My Commander Strategy, B0rked?

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
OK, so I've been playing since 1.04 and by all means consider myself a decent commander. Apparently...

A) I suck as commander.
B) My Commander Strategy Sucks.
C) The guys were wrong.

We were playing veil. I dropped an IP and Armory and a TF in the middle. I dropped a node at Topo and elec'd the TF to protect the CC/Armory and IP. As depicted below:

<img src='http://mappers.riseofpower.net/commstrat.jpg' border='0' alt='user posted image' />

I ask you, what's wrong with that? I immediately got ejected and heckled, "noob" "terrible comm" "moron" and then kicked and banned by the admin a few minutes later for apparently no reason.

Is there something wrong with this?!? I've been comming for awhile now and while I don't claim to be the best... how did that setup suck?

*sigh* So Confused.

~ DarkATi
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Comments

  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    I don't see the problem. Admittedly, the Elec TF for base stratergy that worked so well in 2.x is now very poor, but hey, the base set up isnt terrible.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    You were playing on a high skill level server.

    And your base layout is terrible.

    You want your IP as far as possible from the CC. You drop the armory a bit further. In Veil, you drop the IP near the stairs from the CC semi-balcony. Then you place the armory next to the wall in the Veil marine start.

    Electrified turret factories are generally frowned upon for base defense. 2 packs of mines work just as well.

    Make a good impression. Good base layout is a finer point in NS, but that usually gives the impression to your marines that you know what you're doing.
  • stubbystubby Join Date: 2003-08-11 Member: 19416Members
    First off, I don't pretend to be a good comm myself either, but I can tell you that there is an accepted strategy for every evolution of this game that can be described as 'good, but not great, but reliable.' The current strat involves leaving your base ungaurded (i.e. only an ip (one now - seems strange) and an armory) and then proceed to try to drop as many res nodes as you can without actually defending them. From here, they try to lock down a hive and/or the double res spots, again without turrets (usually), simply going to phase tech right away.

    Electrifying, while good against skulks, is almost useless when they get higher lifeforms, so they end up not being worth the res to use, so it seems.

    I have found that locking down the key points, and a res node or two here and there (as middle points) with phases and turrets, while slow, is extremely effective and makes for a lot of confusion/uncoordination on the alien side. Also, when/if they decide to attack one of these points, with the network setup with phases, you can reach them quickly, and the turrets will distract them long enough for you to dish out the pain. While this is all going on, the comm upgrades as possible at the base.

    Keep in mind that while I have seen this done effectively, I have never been able to do it because someone always starts an eject vote and it pretty much always gets completed with me being booted from the chair. The few times I have stayed in, its been a long game, but one in which we have had the upper hand for a long while (it comes down to how well we push a hive and how well the aliens defend it or attack us). Unfortunately, there are a lot of servers out there that aren't friendly to new commanders, which is especially ironic when none of them will jump in the chair at the start at all. How quick they are to judge the man in charge, but not so eager to do it themselves =/
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    edited May 2004
    God why does it take so long for pubbers to figure out the good strategies?

    Almost never use a TF/Turrets/Elec. Spam nodes everywhere. Arms Lab should be the 3rd building you drop (after the IP and Armory), and before your first node. Arms Lab should get Armor1 IMMEDIATELY and should never be idle until you have 3/3 upgrades. Get an Obs after you've capped 3-4 nodes (so 1-1.5 minutes in). Get PG tech. Win.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    You were probably playing on one of those servers that didn't allow inexperienced players. Your strategy might work nice and fine against aliens that take 10 mins to get their 1st fade, but it just doesn't work in servers full of good people. Unless it's a 10v10 in which case marines win whatever happens.
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    So much presumption going on in this thread.

    An eleced TF for base defence is in fact VERY GOOD defence. However if you use it at the start of the match then its a bad idea. However once res flow is coming I see nothing wrong with spending a bit of it on base defence. You can dodge mines, you can't dodge electricity. So your problem was that these players think they know the best way to do everything and unless you do it their way its the highway for you.

    The idea that the armoury should be next to the wall, is one idea, but it does leave it extremely exposed. A quick gorge rush and cu l8r advanced armoury.

    "Arms Lab should be the 3rd building you drop (after the IP and Armory)"

    This is also only 1 strategy and not the only strategy. One example differnt that you can't deny is; IP Armoury Obs PG's 3 RT's siege aliens only hive. No upgrades involved here.

