recycle everything and then quickly CC spam and med-spam all your resources. Then F4 so you can start a new game.</span>
Opening Placements
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=46886' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=46886</a>
More Com Basics
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=48755' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=48755</a>
Com chair wall
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=49801' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=49801</a>
A decent Step by step for ns_viel
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=49807' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=49807</a>
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Would you mind telling me your wonid and possibly steam id if you have one? I need to give you special access on our server.
if not What's your server IP?; i love playing on servers of good players.