It's Just Amazing How You Can Forget
RaVe
Join Date: 2003-06-20 Member: 17538Members
<div class="IPBDescription">and things can turn around so quickly</div> <b>If you don't like reading long posts....don't even bother replying here, you'll just waste space that could've been used for even nmore threads.</b>
I've played NS for a long time, and also grew in knowledge (not all knowledge, restricted information well...I don't know, only the Devs know)
But yet one thing still puzzled me : the Commander
Today I had tried it as no-one was willing to be Commander, so I hopped in myself, and started out well....plopped down basic starting structures, had marines out to secure resources, electrify, blablabla....
Fast-forward, we were mid-game, and the aliens showed no resistance. We were swimming in resources but yet one marine pointed out to me 1 of my biggest mistakes -- I forgot the Arms Lab and forgot to advance the Armory. So I go 'No biggy, easy done.' and do just what they said, and threw in a couple of other things to help (Motion Tracking)
Fast-forward again to late mid-game. We were having the upper hand, until suddenly I heard the dreaded words....
Onos.
Now I didn't muster up more defenses, like I always did before because I don't believe in turrets <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> and soon the Onos came. I thought 'Ok no worries, we have Lvl 3 weapons so it shouldn't be a problem.' Until I find out that it had killed my marines and soon killed the IP.
Next the beacon came in, but with that beacon came another Onos. And with that Onos came digested marine corpses.
Next thing I know Im out of the chair, fighting them off when I suddenly remember 'Oh crap, shouldve beaconed them in again!' and next thing I know, I'm mashing my +use key against the Command Chair. Needless to say, the aliens won.
Now here's the thing that puzzles me....when I'm just a standard pawn marine, I remember exactly (or like Pjofsky says, exunctly) what structures to throw down, in any order. But yet when I commed that game, I had absolutely forgotten what I had to throw down. Why is this? It can't be my memory, because it always kicked in if I knew something was missing.
What is this that keeps me from dropping structures in base, waiting to be built? I really need someone to explain what happened to me in that time where I forgot to drop stuff.
<b>NOTE : This was a 4v4 game, and the aliens were regs. My team on the other hand....wasn't filled with regs</b>
And yes, I did apologize because it was my first game ever commanding a pub game, needless to say....GG <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Now after all that typing Im gonna go grab my can of PLS and pray that my next game wont be a failure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
My thoughts on what made me lose that game....was the res flow, sure we had more res but it only takes an Onos to down a base the size of a peanut. But there was something else that hindered me, hopefully you skilled comms can point me in the right direction <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I've played NS for a long time, and also grew in knowledge (not all knowledge, restricted information well...I don't know, only the Devs know)
But yet one thing still puzzled me : the Commander
Today I had tried it as no-one was willing to be Commander, so I hopped in myself, and started out well....plopped down basic starting structures, had marines out to secure resources, electrify, blablabla....
Fast-forward, we were mid-game, and the aliens showed no resistance. We were swimming in resources but yet one marine pointed out to me 1 of my biggest mistakes -- I forgot the Arms Lab and forgot to advance the Armory. So I go 'No biggy, easy done.' and do just what they said, and threw in a couple of other things to help (Motion Tracking)
Fast-forward again to late mid-game. We were having the upper hand, until suddenly I heard the dreaded words....
Onos.
Now I didn't muster up more defenses, like I always did before because I don't believe in turrets <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> and soon the Onos came. I thought 'Ok no worries, we have Lvl 3 weapons so it shouldn't be a problem.' Until I find out that it had killed my marines and soon killed the IP.
Next the beacon came in, but with that beacon came another Onos. And with that Onos came digested marine corpses.
Next thing I know Im out of the chair, fighting them off when I suddenly remember 'Oh crap, shouldve beaconed them in again!' and next thing I know, I'm mashing my +use key against the Command Chair. Needless to say, the aliens won.
