How Do You Distinguish A Good Commander?

ethTheMedic1ethTheMedic1 Join Date: 2003-12-30 Member: 24868Members
How Exactly do you distinguish a good commander? Do you distinguish a good commander by how many guns he gives you, Or maybe how fast he expands the base. Do you distinguish a good commander by how many res nodes he can cap in 5 minutes, or by how many hives he secures.

Anyways.

What im aiming at is when your playing, what makes you say/think (in early game, or midgame) that this commander is a good one.
What makes you think a Commander is a bad one?

What makes your say "Hahahahaha Your screwed Kharaa"
What makes you say "Eject Himmmm!"

I Personally judge on how fast he can get a armory up, and then secure some RT's (like 1 or 2) then expand the base, and make multiple smaller bases at chokepoints VIA phases.

Oh yea, and he has to upgrade those weapons >_>

Also, when I see 3 comm chairs laying around the main base, I like to......EJECT.
And when we secure 1-2 hives and have the dominant rt's
I go with the "You guys will never win now!"


What do you think? <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
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Comments

  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    a good commander is the one who knows what to do...

    i dont mind if he doesnt buold that armory if he has a plan for us...
    he has to know what to do when...


    one time i was commander (was on mineshaft) i made all the team go to tram hive...
    i built a armory there and connected base and hive via pg...

    it was thought to make the marines controlling/patrolling the hive...
    the game turned out fine to us until they got screwed up more and more because they stopped to teamwork :/
  • ironbiTeironbiTe Join Date: 2003-12-29 Member: 24839Members
    If Marines win, its a good, if they loose it was a bad one 0o very easy explaination... thats how many Newbies react... also the best comm cannot win with teammates when they are not able to leave their base and kill this Aliens... so if there are good players and 1 good Commander its a win, because the Commander is able to realise his Ideas and Taktic elements.... i think so


    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--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--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • ironbiTeironbiTe Join Date: 2003-12-29 Member: 24839Members
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> when i become angry is when i risk my life ( <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) and iam now in a very good position to build up a PG... iam waiting now 1 or 2 Minutes the Comm is buling 10 Turrets in Base and Then he sees me oooooh iron good stay there.... 3 minutes later he has enough resources to build a pg he dropped it an then.... normaly...haha grrrr brrrrr a Fade comes .. thats a situation when i become angry <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ethTheMedic1ethTheMedic1 Join Date: 2003-12-30 Member: 24868Members
    Yes, but you normally decide if its worth having this person as commander.
  • J3kJ3k Join Date: 2003-09-04 Member: 20562Members
    edited December 2003
    to me a good comm is a comm that dosent elect, dosent build turrets, upgrades, n can drop meds fast <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AUScorpionAUScorpion Join Date: 2003-01-05 Member: 11842Members
    When the commander shows he/she has the flexibility to consistantly and successfully change plans to meet the threat the enemy is providing.

    Many "would be" good commanders flip out when the aliens suddenly change tactics.
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    <!--QuoteBegin--§ethTheMedic.+Dec 30 2003, 12:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (§ethTheMedic. @ Dec 30 2003, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do you distinguish a good commander by how many res nodes he can cap in 5 minutes <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, that one <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • surprisesurprise Join Date: 2003-01-16 Member: 12382Members, Constellation
    AND HOLD...


    thats my problem...
    my resnodes go down very fast... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    A good commander is one that doesn't need to be told what to do, i.e: has a plan, informs the team of it and is spending his res. If three marines are standing by a vacant res node, the com should drop it within a minute or so of you being there. If I say to myself "we should be upgrqading the armory by now", and I see the res spent and the upgraded armory in the corner of the screen, then I am resonably sure the com is decent. (this is not to say that a good com must do what I think is best.)

    I never vote to eject unless I am prepared to get in the CC myself; or the com is an obvious smacktard.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    A good commander is a comm who communicates with his marines and tells them what to do. End of story.

    I also like when a comm tries different tactics, as long as he can pull them off properly. Another vital thing that determines a good comm is that he always have a backup plan.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    one who never stops telling me what he is doing.
  • LegatLegat Join Date: 2003-07-02 Member: 17868Members
    A good comm must be british!
    Brits are natural commanders. I even played on a server once where they had a server rule
    that said its a bannable offense not to obey british commanders <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • pwneDpwneD Join Date: 2003-12-29 Member: 24863Members
    As long as he doesn't have the name NSPlayer..

    Well, the way I determine a good comm from a bad comm right off the bat is how fast he puts down structures in the beginning of the game to see if he's experienced or not, and what objectives he's going for. Is he going for the double res node room, or putting a turret factory and a phase gate in a hive to block off the aliens?
  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    a good com gives you med packs and ammo with out you having to ask, he puts down rez nodes with out you having to ask, he give waypoints etc. he is always one step ahead of the marines, and is then able to bring them along with his plan, execute it and defeat his opponent.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited December 2003
    ****, now I want to go play marines...

