Commander Help

AmagiusAmagius Join Date: 2004-04-19 Member: 28022Members
<div class="IPBDescription">LTRFTP</div> Hello, I'm a long time reader, first time poster, and need a few commander answers to guide my "quest." I'm starting a division for our multi-game clan, and I want to make sure I'm the upmost prepared at commanding, thus I come to you, public.

1.) I have commanded time and time again in pubs, and I usually feel a good amount of frustration from my six member teams ignoring my commands. I've lost a few games that had they listened, could have been won or atleast lingered on. Suggestions for handling these situations?

e.g. MINES PLZ? (No, we already have them on our structures.) I NEED MORE (No, just head to Computer Lab to secure the node so that we can move to Bio. *set waypoint*) (*No response as they head to Laser Drilling to be annihilated*)

2.) I am left-handed and face keyboard porblems as my configuration is harder and that commanding uses the left side of keyboard (in most respects). By moving my fingers from there, I take away from scrolling and jumping to people, abheit being a small amount of time. Any suggestions on button configurations that might work?

3.) This is simply of your opinion, but out of the most understood and accepeted strategies, which is your favorite. I assume that you can think of the multitude of them that have been discussed here.

I ask this simply of curiousity.

Thank you in advance for reading, and possibly answering. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Comments

  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    edited April 2004
    On the lefthanded issue, somewhere in the controls menu or such is an option to change the commander keys, perhaps you could change them from <b>qwerasdfzxcv</b> to something on the right side like <b>uiopjkl;m,./</b>
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    edited April 2004
    I'm left handed, I just adapt.

    Amagius, if you're starting up the NS division of a clan, you won't have trouble with getting your clan mates to listen to your orders.

    However, the best way to get marines to listen to you is to regular one or two servers, establish a good reputation, and just go from there. Vets will respect you, marines will listen to you, that's all you need for a victory.

    It's what I did.

    Edit:

    My strategy... (many people may not agree, but you guys are idiots, seeing as I'm always right), this is for a 20 player server, I don't have much actual comming experience with just 6 really good marines. It works very well on higher level pubs, though.

    Initial build order:
    1 IP
    1 Armory
    Arms lab - Armor 1
    Cap some nodes.
    Once A1 is completed, I get W1, and save res to upgrade armory.
    More nodes, obs, and phase tech.
    Drop 3 HMGs/welders to the 3 best marines on the team, and assign them to a squad.
    Prototype and HA (this is if the game is mostly in my favor).

    If things get desperate, or at a stand still in the early game, I try to siege my way out.

    Usually it doesn't happen, if the marines listen to my orders, and can aim fairly well, I will usually win.

    Things NOT to do:

    Lock down a hive. Why, you might ask? Simple, it's because locking down a hive costs res. Most people will build a pg, a turret factory, and 4-5 turrets. That's about 65-75 res when it could be going towards upgrades and equipment. Even then, the aliens can still secure the second hive spot (the one that's closer to THEIR start) and 2 hive aliens can easily win the game.

    Listen to your marines. Why? They don't know anything, if you let marines try to back-seat comm, you're probably not a very good comm in the first place. It's pretty aggravating for a marine to yell, LOCK DOWN THIS HIVE OR I EJECT YOU!!!!1111one when that hive is the one that is furthest away from the alien hive and hasn't been attacked in 7 minutes. Even if they are veterans asking for shotguns with a fade if you can't spare the res, don't bother, guess what? W3 lmgs take them down just as easily, and I always upgrade rush. If the marines stick together and don't act like idiots, you'll be alright.

    The only times I build a tf and sentry turrets are when I'm going to siege a hive, and I need extra protection.

    Happy comming.
  • AmagiusAmagius Join Date: 2004-04-19 Member: 28022Members
    <!--QuoteBegin-Rapier7+Apr 19 2004, 06:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Apr 19 2004, 06:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm left handed, I just adapt.

    Amagius, if you're starting up the NS division of a clan, you won't have trouble with getting your clan mates to listen to your orders.

    However, the best way to get marines to listen to you is to regular one or two servers, establish a good reputation, and just go from there. Vets will respect you, marines will listen to you, that's all you need for a victory.

    It's what I did.

    Edit:

    My strategy... (many people may not agree, but you guys are idiots, seeing as I'm always right), this is for a 20 player server, I don't have much actual comming experience with just 6 really good marines. It works very well on higher level pubs, though.

    Initial build order:
    1 IP
    1 Armory
    Arms lab - Armor 1
    Cap some nodes.
    Once A1 is completed, I get W1, and save res to upgrade armory.
    More nodes, obs, and phase tech.
    Drop 3 HMGs/welders to the 3 best marines on the team, and assign them to a squad.
    Prototype and HA (this is if the game is mostly in my favor).