Now here's the thing that puzzles me....when I'm just a standard pawn marine, I remember exactly (or like Pjofsky says, exunctly) what structures to throw down, in any order. But yet when I commed that game, I had absolutely forgotten what I had to throw down. Why is this? It can't be my memory, because it always kicked in if I knew something was missing.
What is this that keeps me from dropping structures in base, waiting to be built? I really need someone to explain what happened to me in that time where I forgot to drop stuff.
<b>NOTE : This was a 4v4 game, and the aliens were regs. My team on the other hand....wasn't filled with regs</b>
And yes, I did apologize because it was my first game ever commanding a pub game, needless to say....GG <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Now after all that typing Im gonna go grab my can of PLS and pray that my next game wont be a failure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
My thoughts on what made me lose that game....was the res flow, sure we had more res but it only takes an Onos to down a base the size of a peanut. But there was something else that hindered me, hopefully you skilled comms can point me in the right direction <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
In such situations count yourself lucky that an early regen-fade didn't show up. Just one can cripple your early game res flow quite easily, and they're almost impossible to kill thanks to blink and regen.
This kind of things never happen in RTS games, cause almost everything is based on structure building - when natural selection doesnt include AI but only stupid-humans-who-need-ten-minutes-to-obey-commands-and-taking-down-strategic-positions (in future referred as 'induhviduals'). And in the moments of fight and after several skulk rushes you simply dont even remember how much res you got or what was the next move in strategy.
Ive noticed this every time im comming (not so many times though). Its so easy to think the best strategy and next move when playing as one of the induhviduals. You recognize what the commander is possibly doing next and what would be smart.
But while comming, everything is forgotten and I cant even decipher what part of the game is going on. Theres simply different feel into game when being commander, weapon upgrades and motion sensors wont show critically for commander but every marine sure does notices if theyre missing.
In such situations count yourself lucky that an early regen-fade didn't show up. Just one can cripple your early game res flow quite easily, and they're almost impossible to kill thanks to blink and regen. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, I think we were at around the 4 minute mark when I upgraded the armory and when the Onos attacked I remembered to drop a few HMGs for a good counter-attack against the Onos
Until the marines died and had to use the beacon, and you know what happened.
BTW, we had a regen Fade stalking us but he really wasn't doing anything for the time being other than waiting for his precious rockets, since I was comm (first time so they exploited me....)
Ah BTW, I forgot to mention I had put the RT count in favour of Marines at 7-3, was it a good thing or a bad thing? Im sure this would help heaps in both large and small games <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
But I have to admit, having only 3 players to fight off 4 aliens is a tedious task, especially when they rambo, you'll never know when they might find a good spot for a siege so I keep em in good shape until I know they're dead. And from a commander's PoV, Stomp is just plain....evil....
Looks like back to sharpeneing my Comming skills then <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Grabbing those res points early (plus electrification) can win the game easily for marines, because it just starves the alien side of res. Their best bet is a regen Fade or an adren-gorge / skulk combo taking out the nodes, but even then it takes a long time. Problem is, you need groups of marines moving around targetting the alien nodes and taking them down, and in a game where you have 3 marines to work with, that's tough.
But even if the flow is 7-3 in a 4v4, the aliens will still be getting a stupidly high res flow. Turn around to an 8v8 and everything changes; the marines will be in an almost unbeatable position by then. Fast tech with armour level one, then wpns 1 - 3, HA or JP (or both if you want to be canny), then just blast the res-starved alien side away.
Dont stop! Grap a rt here and there and if you can a few minutes out of it, great.
Shotguns early and often, and marines HAVE to stick together aginst regs.
i was so proud <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> thx mr. hiveknife <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
You don't need that weapons 3 to be able to kill skulks faster, you don't notice that you're still dying in two bites, you don't notice that theres no phasegate to this location. At least, thats how I see it.
Surprised you didn't have a back seat commander to "remind you", they seem to be present in almost any game I'm in, and they irritate the hell out of me, even when I'm not commanding.
