1) has knowledge of the map he is playing on, which includes hive locations, siege points, vents, important rts to cap first, and good pg + turret placements. Also, good structure placement in his main base (ie an ip far from comm chair so comm can jump out and shoot the skulk or whatever). 2) will drop medpacks + ammo for his marines WHEN THEY CALL FOR IT 3) has a plan of attack 4) knows his hotkeys 5) knows what upgrades to get(ie armor 1 first) so that his marines can last longer in the field 6) will know how to respond to various alien threats (ie dropping shotties or HA or something) 7) has knowledge of all the abilities of the structures, guns, different classes of aliens, and how well his marines can shoot. 8) can make reasonable decisions
Uhh Tharding basically summed up the rest. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-degamer106+Aug 18 2004, 08:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (degamer106 @ Aug 18 2004, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2) will drop medpacks + ammo for his marines WHEN THEY CALL FOR IT <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Okay commanders will drop medpacks and ammo when they ask for it. Good commanders will drop them before they ask for it. When a marine is fighting off 3 skulks, is he going to have enough time to press that need meds button? Most likely not, but that doesn't mean he doesn't want, or more importantly need, them.
It doesn't matter if you think you've outlived your usefullness, and rather die and get a fresh set of armor, a clip of ammo for each weapon, and a free ride back to base. You're clogging up the spawn queue, you're giving RFK, you're useless to me when you're dead. You're getting that medpack and that ammo wether you like it or not. When you can help it, you die only when I order you to do so.
well i forgot to mention that a good commander will medspam a marine before he calls for it, but I meant like sometimes when you call for a medpack or ammo 10 times and nothing comes...then you die and get yelled at D:
My style of commanding is pretty much free will. I dont use my mic, first off because text is enough. And I dont type much. I just type when its needed. Like almost EVERYTIME I type someone dies. Its crazy.
The less chatter there is, the more concentrated one can be. If my marines dont go cap rts for me early, they are stupid, and its okay. They will understand we need rts when we lose. They always do. Only time I use turrets is for aggresive purposes. Hive lockdowns suck.
Some say its all about having a skilled team. Now thats a lie. Its all about how the marines work and how you work. Those medpacks of yours, think of them as in Diablo2 or in many rpgs. They are potions. They are HI-Potion, they are healing spells. They are vital, and a skilled healer is great.
To me, the (good) commander must have 4 out of these 5 abilites for them to be somewhat above average.
- Knows how to use his resources (What to research...etc) - Quick reaction/reflexes in terms of both defense and offense (and every other aspect such as researching and building) - Takes care of the marines on and beyond the call of duty (Drops a PG for the stealth marine who manages to get nearby a hive...etc) - Plans and organizes his/her tactics and strategy before performing them - Doesn't lose his/her focus on the battlefield and on his comardes
<!--QuoteBegin-[QcBs]God Killer+Aug 19 2004, 02:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([QcBs]God Killer @ Aug 19 2004, 02:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good com actually can tell the exact amount of hp a marine as and if he needs a med pack...
if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless
med spamming is bad, meds cost 2 res, that can be a lot. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not entirely correct.
With armor1, you need three bites, and two medpacks after two bites. So, if your marine gets hurt, he has two bites left, and yes, it won't give him any additional bites if you leave him like that, but if he gets bitten again, you have a chance to give him one more medpack, and he may survive another skulk skirmish.
its a better idea to medspam regardless of the marines health. If he makes the kill, then the res you spend for the meds will make up for it.
however, i just realized that if you are really strapped for res, it might not be a good idea to spam meds. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> iono..as long as you get some fairly decent res flow you should be set to spam.
<!--QuoteBegin-[QcBs+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([QcBs)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->God Killer,Aug 19 2004, 02:27 AM] A good com actually can tell the exact amount of hp a marine as and if he needs a med pack...
if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless
med spamming is bad, meds cost 2 res, that can be a lot. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> A marine that is not 100% needs a medpack. Of course I'm talking on the premesis that the comm isn't a total idiot, ie. you're not going to give a medpack to a marine who jumped down a little too high and lost 4 hp.
that 2 res is made up by things that res can't buy directly: ->Shorten the spawn queue. You want your marines to be spawning in quickly, and if that marine could've lived if you gave him meds, you could've shortened the spawn queue for marines you couldn't have saved even if you wanted to.
->Gain more rfk from that marine, and prevent aliens from getting rfk from him as easily as if you hadn't given him a medpack
->Marines that are alive can shoot things, kill things, hold ground, build things (the list goes on). Marines that are dead can't do a single thing but wait. Giving a marine a medpack increases the chances of him staying alive.