    If things get desperate, or at a stand still in the early game, I try to siege my way out.

    Usually it doesn't happen, if the marines listen to my orders, and can aim fairly well, I will usually win.

    Things NOT to do:

    Lock down a hive. Why, you might ask? Simple, it's because locking down a hive costs res. Most people will build a pg, a turret factory, and 4-5 turrets. That's about 65-75 res when it could be going towards upgrades and equipment. Even then, the aliens can still secure the second hive spot (the one that's closer to THEIR start) and 2 hive aliens can easily win the game.

    Listen to your marines. Why? They don't know anything, if you let marines try to back-seat comm, you're probably not a very good comm in the first place. It's pretty aggravating for a marine to yell, LOCK DOWN THIS HIVE OR I EJECT YOU!!!!1111one when that hive is the one that is furthest away from the alien hive and hasn't been attacked in 7 minutes. Even if they are veterans asking for shotguns with a fade if you can't spare the res, don't bother, guess what? W3 lmgs take them down just as easily, and I always upgrade rush. If the marines stick together and don't act like idiots, you'll be alright.

    The only times I build a tf and sentry turrets are when I'm going to siege a hive, and I need extra protection.

    Happy comming. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Both of you, thanks.

    I'm moving to start a clan here, but I'm talking about publics in general. I try to regular three servers, and it's going well.

    I agree with most of your strategy, but I I use turrets more for when I've got a vulnerable phase gate (I'm a pg rush type of guy) and I need to keep the dogs off the doorstep for a little while -- of course, only in one-hive situations.

    I try to listen to my marines, but I don't let them drive me. I listen to request, judge it, throw it out, but no back-seating happens.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Mines work just as well, even better as they are quicker to set up.
  • AmagiusAmagius Join Date: 2004-04-19 Member: 28022Members
    <!--QuoteBegin-Rapier7+Apr 19 2004, 07:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Apr 19 2004, 07:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mines work just as well, even better as they are quicker to set up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    True, mines would be more effective in smaller games, but in a larger pub game, turrets would end up paying their worth.

    (Actually, with 11 skulks, nothing would help all that much.)
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Eh...try using mines more, they are much more effective than you think.

    I've tried both methods, mines are far superior all the time (especially if you hide them on the PG <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->).

    Besides, there are many a time where fades have died because they tried to blink the hell out of there, only to blink into a mine. Even the best of the best get careless too, you know.

    Besides, mines don't hamper movement and aim as much as turrets do.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin-BreakfastSausages+Apr 18 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BreakfastSausages @ Apr 18 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have noticed this line in the config in the past.

    cl_cmhotkeys "qwerasdfzxcv"

    I haven't played with it but the variable name and the fact that those are exactly all the commander hotkeys seems interesting.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    From another thread... this should be how you can change your keys. I haven't tried it yet though... so don't quote me.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    rush phase tech
    get ups
    cap rts
    take central/forward position with pg and mines
    harass aliens rts
    siege hive


    or


    rush phase tech
    cap rts
    get ups
    siege hive in under 5 minutes.



    or


    rush phase tech
    cap rts
    ups
    get forward base
    take down alien rts
    shottie, pg up building hvie
    siege last hive
  • XtofXtof Join Date: 2003-04-15 Member: 15514Members
    Hi,
    An answer to this ...
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->2.) I am left-handed and face keyboard porblems as my configuration is harder and that commanding uses the left side of keyboard (in most respects). By moving my fingers from there, I take away from scrolling and jumping to people, abheit being a small amount of time. Any suggestions on button configurations that might work?<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
    Might be...
    Go to options -> multiplayer -> advanced -> <i>(scroll down)</i> commander hotkeys -> change "qwerasdfzxcv" to whatever suits you best as left handed player. You can move it more to the right of your keyboard. That simple!!

    Greetz,
    XtOf
  • NewerestNewerest Join Date: 2004-03-20 Member: 27445Members
    edited April 2004
    for your comming problem if i can afford it, i might drop a few shotties to people on the beginning not only do they begin to like u and listen to u, shotties own


    like one time on ns_tanith i gave sgs 2 i think 4 people not only did they cap a hella lot of rts (we had like 500-600 res even tho we were speneding a lot of it) and i was upgrading but since we had taht much res they thought i wasent upgrading and then they voted me out(why idn) and then they brought ina nob comm and even tho we had 600 res we lost why? well..il just quote him"err how do i give heatlh"


    my main point is that spend a lot of res on meaningless upgrades if ur swiming in res(ie elec every rt) so ur team respects u and follows orders
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin-Amagius+Apr 19 2004, 10:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Amagius @ Apr 19 2004, 10:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hello, I'm a long time reader, first time poster, and need a few commander answers to guide my "quest." I'm starting a division for our multi-game clan, and I want to make sure I'm the upmost prepared at commanding, thus I come to you, public.

