How Do You Distinguish A Good Commander?

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Comments

  • ethTheMedic1ethTheMedic1 Join Date: 2003-12-30 Member: 24868Members
    Interesting opiniouns
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    edited December 2003
    medpacks/communication skills. When I say "medpacks" i don't mean he has to be able to spam but just that he does a good job of keeping his marines at full health. Being able to spam is a big plus but as long as he's going around the map as regularly as possible keeping people healthy then you can't really ask for much more. When I say "communication" I mean that he tells the team what hive they are in, tells the team what his plan is, tells the team what upgrades he is getting when he is getting them. That he tells everyone where to go by their name(super important) instead of just saying "someone go save X node", he shouldn't ever yell or get angry at people, and huge bonus points if he's able to motivate and get people into their roles.

    Strategy is obviously super important but generally if they are good at medpacking and have good communication with their marines then they will have a good strategy
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    <!--QuoteBegin--BigBull+Dec 30 2003, 06:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigBull @ Dec 30 2003, 06:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You must have never had a marine that didn't know how to build or get ammo. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • booogerboooger Join Date: 2003-11-03 Member: 22274Members
    I would say more lies within the ability of the marines than the comm. Sure, the comm has to adjust for the skill level of the marines, but when NONE of them follow waypoints, the best comm will never win. Worst game I've ever had as comm - the rines stuck together perfectly. We capped all but 2 res nodes. I issue out jetpacks/mines/shotguns so they can go TOGETHER and plant mines. Oh god, a 15-minute onos! Lets all forget the waypoint and run off and die! Sounds good! I left the game after I had wasted 3 jp rushes only to have the team disperse and die individually. Maybe I don't put a lot of the responsibility on the comm because I never have a problem comming. I dunno.
  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    The funniest thing when you com is to have a gameplan tell your team what to do........ Then suddenly you remember its a pub! they all die 5 feet outside of base over and over and then they call you a nub.

    Good Times.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    A comm that gives medpacks constantly and is aware of what EVERYONE is doing. It sucks asking for a medpack/rt 10 times then dying to a lone skulk.
    Also, its true. A commander is nothing when his marines can't aim, assuming that the aliens are not n00bs either.
  • project_demonproject_demon Join Date: 2003-07-12 Member: 18103Members
    <!--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 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 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That is right...It all depends on your team and on the aliens team,

    i have a story to tell,i was playing in a server called battle ns something(nyway this good server cause it has no lag like 45 ping.)and we were kicking **** all the way at the start, not cause the com was a "expert" or cause marines were "pros" no but cause we were <u>working as a team</u>,when com gived waypoint, u'd see all marines moving there together.

    At one point, we had 2 hives secured with some turrets, heavy armor, pg,jp,good weapons so there was no way we could loose, What happend is we got our **** kicked because our marines started to split up,
    u see a HA walking alone Thinking he's good and all,suddenly an onos pop out devour him and leave...what happend there's some 40 ress gone cause of a dum marine, this went on and on untill aliens had like 3 onos and couple of lerks, they took back all hives and we got owned.

    Moral of this is,

    Nothing will lead you to victory, except team work... HF GL <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • ethTheMedic1ethTheMedic1 Join Date: 2003-12-30 Member: 24868Members
    Yea, These are some good judging values. We will probaly all learn from it <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • DeathScythe61DeathScythe61 Join Date: 2003-12-13 Member: 24316Members
    I have seen many a good comm skip the armory and just secure RTs as quickly as possible. I measure ability in how quickly they take control of the team and give direction. I.E. He can say to run without a gun early game to a certain1 hive and he'll give you a TF there, then it's a good comm. If he tells everyone to move in a pack to every RT on a route, then he's a good comm in my eyes. If he says "Get RTs" then I don't like him; a comm should command every part of the strategy short of how people shoot.
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    I know a good commander when I've won a few times under him. There really isn't much else I can say about it. If it works, it works, and that's all. It's much easier to tell when you have a bad commander than a good one. There are many things I can spot in the first two minutes of a game that scream "crap comm" at me, and I'll generally vote to eject right then, unless he says he's new and wants help. The vote to eject doesn't always succeed, but I rarely turn out to be wrong in those cases.
  • DiabolusCaligoDiabolusCaligo Join Date: 2003-09-05 Member: 20585Members, Constellation
    if he are winnar, he are g00d. if he are losar, he are b4d. H4X!1! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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-->
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