1 Person Less?
Geminosity
:3 Join Date: 2003-09-08 Member: 20667Members
<div class="IPBDescription">Commanders</div> Okies, I did a search but didn't really spot any dedicated threads on this topic so I thought I'd give it a shot...
I've seen lots of people mention the commander puts the marine team down one member. Now at first glance that seems pretty correct; they're stuck in the pod where they can't fire a weapon, build stuff or do any combat. Problem is the comm can medspam, drop ammo packs puts the buildings and acts as overall intel for the marine team as well as designated tactician. It's kinda like a magic god gorge that can healspray anywhere and drop buildings but needs marines to finish the actual construction.
I'm just curious but does everyone really think that the marines count as having one less person thanks to the comm? =o
I've seen lots of people mention the commander puts the marine team down one member. Now at first glance that seems pretty correct; they're stuck in the pod where they can't fire a weapon, build stuff or do any combat. Problem is the comm can medspam, drop ammo packs puts the buildings and acts as overall intel for the marine team as well as designated tactician. It's kinda like a magic god gorge that can healspray anywhere and drop buildings but needs marines to finish the actual construction.
I'm just curious but does everyone really think that the marines count as having one less person thanks to the comm? =o
Comments
Obviously ive never seen this done in a clan game, but i would imagine, if done properly, it could be very interesting.
I've always thought that not having a dedicated commander maybe good. What i mean by this is that anyone who is near the chair at the time something needs doing, just hop in and do it. Decisions maybe needed to be made before the game, such as "are we going to have a comm to medspam during rushes" or are we just going to go in a 6man SG team and hope we take down the hive w/o the alien team taking down out base.
That was a breif example and sounds a bit stupid, but nevertheless think about it. Very doubtful it would work with the more experienced clans as they would simply retaliate by taking down the marine starting base. But you never know...
Obviously there would be some drawbacks, such as the commander not listening out for base rushes / guiding the marines by telling them where skulks are without MT etc.
- Kar
I was in a 2v1 game once where throught phase gates and them both jumping in and out of the CC when needed kept me on my toes the whole game. Admittedly there were 2 points in the game I almost won but after the 2nd close call they pretty much dominated, even after a second player joined in (though he was new so didn't know what he was doing).
In larger games I think you really need a dedicated Comm though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
this is balanced by the aliens gorge...while a nasty and able fighter the gorge is not a specialist killer, and you need more than 1 gorge on the alien team. So each gorge on your team is a less combatant species in the field.
(ok I know you guys probably say you get mucho kills with a gorge ect ect but lets be honest how often is your gorges on the frontlines chasing marines? )
The system works fine for me , imo <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've always kinda thought things were fine as they were, my main reason for sticking the thread up was just to get it discussed. It's an annoying arguement that always seems to pop up in balance threads involving team numbers yet it's never really disputed. I just hate seeing seemingly flawed logic being accepted without some kind of resistance until it proves itself I guess =3
I was in a 2v1 game once where throught phase gates and them both jumping in and out of the CC when needed kept me on my toes the whole game. Admittedly there were 2 points in the game I almost won but after the 2nd close call they pretty much dominated, even after a second player joined in (though he was new so didn't know what he was doing).
In larger games I think you really need a dedicated Comm though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Once I stomped some nub 2v1 with part time commanding and a pair of phase gates. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
on the one hand in small games the marines will feel the loss of that member during actual scirmishes especially 1 v 1. But the more players on the server the less the disadvantage it becomes, with a full complement of teams on both sides the comm becomes a good advantage.
However, considering he drops all the guns, sees the entire map, can scan areas with impunity, and is the last line of base defence, I don't understand how people count him as one man less. If he knows what he's doing, he's potentially more valuable than a man in the field.
Although I have to agree that 6 v 7 in the aliens favour is a tough break because you really will miss that 6th marine since he'll be in the CC. But in equal sized teams, you won't miss him.
But yeah it isn't one less man, lets see your team try and do something without a cmdr <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> he's the most important member on the team.
He alone makes the biggest difference. You cannont win any serious (competetive) game without a good comm.
if you ever see the player "Twoheadedchicken" don't let him command.