What? I'm the only one?
I have commanded 3 games, all have been near-losses (EXCEPT 1 where I was obliterated), but usually pulled through a win. I never comm, but I always drop down this exact structure order as fast as I can--IP, Armory, other upgrade stuff like Arms Lab, Observatory, Advanced Armory, all the while my Marines gather resource nodes. Then I always get armor1, do all 3 weapons, then the rest of armor, while getting Motion Tracking....
Assuming the Marines aren't horrible, I'll get Motion Tracking very late, like when I get Jetpack. Or, if I see they're AWESOME, then I get Jetpack and Motion--that's all they really need. And if you are neck-high in res, just drop some turrets for the hell of it. It does help against those Skulk rushes.
Oh, and if you're really lame, mess around with the hulls and make all structures share electricity.
[edit] <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can relate to your problem. When I'm "on the field" (a normal marine), I can remember absolutely everything that's needed. Phase gate here, build arms lab, etc. When I'm commanding (ugh, I try to avoid it...), I can't remember a damned thing. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Me too, but in all of my games I have constant 13 year olds screaming at me to get Jetpacks and aych emm gee, so it's not that hard to remember <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
What? I'm the only one?
I have commanded 3 games, all have been near-losses (EXCEPT 1 where I was obliterated), but usually pulled through a win. I never comm, but I always drop down this exact structure order as fast as I can--IP, Armory, other upgrade stuff like Arms Lab, Observatory, Advanced Armory, all the while my Marines gather resource nodes. Then I always get armor1, do all 3 weapons, then the rest of armor, while getting Motion Tracking....
Assuming the Marines aren't horrible, I'll get Motion Tracking very late, like when I get Jetpack. Or, if I see they're AWESOME, then I get Jetpack and Motion--that's all they really need. And if you are neck-high in res, just drop some turrets for the hell of it. It does help against those Skulk rushes.
Oh, and if you're really lame, mess around with the hulls and make all structures share electricity.
[edit] <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can relate to your problem. When I'm "on the field" (a normal marine), I can remember absolutely everything that's needed. Phase gate here, build arms lab, etc. When I'm commanding (ugh, I try to avoid it...), I can't remember a damned thing. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Me too, but in all of my games I have constant 13 year olds screaming at me to get Jetpacks and aych emm gee, so it's not that hard to remember <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, I intended to do that at the start of the round (surprising you can drop turrets without a TF mentioned in your build order)
And sadly, I never did have that backseat filed commander yelling at me to put up structures and whatnot. Too bad then :/
And no I bonsai the base, or I'll be bombarded with the usual 'oh em gee j00 r teh lamez0rs!' comments with comms who do that. Besides, it's really a double edged sword. Your base can get more protection, but then again it's too hard to get to the armory, something which I really want to avoid.
As a marine there's only the current situation and your orders. That's about it... with a comm you have to remember what needs built, babysit some marines (medpacks, etc), make sure everyone has orders, keep track of the overall game situation as well as various 'fronts' and do all this while filtering through voicecomms and teamchat for any information from the ground or requests that sound acceptable (ie: not "OMG NUBLAR GIB ME TEH SHOTSGUN!!!") <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
throw in pressure from the fact you're the most 'responsible' player on the whole marine team (you get the glory or scorn regardless of what happens) and it's no wonder you forget stuff ^^
1. No Upgrades.
2. No Medpack/Ammo deliveries. No matter what.
Just remember those and you'll be love'd.. Trust me.
If you were a good comm, you would have never lost. And yes, even with nub rines you can still have the advantage. As long as they can hit with 40% of their bullets, you will be okay. Just medspam them a lot.
That said, I've won 8 of the last 10 times I've commanded, IIRC. Good commanding can make QUITE a bit of difference.
and instead of answering his question giving him good advices that he already knows off himself?
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
the only shiny exeption here was Gem.....the only girl on this actual topic I pressume <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
On reply to your question, RaVe:
What happened to is the effect off stress, that troubles any person who is in charge.