    A good comm [to me]is one that assigns squads and places proper buildings and fairly quickly(ie not IP...hmm where was that other button... [8 secs later]oh yeah, armory *drop*) <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    [edit]
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    A commander that is always in communication with his team is a good one IMO. There's nothing I hate more than telling the comm something (at a siege point for example) and he doesn't respond. I don't mind if he doesn't want to build there. If he doesn't talk then you have no idea of his intentions. If he can keep a good balance between upgrading, expanding and keeping his marines relatively happy then he's good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ShakerShaker Join Date: 2002-11-21 Member: 9582Members, NS2 Map Tester, Reinforced - Shadow
    A good comm responds quickly to order calls and knows whats going on and what to do next. He knows where to send people and when to stop sending people there. He puts heavy armor and guns on people he has seen perform well all game, and not just whoever. He should also have an arms lab up and do armor 1 first. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->


    *He/She
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    bad:
    not talking, a simple 'hive is eclipse' will stop me voting eject even if he is not dropping things

    good:
    I STRONGLY RECOMMEND HAVING A BUDDY READ OUT LOUD THE CHAT MESSAGES YOU GET FROM YOUR TEAM AND TELLING YOU THE SITUATION IF YOU ARE TOO BUSY TO DO IT YOURSELF. I HAVE DONE THIS AND I ALWAYS GET A 'GOOD JOB' OR 'NICE TRY COMM' AT THE END OF THE GAME

    other than that, having tactics helps, being versatile too
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    As long as the comm knows what to get and do it is fine. The rest is the rines problem. A crap marine team is nothing even with a good commander.
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    A good comm...
    <ul>
    <li>should communicate with his team (mic is best)
    <li>should be able to multitask
    <li>should know what his men are doing, observe their actions, remember what each of them has done for the team
    <li>should know his hotkeys (not neccesary though)
    <li>should know what he/she is doing
    </ul>

    When I comm, I closely observe what my players are doing, I always have a look at the minimap. If I see that someone is humping that armory even if I gave him a specific order, I tell him to move. If he doesnt, no gear for that person in the later game.
  • panda_de_malheureuxpanda_de_malheureux Join Date: 2003-12-26 Member: 24775Members
    oh yeah being asain helps, they are fast little buggers them lot
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    When I am trying to get a feel for the commander, I listen to how he talks, if he seems confident, and if he seems to have a plan. Telling specific people to do specific jobs is always helpful, because then you know he wants those people there, and nobody else, so you know who and what you have alongside you. I don't care if he's kinda sluggish at expanding, or slow on res capping, so long as he knows his plan and can run it out until the end.
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    A good commander to me, gives a feeling of confidence a high moral to the team. As though everyone knows that even if the alien team brings the skill, marines are still going to dominant. Sometimes this confidence can be something stupid as putting us in squad 5 (just because it's our fav) and telling us our orders instead of waypointing them.

    These games are normally dominanted by marines from the start and are over in no time. - pity really.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    <!--QuoteBegin--Bobbybirdtree+Dec 30 2003, 05:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bobbybirdtree @ Dec 30 2003, 05:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As long as the comm knows what to get and do it is fine. The rest is the rines problem. A crap marine team is nothing even with a good commander. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A good commander makes his team better than what they are <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    A good marine comm doesn't have 3 guys sitting at base asking for orders, or has 100 res+ in reserves, unless he's saving for a heavytrain. This applies to early/mid-game only, when you aren't completely teched yet.

    <b>A GOOD COMM TECHS, ****!</b>
    Sorry, the last 5 games I've played, I've seen the marines tech in them twice.
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    <u>Good Commander</u>
    - Fast and competent
    - Doesn't drop turrents in base at the beginning of the game (unless the marines suck or the aliens are 1337)
    - Tells his troops what to do, and seems to be competent
    - Should have a mic although not necessary
    - Controls a hive early, and gets res towers (a must if you are going to win most of the time)
    - Drops medpacks and ammo for troops
    - Wins

    There is probably more, but most stuff just varies. I have had so many different good commanders, that have done so many different things it is hard to pinpoint certian things.
  • titaniumtitanium Join Date: 2003-10-31 Member: 22166Members
    all that matters is response time.

    whether or not they know what to do is irrelevant because if they can respond to things quickly, people on the team can say "do this. now build x and upgrade to x, and give me x at y".

    someone who is a so-called "great strategist" who takes fifteen seconds to drop a single medpack (by which time you're dead) is a terrible commander.

    someone who has only been playing for three days who can get things to you within 3 seconds of requesting it is a good commander, even if they don't innately know common strategies.

    teammates can give instructions on what to do next. teammates cannot increase someone's response time if they are simply slow.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The most important trait in any commander is decisiveness. You don't have to have the uber strategy, you don't have to win, but you should know what you're doing from start to finish and the entire team should always have something they should be doing. A bad commander is one who just sort of makes stuff up as he goes and is often times without a plan, leaving his marines to do as they please.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    Their ability to communicate with Marines well is always a plus. Also, ability to focus and pay attention to more than one place (for instance, giving out guns at base, but all the while keeping an eye on the minibase you are building outside the hive).
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