    1.) I have commanded time and time again in pubs, and I usually feel a good amount of frustration from my six member teams ignoring my commands. I've lost a few games that had they listened, could have been won or atleast lingered on. Suggestions for handling these situations?

    e.g. MINES PLZ? (No, we already have them on our structures.) I NEED MORE (No, just head to Computer Lab to secure the node so that we can move to Bio. *set waypoint*) (*No response as they head to Laser Drilling to be annihilated*)

    2.) I am left-handed and face keyboard porblems as my configuration is harder and that commanding uses the left side of keyboard (in most respects). By moving my fingers from there, I take away from scrolling and jumping to people, abheit being a small amount of time. Any suggestions on button configurations that might work?

    3.) This is simply of your opinion, but out of the most understood and accepeted strategies, which is your favorite. I assume that you can think of the multitude of them that have been discussed here.

    I ask this simply of curiousity.

    Thank you in advance for reading, and possibly answering. <!--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><div class='postcolor'> <!--QuoteEEnd-->
    Well... a good clan strategy to at least try is:

    Example Map: ns_eclipse, 6v6

    -Start-
    1) Send 3 Un-Ammoed marines to horseshoe and build node.
    2) Build Ip/Armory/Arms in marine start.
    3) Decide wether to drop an early shotty to one of the 2 marines in start or get mines and send one of them *if you dropped a shotty send the shotty* to saa.

    -Early Hive Response-
    4) Depending on their hive if they have maint send the 3 people in horse to contain and hit the southloop/cc nodes and have your saa shotty cap triad/eclipse.
    *If not maint send 2 people to south loop and then comp core or sj3 and sweep for nodes while one guy splits and caps back nodes including sl/maint.
    5) Upgrade armor#1,weapons#1 in that order. Build an observatory and upgrade phasegates. *If you dropped a shotty it prolly would be good to drop mines*

    - 2-3:30 Minute Marker -
    6) If they have maint have 1 containment build a phasegate/node/tf in cc; if they have cc have the back node capper in maint build a phase/node/tf in maint and send the saa through triad/eclipse to sweep nodes/build nodes/phase to eclipse with a rsr; if they have eclipse have the 2sweeps/1shotty meet in comp core and build a phase/rsr/tf.
    7) Electrify and drop mines preferibly 2-3 packs, Upgrade armor #2 and consider starting mt, also drop some welders. *Note only build a tf in the first hive you lock down as you only need 1 to electrify, Mines are more important then electrification as well*

    - 3:40-5 Minute Marker -
    8) Fades are coming drop shotguns and phase both hives, make sure you have mines.
    9) Have at least 1-2 people phasing through main base and the hives, have 3 people sweep nodes and pressuring their main hive. Re-build lost nodes by sending the pressure or hive phases at your disposal.
    10) Consider getting weapons #2, also invest in your armory.
    11) Hold position as your ahead of the game if you can hold both locations. Make sure your 3 pressure are taking down some of their nodes and if you have the chance phase and end it early whenever possible. But dont risk losing a hive for the siege if you dont know the siege will work yet.

    - 8-15 Minute Mark -
    11) 8-15 Minute mark, if you still hold both hives they may be coming out with onos, make sure you have plenty of shotguns mines and WELDERS at this point and keep trying to push for their last hive so you can phase to pressure them.
    12) Upgrade jp/ha whatever your preference and end it if you have not done so already.

    Strengths: Safe strat, there is no hit or miss in this strategy like a shotgun rush or an all out win or lose game. If a rush doesnt work there is still room to recover and it gives many options at the your fingertips.

    Weakness: If they have comp core its VERY hard to take control of the needed locations and create ample pressure on some rsr nodes.

    Advice: Try the strategy out a few times and get a feel for it, I would suggest creating a new strat for comp core but if they have eclipse or maint I would definetly give this a shot. Also, make sure you keep the initial pressure that went to horse ammo after their first fight and give med packs as required.

    Base: Notice how only 4 people are moving out of base, the bb *base ***** takes over whatever position in the event of someones death. The person who died takes over the bb position until which time another marines dies. If marines die in succession the bb will wait for backup from the 1st spawner and move out together leaving the last guy to die at base. If both back node/saa/pressure die the commander must delegate were each person must head toward.
Sign In or Register to comment.