Especially in combat environments which NS actually simulates quite realistic IMO, these symptoms
occur very likely.
This is due to dynamic changes of the situation and multiple tasks that are pending.
build, give out orders, Alarm messages, ammo requests etc are all stimuli that require your attention.
On top of that, you said u are inexperienced as commander. That means you may know the maps from the first person, but that differs a lot from the commanders view. Also, you are not familiar with the comm interface.
Don't trouble yourself, that is perfectly normal, and the peeps that fu*** you off while you are comming
are only so smart OUTSIDE the chair. If they were good INSIDE the chair they would go comm actually.
So just try. try again and you will suceed.
Here a list of small tips that might help.
1. look for some scripts that access certain structures like armoury and bind them to your keyboard. Helps with medspams and other stuff.
2.write yourself a "building list" I Know, sounds dumb, but hey......you forgot it right???
3.Now comes the hard one:
Set priorities. Thats the most difficult part. You must set a prioritylist for yourself. I pressume you are male, so
you share the same flaw of a lack in "Multitasking" most of us humle guys have. No kidding. Female Brains work completely differen from Male brains. Males stick to a specific problem and try to solve it straight forward and go on to the next. The replies to your post are remarkably stereotypes for that.
Instead of giving an general answer to your request they sort out the mistakes you explained and try to solve THEM. They stick to a specific problem, instead of taking on the whole picture.
But thats exactly what you have to do as comm.You must manage to overlook the whole picture.
That is why you must sort your tasks and learn to resolve them one by one. You must save them in your memory as for example:
Task 1: build IP.
Task 2: build Armoury.
Task 3: take nearby res.
Task 4: electrify.
and so on. Now you handle them as you think its appropriate to do. As soon as a distraction occurs, you must attend to that and as soon as its resolved, go back to the tast at hand. The key is that you remember these tasks and get some routine in changing the queue.
For example between task 2 and 3 theres a skulkrush. You must order your marines back to base your you won't have a base left. after the skulks are dead, go back to task 3. Maybe you left 2 Rines there to build while you defend the base. Now you medspam the defenders, and suddenly the resbuilders are under attack.
Will you jump there to medspam them and save the node? or better make shure the skulkrush is fended off properly?
Thats the descisions you have to make and thats the way how to become a good commander.
Just don't trouble yourself too hard.
Its perfectly normal that you can't comm your squad while hanging on the Phone and attend your fingernails. You can park your car in one turn and pi** while standing. That are good traits too..... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
P.S: OOOPS; pseudoKnight was also an exception of the rule <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> just for the record...are you male PseudoKnight?
Excellent!
To me, a marine victory is 70% marine skill and 15% commander influenced. Of course, there are extreme cases: your average newbie commander who doesn't know how to play the game, yet they feel it's A-OK to take a vital team position, and of course since they're new to the game they haven't learnt <i>how to communicate,</i> fngnnf. Anyway, in my view, once the commander has decided on their game plan (tech rush, take a hive, whatever), there are very few other key decisions to be made.
15% luck, obv.
I managed to win a game when we had the buggy psycho lerks with extreme rates of fire and the hive bug. That was fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The best combo is normally one or two really good rambo characters, a bunch of people willing and able to build things and generally not be retarded, and a comm who can think about the long term strategy while micromanaging his marines. I wonder if being amazing at other rts games would be useful, or if it's more to do with managing your players
Shame I didn't find out they were all spawning from one hive until it was too late. We took out the other 2 first!!
the only shiny exeption here was Gem.....the only girl on this actual topic I pressume <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
....
....
P.S: OOOPS; pseudoKnight was also an exception of the rule <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> just for the record...are you male PseudoKnight? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, when you don't know someone's gender online, it becomes optional <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Rave, my advice (which you may or may not even need) is to always have an upgraded armory by the 9 minute mark (ie start cooking it by the 6 minute mark), roughly the earliest you should see an onos in a smallish game. It might seem a little early, but HMG's are your best chance to kill onos in games that size, mine traps aside. In large games, you can get away with much later, and weapons upgrades take precedense due to the increased number of lmg's you can train on the space cow.