Everyone knows that resources are important in NS, but there are things that are much more important. You can have 1 million res, but you can't make that armory upgrade faster.
and above all what is said above.. good commander doesent whine how his\hers team sucked the last round. Doesent tell ppl to get the ---- of the server if they are new to the game...
<!--QuoteBegin-Witsa+Aug 19 2004, 11:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Witsa @ Aug 19 2004, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and above all what is said above.. good commander doesent whine how his\hers team sucked the last round. Doesent tell ppl to get the ---- of the server if they are new to the game... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Sometimes it works, but you have to know how to use it. If nobody is listening, you -may- need to yell. I've seen comms do it, with great effectiveness. But I'm not about to say I know when or why. All I know is that if I follow orders, I get yelled at less. That's enough for me.
Marine with a1 takes one bite. He's at 77/18. Now, you can med him- he takes another bite, and is at 62/0. Or, you can not med him, and he's at 40/0. Either way, he'll need one medpack to survive.
(Fades are a different story, as 2 hits unmeded with armor 1 leaves you at 30 hp, meaning 1 med brings you to 80, thus still dead in one hit. I'm talking strictly skulk.)
I cant comm, I've tried, lost horribly, got the infamous line "OMG YOU **** NOOB, U DONT NO ****!!1!!1111!!!!!111!!11!" ... and that was from a clanner from my first week or so. that pretty much swore me off commanding, so I try to be a good marine, by FOLLOWING the orders so the comm can focus on other things
a good comm never have a fixed plan. its more like a draft plan and it could be variated at anytime. he would med accurately. med those VIP marines who recap rts and rambo to hive for pg
W0w just played few hours so great game here it goes:
surftown 20/20 ns_eclipse
Ill start the game with bit odd look at my team otherside has all the icon guys else than one (5 of em total)
Im thinking Oh well let`s see what we get done here... STARTING BLIP
First i yell then: reloc corridor (you know the place with the long hallway quite popular nowdays) I find 2 guys going there fine. I give them there ip and armory ---> obs to mt sl/sub area. I also give horse and alpha rtowers this time. Followed soon by arms (a1)
This is where the hell starts. I give them rt to sub and find it swarmed by skulks from pipe --> Grannies to research time, also a2 is putted on rsearch. Time is something like 4 or 3min after getting my team to use those grannies we can hold sub quite good. Only problem was that the aliens were expetionally organized our all rts were chewed allmost constant so i had to burn lots of res into new one`s (nope they didnt go wp...) also one half rambo gets me main rt and fights for it ^^ BUT the this fades shows up.... *shrugs*
Sooo the clock is like 6-7 hive2 up! and that fade rampages around by humiliating my sg/welder/a3 train (no weps just a3) adv is halway here. Boom alll my rts are gonw everywhere althou res at 50 ( cos of watching over my train) ill give em sub, alpha,maint and horse.
After getting them up (gj team) I do the ms dis/pg doodle only to find fade and skulk taking down ms pg and rt so dis again this time the adv is ready and I`ll put up proto. now my team wanders off to cc siege location ( left side of hive the place where the rising ends)
OMG our base is beeing rushed!!! 1 oni and 2 fades there!!! few shotties/hmgs run there and we lost only adv... aww. Oh well i think we got the ha now! (those hmg were from hmg/welder train)
time is now sumting like 15 min. Ill save for ha and give them just shotties quite many althou had still hmg`s! (gj team w welders)
Then its the usual we siege cc quite easily and fight bit at ec and it goes down too....
What makes this intresing if you had the patience to read this is that the aliens were constantly wolfpacking/ eating rts. Alien team was also much better organized than we.... that fade had 60 4 at the end our best ~30 ~25
just post your critisim if u found this sumting wrng with my leading/build order oh and dont forget to flame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
edit: dunno why i wrote it had to share it with u cos it was best game for a month or so.....
Well u won didnt you? thats the point , as long as u win ur comm abilities are good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-WhiteRabbit+Aug 22 2004, 11:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WhiteRabbit @ Aug 22 2004, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well u won didnt you? thats the point , as long as u win ur comm abilities are good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> i'd have to caveat that. as long as you win regularly on a server that isn't massive, with somewhat even skilled teams, you are a competent comm.
G00d Commandoh is very fast and doesn't spare medpacks. or ammos ---> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
hmmm... good comm with bad marines = lose.. but the best comm i have to say is good comm with bad marines = win.. i'll give that guy 2 thumbs up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
A good com is one step ahead of field commanders. I love it when a comm plops rts without me asking, builds outposts as quick as res allows, and showers me with health and ammo ONLY WHEN I am in important battles that will dictate the course of the game; like taking the double res area, attacking a reasonably vulnerable hive, and securing a hive outpost. a good com recognizes proactive marines and gives them adv weaponry along with a clear objective.
