How Do You Distinguish A Good Commander?
ethTheMedic1
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-->
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-->
Comments
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 :/
<!--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-->
Many "would be" good commanders flip out when the aliens suddenly change tactics.
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-->
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-->
I never vote to eject unless I am prepared to get in the CC myself; or the com is an obvious smacktard.
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.
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-->
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?
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]
*He/She
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
<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.
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-->
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-->
<b>A GOOD COMM TECHS, ****!</b>
Sorry, the last 5 games I've played, I've seen the marines tech in them twice.
- 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.
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.