Rave, my advice (which you may or may not even need) is to always have an upgraded armory by the 9 minute mark (ie start cooking it by the 6 minute mark), roughly the earliest you should see an onos in a smallish game. It might seem a little early, but HMG's are your best chance to kill onos in games that size, mine traps aside. In large games, you can get away with much later, and weapons upgrades take precedense due to the increased number of lmg's you can train on the space cow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Problem is I already know that, and had handed out HMGs to fend the Onos off
Problem was the constant stomping, nothing was able to be done when the base was under attack, not even picking up the HMG
Maybe I should watch a demo of a skilled comm (from an individual marine's PoV, it isn't possible to take a demo as a comm AFAIK)
That said, I've won 8 of the last 10 times I've commanded, IIRC. Good commanding can make QUITE a bit of difference. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If you have an incredibly crappy marine team, then no, you cannot win, but I will clearly state my position:
In small games with marines who can at least kill skulks, a good comm will guarentee a win. All you have to do is take advantage of a simple feature only the commander can do. I'm not sure if I want to post the strat or not, simply because it's so effective it's almost downright abusive.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->To me, a marine victory is 70% marine skill and 15% commander influenced. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I disagree. Your commander is 50% of the marine team. He will easily make or break the difference against good aliens.
NOTE: It is interesting to realize that this proportion isn't true on large games... with 10 marines, commanding is significantly easier as the stacking marine firepower is so powerful the comm's role in keeping marines alive isn't as needed. On a large game, say 10v10, I'd say the comm's role is only around 35%-40% of the marine's game.
I find that if you have 2 crap teams playing each other the marines will usually win.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That is true. If both teams are crap, means they don't communicate, don't stick together, don't have a clue and
in general don't know whats going on at the moment, then the Marines have a clear advantage in form of a comm,
that has at least a clear view of the action.
I find that if you have 2 crap teams playing each other the marines will usually win. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yeah, but I meant a crap marine vs. decent alien team.
the only shiny exeption here was Gem.....the only girl on this actual topic I pressume <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
....
....
P.S: OOOPS; pseudoKnight was also an exception of the rule <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> just for the record...are you male PseudoKnight? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, when you don't know someone's gender online, it becomes optional <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Heh... I was going to correct you but you did it yourself. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Acknowledgement is always nice. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
RaVe, you just need more time in the chair. That's all.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you have an incredibly crappy marine team, then no, you cannot win, but I will clearly state my position:
In small games with marines who can at least kill skulks, a good comm will guarentee a win. All you have to do is take advantage of a simple feature only the commander can do. I'm not sure if I want to post the strat or not, simply because it's so effective it's almost downright abusive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->You were being more specific than I thought but again you're only mostly right. You're using the term "guarantee" loosely. I think it really depends on the map, the skill of the aliens, the willingness/ability of the marines to follow orders, and like you said, the ability of the marines to at least kill skulks. I think I know what tactic you're talking about but I can only guess. If it's the same, I think I could defeat it as alien if I had some good teammates. Do you?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Your commander is 50% of the marine team. He will easily make or break the difference against good aliens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Agreed. Sometimes it's not obvious or sometimes marines take more into their own hands with a mediocre commander, but that's only sometimes. I keep seeing commanders winning the game almost single-handedly with superb strategy, tactics, and control. All it takes is willing pawns. I have to admit it's fun being a willing pawn under a great commander.
Strangely enough, most NS players believe that aliens are dominant in small games. This just isn't true for a variety of reasons. While aliens get res faster per player, the comm can afford to give his player a shotgun every time. While the lack of one player (comm) on the field becomes more noticeable, the comm can focus meds on fewer players and increase their lifetimes ten-fold or more.