<!--QuoteBegin-pola_kev+Sep 6 2004, 03:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (pola_kev @ Sep 6 2004, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hmmm... good comm with bad marines = lose.. but the best comm i have to say is good comm with bad marines = win.. i'll give that guy 2 thumbs up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Actually, if the marines have pr0's in the team and a bad comm(not a newbie tho) = W1N! Im not very good in comm and i used to play with some good marines, and i used to win.
People who say u need a mic are highly biased against fast typers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> I have a mic and I only use it when it is really needed comming when i need someone to do something as fast as they can. For the rest of the game I just type what needs to be done. I win 95 percent of my games on pubs and 90 percent of my games on scrims. The key to comming is to think like the aliens and thats about the only advice i can give besides what the 800 billion build order guides have already told you.
...a GOOD comm also drops welders for closing vents and remembers his marines to use them. For some reason on pubs, if at all, ppl only weld HAs and not light marines. If a comm drops meds during a hive assault and you have one or two rines welding the squad, you are literally invulnerable to lerks early-midgame. Along with some shotties and mines you get rid of those pesky fades and nullify skulks ---> teh win!
Yes im also annoyed the fact that ppl only maybe weld ha`s but allmost never la.. alreadyat 5min u should have armor 2. By that time give welder and sg to few knowing guys and you have won.....
Comments
1) has knowledge of the map he is playing on, which includes hive locations, siege points, vents, important rts to cap first, and good pg + turret placements. Also, good structure placement in his main base (ie an ip far from comm chair so comm can jump out and shoot the skulk or whatever).
2) will drop medpacks + ammo for his marines WHEN THEY CALL FOR IT
3) has a plan of attack
4) knows his hotkeys
5) knows what upgrades to get(ie armor 1 first) so that his marines can last longer in the field
6) will know how to respond to various alien threats (ie dropping shotties or HA or something)
7) has knowledge of all the abilities of the structures, guns, different classes of aliens, and how well his marines can shoot.
8) can make reasonable decisions
Uhh Tharding basically summed up the rest. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
XD
Okay commanders will drop medpacks and ammo when they ask for it. Good commanders will drop them before they ask for it. When a marine is fighting off 3 skulks, is he going to have enough time to press that need meds button? Most likely not, but that doesn't mean he doesn't want, or more importantly need, them.
It doesn't matter if you think you've outlived your usefullness, and rather die and get a fresh set of armor, a clip of ammo for each weapon, and a free ride back to base. You're clogging up the spawn queue, you're giving RFK, you're useless to me when you're dead. You're getting that medpack and that ammo wether you like it or not. When you can help it, you die only when I order you to do so.
if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless
med spamming is bad, meds cost 2 res, that can be a lot.
The less chatter there is, the more concentrated one can be. If my marines dont go cap rts for me early, they are stupid, and its okay. They will understand we need rts when we lose. They always do. Only time I use turrets is for aggresive purposes. Hive lockdowns suck.
Some say its all about having a skilled team. Now thats a lie. Its all about how the marines work and how you work. Those medpacks of yours, think of them as in Diablo2 or in many rpgs. They are potions. They are HI-Potion, they are healing spells. They are vital, and a skilled healer is great.
- Knows how to use his resources (What to research...etc)
- Quick reaction/reflexes in terms of both defense and offense (and every other aspect such as researching and building)
- Takes care of the marines on and beyond the call of duty (Drops a PG for the stealth marine who manages to get nearby a hive...etc)
- Plans and organizes his/her tactics and strategy before performing them
- Doesn't lose his/her focus on the battlefield and on his comardes
if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless
med spamming is bad, meds cost 2 res, that can be a lot. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not entirely correct.
With armor1, you need three bites, and two medpacks after two bites. So, if your marine gets hurt, he has two bites left, and yes, it won't give him any additional bites if you leave him like that, but if he gets bitten again, you have a chance to give him one more medpack, and he may survive another skulk skirmish.
however, i just realized that if you are really strapped for res, it might not be a good idea to spam meds. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> iono..as long as you get some fairly decent res flow you should be set to spam.
if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless
med spamming is bad, meds cost 2 res, that can be a lot. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
A marine that is not 100% needs a medpack. Of course I'm talking on the premesis that the comm isn't a total idiot, ie. you're not going to give a medpack to a marine who jumped down a little too high and lost 4 hp.
that 2 res is made up by things that res can't buy directly:
->Shorten the spawn queue. You want your marines to be spawning in quickly, and if that marine could've lived if you gave him meds, you could've shortened the spawn queue for marines you couldn't have saved even if you wanted to.