    "and should never be idle until you have 3/3 upgrades"

    I have so many issues with this that I've discussed before. (and yes I'm seeking professional help)

    As a final point, you can waste 100 res on medpacks at the start of the game play vs a good alien side and still win. Really that starting 100 res is nothing compared to how much res is aquired during the game and just because someone spends some of it in a slightly odd way does not mean you will lose the game. As soon as you become predictable you've lost...
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Wall.

    Ceiling.

    Ctrl button.


    So much for mines.
    Doesn't happen with electrification.

    Even complete pubbers will mock your base setup. A Skulk could take out your IP, your armory, and then your comm chair without being zapped once. If you're going to electrify a base TF (and I usually do) then place the structures up against it so that a skulk has no chance at killing one of them without being elec'd, with the exception of an obs that is anything less than right on the boundary of the TF's collision.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    The res for kill that good skulks get as a result of zero armor is enough to get fades, hives, and chambers before you recover from spending your resources to get a TF (15), electrification (30). It may work on average pub servers, but when it comes high skill competition, your marines are your best defense and offense along with mines.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    electrification works, but its often frowned upon.

    Also, your base layout looks a bit...erm....well....you kinda have to bhop over the tf to hump ammo or something.

    Its better to have all the upgrade structures (obs, arms lab, proto lab) somewhere at the back of your base, then the IPs, then the armory, and then the phase gate. or something. Just make sure the're nothing between the IPs, armory, and phase gate, and that they're all instantly accessible.

    If you want to be leet, you can try placing everything over a wider area, far away from your chair, so you have a good chance to defend your base from the odd skulk that sometimes visits your base. If you insist on the elec tf strat, then make sure you have the armory in front, and the IPs beside the tf. Not the armory in some impossible position.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    edited May 2004
    omg guys electrification is cool because skulks can't attack your base HOW CAN YOU LOSE WHEN THEY CAN'T ATTACK YOUR BASE LOL

    Ok now that you've wasted 45 res on base defense, you've just severely handicapped yourself. You could accomplish pretty much the same thing with mines rather than an electrified tf. If a lot of skulks are CONSTANTLY trying to get into your base then you're doing something wrong. Try pressuring the alien team so they won't have time to rush your base, most pub players don't respond well to pressure anyways and they just panic and rush you when they risk losing an area. If they're STILL rushing your base, which they shouldn't but i guess it could happen, then get someone to guard base. See, mines will not completely stop aliens in the way that electrification does. Skulks CAN walk around the mines and go for your buildings, but if there is a marine there, OR if the commander simply hops out of the chair, then that marine will either kill the skulk, or the skulk will trip over a mine and die. The mines pay for themselves and are a lot cheaper, it's a way better base defense than an electrified tf in base.

    So basically, while an electrified tf is pretty foolproof to skulks, they are unnecessary and extremely expensive. Use the build order that nadagast suggested. OR you could try ip/armory/obs/mt rush. But the whole "build everything around an electrified building" strategy is thought of by most good players as a sure sign of an inexperienced pubbie commander.

    edit: you know i've realized how many times i've repeated myself and the pubbers probably just shrug it off because how can their base survive without TURRETS OR ELECTRIFICATION OMGOMG?!
  • phunktionphunktion Join Date: 2003-11-14 Member: 22883Members, NS1 Playtester, Reinforced - Shadow, WC 2013 - Silver
    one thing you learn in competive play. the best marine base are the mroe spread out. place the ip as far as you can and the other buildings even farther away..

    distance is the rines friend. you want as much time as you can too shoot teh skulk till he get to you and bites. also it allows the comm to jumpout and shoot the skulk biting the ip or buildings. putting tall structures by walls prevents skulks from using them as cover.

    anoher tip....ips and phase gates..do not put them in corners or against walls.
    put them in the middle of room so when spawning or phasing and ther are alisn on them the rine has freedom of movement in any direction and is more likely survive. appearing someplace already cornerd is bad.
  • camO_ocamO_o Join Date: 2004-04-19 Member: 28028Members
    elec tfs are good for most pubs, but if you've got a few guys who know what they're doing, use 1-2 mine packs + armslab.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    TBH that looks like a skulk heaven set up, you can bounce over the tfac and proceed to dice the CC, totally out of LOS of anything else. Silence = win.