->Gain more rfk from that marine, and prevent aliens from getting rfk from him as easily as if you hadn't given him a medpack
->Marines that are alive can shoot things, kill things, hold ground, build things (the list goes on). Marines that are dead can't do a single thing but wait. Giving a marine a medpack increases the chances of him staying alive.
Everyone knows that resources are important in NS, but there are things that are much more important. You can have 1 million res, but you can't make that armory upgrade faster.
Sometimes it works, but you have to know how to use it. If nobody is listening, you -may- need to yell. I've seen comms do it, with great effectiveness. But I'm not about to say I know when or why. All I know is that if I follow orders, I get yelled at less. That's enough for me.
Marine with a1 takes one bite. He's at 77/18. Now, you can med him- he takes another bite, and is at 62/0. Or, you can not med him, and he's at 40/0. Either way, he'll need one medpack to survive.
(Fades are a different story, as 2 hits unmeded with armor 1 leaves you at 30 hp, meaning 1 med brings you to 80, thus still dead in one hit. I'm talking strictly skulk.)
that pretty much swore me off commanding, so I try to be a good marine, by FOLLOWING the orders so the comm can focus on other things
its more like a draft plan and it could be variated at anytime.
he would med accurately. med those VIP marines who recap rts and rambo to hive for pg
surftown 20/20 ns_eclipse
Ill start the game with bit odd look at my team otherside has all the icon guys else than one (5 of em total)
Im thinking Oh well let`s see what we get done here... STARTING BLIP
First i yell then: reloc corridor (you know the place with the long hallway quite popular nowdays) I find 2 guys going there fine. I give them there ip and armory ---> obs to mt sl/sub area. I also give horse and alpha rtowers this time.
Followed soon by arms (a1)
This is where the hell starts. I give them rt to sub and find it swarmed by skulks from pipe --> Grannies to research time, also a2 is putted on rsearch. Time is something like 4 or 3min after getting my team to use those grannies we can hold sub quite good. Only problem was that the aliens were expetionally organized our all rts were chewed allmost constant so i had to burn lots of res into new one`s (nope they didnt go wp...) also one half rambo gets me main rt and fights for it ^^ BUT the this fades shows up.... *shrugs*
Sooo the clock is like 6-7 hive2 up! and that fade rampages around by humiliating my sg/welder/a3 train (no weps just a3) adv is halway here. Boom alll my rts are gonw everywhere althou res at 50 ( cos of watching over my train) ill give em sub, alpha,maint and horse.
After getting them up (gj team) I do the ms dis/pg doodle only to find fade and skulk taking down ms pg and rt so dis again this time the adv is ready and I`ll put up proto. now my team wanders off to cc siege location ( left side of hive the place where the rising ends)
OMG our base is beeing rushed!!! 1 oni and 2 fades there!!! few shotties/hmgs run there and we lost only adv... aww. Oh well i think we got the ha now! (those hmg were from hmg/welder train)
time is now sumting like 15 min. Ill save for ha and give them just shotties quite many althou had still hmg`s! (gj team w welders)
Then its the usual we siege cc quite easily and fight bit at ec and it goes down too....
What makes this intresing if you had the patience to read this is that the aliens were constantly wolfpacking/ eating rts. Alien team was also much better organized than we.... that fade had 60 4 at the end our best ~30 ~25
just post your critisim if u found this sumting wrng with my leading/build order oh and dont forget to flame <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
edit: dunno why i wrote it had to share it with u cos it was best game for a month or so.....
thats the point , as long as u win ur comm abilities are good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
thats the point , as long as u win ur comm abilities are good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
i'd have to caveat that. as long as you win regularly on a server that isn't massive, with somewhat even skilled teams, you are a competent comm.
but the best comm i have to say is good comm with bad marines = win..
i'll give that guy 2 thumbs up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
but the best comm i have to say is good comm with bad marines = win..
i'll give that guy 2 thumbs up! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Actually, if the marines have pr0's in the team and a bad comm(not a newbie tho) = W1N!
Im not very good in comm and i used to play with some good marines, and i used to win.
...a GOOD comm also drops welders for closing vents and remembers his marines to use them. For some reason on pubs, if at all, ppl only weld HAs and not light marines. If a comm drops meds during a hive assault and you have one or two rines welding the squad, you are literally invulnerable to lerks early-midgame. Along with some shotties and mines you get rid of those pesky fades and nullify skulks ---> teh win!
WELDER RULEZ!
Luv the straight lvl3 armor sg/welder rush ^^