    On the marine side of the fence it IS pretty compact and could cause serious crowding for anyone planning to take some extra lmg round out of base.

    Its not anything I would kick for, but at the same time its not very friendly looking.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    I wouldn't kick you for that, it's pretty rude. I would grimace though: all that res for base defense is starting you off on the wrong foot, mentally, even if it may fit your style <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    An electrified TF in base is indeed alot of res: 45 If I'm right...

    For defence, I like to use this, or see it happen:
    -2 packs of mines=8 mines will do pretty good for 20 res IF they are placed right.
    -Beacon, for 15 res you have the whole marine army in you base again.
    -The commander can log out/eject and kill the single skulk in base.


    (Correct me if I'm wrong in anything of this) pls)
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    is 40 rez for the tf/electrified.

    anyway...

    i like the ip armory 1 pack of mines for the ip obs mt.

    orders; cap/kill all rts you can and hit the first hive asap (since they probably went dc first).
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    Yeah, those guys were way far out of line. How you get banned for that is far beyond me; the base is a little cramped, but I wouldn't even eject you for it.

    Next time, like they say, build the stuff further out. It's usually a good idea to stick with 2 IPs unless you're in a teensy game, too. Personally, I think the people who say elec TF isn't worth it anymore are off their nut, but YMMV. I still usually end up not elecing these days anyway, because I need the res on elecing nodes or locking down a hive before I have the chance.
  • MamboKingMamboKing Join Date: 2004-03-06 Member: 27169Members
    I usually get annoyed when a comm drops a tf in base. However, I can forgive them if they don't farm it up.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    Dropping a Turret Factory in the marine base is ok if you want to electify Resource Towers later, especially when there's a Phasegate next to them. However, you should usually use mines as your initial base defense, since it's cheap and better than nothing. Skilled aliens will at least probe the marine base early on for weaknesses. Later on, you can use Turrets/Electricity to deal with skulks rushing your base during Hive assaults.
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    You can drop 2 packs of mines and cover your IP Armoury and ArmsLab. You then build a proto, IP, PG and obs. Oh dear those mines don't protect them, well it'll have to be more mines then. We'll be generous and say another 2 packs. Thats 40 res same as an eleced TF.

    So we're on even terms, maybe the mines are better because they will pay for their replacements.

    They get 2 hives. Aliens know you have a lot mines in base. A gorge comes along, puts 3 biles into your base and there go all your mines. Its guna cost 40 res again to make some base defence. Though if you cluster your buildings, 2 gorges can come in and wipe out almost all of them pretty quick.

    So to be honest both ideas suck and I'm going against what I've said before. The only viable solution then is turrets. You can spread your buildings out, like the pro's suggest, and you have permanent cover at the base that activly attacks kharaa. Turrets also prevent aliens from healing up armour, due to the constant damage meaning only health is regenerated. So for 40 res, your best defence has to be a TF and 3 turrets. If you spend that res on base defence straight off then your making a mistake. But a small investment may help to prevent those desperate calls of, BASE BASE OMG BASE YOU NOOBS!!
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited May 2004
    Ok, so I have no base defense, my guys fail to go to the waypoint so the game drags on. They rush my base with one or two onos at a time 4 times in 45 minutes, and I beaconed every time. 4 beacons at 15 res is 60 res. That is 5 turrets, right? Would 5 turrets have a chance in {DIGESTION} of stopping 4 onos, not to mention killing them? Negatif. Would 4 beacons suprise 4 onos and kill them all? Much more likely. Especially if you build a random obs at one of your siege bases and use that to beacon so they don't hear the noise.
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    Base defence is not about stopping onos. Its about stopping skulks and possibly lerks from taking out buildings whilst your team is off elsewhere. No base defence, bar 10 electrified TF's with 20 turrets and 10 packs of mines is going to stop an Onos.

    Don't be too eager to use beacon btw. A common tactic is to attack the marine base and listen out for the beacon then high tail it out of there, good waste of 15 res =)
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    It's still the best solution. Beacon is better than just sitting there.

    Besides, as (e)Kent says, use an Obs in one of your siege bases.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Beacon costs far more than the res you put into it. It completely disrupts your marines in the field, sometimes just to kill a few skulks. Unless your beacon results in a dead fade or onos, it was not worth it. Use something else.

    Let's say you want to spend 40 res defending your base. That will either be 3 turrets or an electrified TF. Neither of which will do a whole lot, but it will help keep your stuff alive long enough to do something about a real problem. If you place less than 3 turrets, they will be useless (blindspots everywhere), and elec costs 30, so if you want to spend less than 30 that means having a base monkey and maybe some mines, but we're assuming you want to spend the res.

    Let's consider the turrets: Won't do much damage to a skulk because buildings will be in the way, will do negligable damage to an onos or fade, will tickle a lerk who comes to annoy you with gas, and won't do enough damage to kill a regen gorge. Also needs to actually be built by somebody in base. Easily expanded on with more turrets, but more turrets will still be sad against anything bigger than a skulk.

    Now on the electrified circle of fried skulk: Will keep a skulk or two away from anything in range, and will kill them before they can destroy even the low HP obs. Useless against everything else. Hard to expand on, but you don't need anyone in base when you get it. So, about 2 min into the game when your marines are too far to walk back, you can get some defense.

    They're both about equal (poor), but sometimes needed. I usually choose the electric ring in pubs.

    Some guidelines on using the electric ring: Put your IPs next to each other, both around the TF. Your CC does not need to be protected, as it has <i>loads</i> of HP. Put your armory on the side opposite of the IPs, to reduce the risk of telefrag. Do not surround the IP with junk, but rather leave at least one side open. If you're going to crowd, do it on the armory side. The other structures that need to be protected are the obs, phase gate, and arms lab (low hp things that skulks like to eat). By the time you have a protolab, the electrified defense will be about useless, and you're already trying to squeeze 6 buildings around the TF. To fit all that stuff, your TF will usually need to be as far from the CC as the IPs will go, in a big open area.

    As far as pubs go, I avoid dropping mines unless there's a vent in MS. Since I can't place them myself, they usually end up somewhere that annoys me.

    Electrifying rts only works if you can keep the enemy from getting more than 3 rts, and thus have a hard time getting more chambers/fades/hives. Keeping the enemy down to 3 rts requires being aggressive, which is hard to pull off when you're spending all that res on electrifying stuff. So, if you're really whooping up, it can help you keep your lead longer. But, if you're really destroying them, you might as well get big guns and go win. So... it's extremely hard to use electrified rts in an effective way.

    The notable exceptions would be if you're using the elec rt to defend a phase gate in a hive, or if you want to be mean and elec an rt right outside the enemy hive. Either will usually buy you 30 res worth of time.
  • AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
    No base defense is going to save you from a fade/onos, only skulks/lerks, so why waste res on anything more than mines...
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Nothing's stopping comms from dropping a mine pack and laying it yourself if you're that insecure of your marines
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Yeah electric TF in base isn't a very good strategy anymore on most pubs. Neither is electrifying the nodes closest to base. Don't do that. If it gets killed/under attack send a marine to save/rebuild it. Also a TF in base is as good as saying "You guys suck I don't trust you to defend base". Really skulks working hard on your base is rare nowadays anyway, you should be instructing your marines to cause havoc across the map so they aliens should be ridiculously busy with them.

    When the kharaas time is nearing an end on the map, is usually when they start hitting base. If you insist on electrifying early drop a TF in base but don't electrify. And tell your marines why you dropped it. Later on when you have spare res you can electrify it, just for protection.

    Your priorities should be upgrades and restowers. It's not like you can't distress beacon if your base goes under serious attack.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin-BOBDOLOL+Jun 2 2004, 07:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Jun 2 2004, 07:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nothing's stopping comms from dropping a mine pack and laying it yourself if you're that insecure of your marines <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The same pubbies that I would expect to waste my mines I would also expect to hear "OMG he just went comm to drop himself stuff!" from. Or to steal the chair and drop something the moment I get out.

    Plus, that early in the game the comm is quite busy. I wouldn't have the time to spare, between dropping rts, medpacks, occasionally ammo, and keeping track of the gorges.
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    Mining up the enemy's first hive seems to work well if they are all off getting res. Get 1 or 2 guys to get res while the rest of the team heads to the hive with mines. When aliens spawn, chances are they will run into mines.

    I myself dont comm much, but the times ive seen comms use this, marines always won.
  • dumbnewbdumbnewb Join Date: 2004-02-14 Member: 26532Members
    DarkAti, You get retards on your team who either whant to comm themselves or dont like your base build.

    My suggestion:Leave/Comm late game and recycle everything/drop stuff on your marines while fighting (command chair...sexy)
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