<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->SDJason Posted on Apr 1 2005, 12:34 PM QUOTE (Camisa @ Mar 29 2005, 01:39 AM) The good comm is the one who wins even without the good marines.
True... however there are limits to which no commander can overcome....
I need a marine that can aim.... and follow my orders...
I dont need a team of Turin's and Mustang's.....(not that they are bad, im using them as examples for skill, nothing else)
I need a team of Average Joe's that will do what i say (which oftentimes is rediculous orders) but if you just do what i say, and occasionally kill something..... we've got a chance...
If you rambo off and all go 12-1 ill reycle ur armory and wont med you.... because i dont like people who wont listen to me no matter how good you are...
If you wanna go 12-1 while following my waypoitns..... covering the guy who builds the pg, and knifing down eveyr hive you see.... by all means..... but if you walk past my 3 resnodes and go MEDS AMMO MEDS AMMO with ur **** **** binds.... dont expect diddley from me... except a long and hard ROAST over voicecomm...... something im well known for by now
If you have a team full of 12-1 rambos they will probably kill the hive on their own <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It happened once, i just had to med and ammo them...
Good temp. Not a sore loser. Listen to his team Never ignore anyone( even nubs) Know when to surrender Know what is game balance Know the rules. Know what his team needs.
That is a good command.
A good command dun have to win. Loser can also be a good command
<!--QuoteBegin-GeminiUK+Apr 3 2005, 06:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GeminiUK @ Apr 3 2005, 06:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good comm wins. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not always tbh. Even best comms dont win always
<!--QuoteBegin-MamboKing+Jul 19 2005, 10:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MamboKing @ Jul 19 2005, 10:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A good comm drops me a shotgun, especially if I sit in base doing nothing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> LMAO ! XD
A good com gives orders, or explain his strategy, whatever the ways he explain it... micro/waypoints or simply placing structures...
A VERY good com take care of : 1) Marines movements and fights 2) Developement of hardware/weapons
I almost never complain about a com, since i'm (maybe) the worst com ever (there is simply too much buttons in the CC than on my LMG for my brain... -_-)
<!--QuoteBegin-JmmsbndZeroZeroSeven+Jul 25 2005, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Jul 25 2005, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leadership. Everything else comes second. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Not necessarily. The comm needs to know what's going on, and get his men to follow orders. That means that sometimes, all the comm needs is ONE marine who listens to -his- orders, who can make the others listen. Leadership isn't as important as knowing how to handle your marines, and being able to adapt to your team as much as they adapt to you.
<!--QuoteBegin-Asal The Unforgiving+Jul 25 2005, 07:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ Jul 25 2005, 07:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Jul 25 2005, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Jul 25 2005, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leadership. Everything else comes second. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Not necessarily. The comm needs to know what's going on, and get his men to follow orders. That means that sometimes, all the comm needs is ONE marine who listens to -his- orders, who can make the others listen. Leadership isn't as important as knowing how to handle your marines, and being able to adapt to your team as much as they adapt to you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Trust me. Leadership in the chair needs to come first.
<!--QuoteBegin-JmmsbndZeroZeroSeven+Jul 26 2005, 12:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Jul 26 2005, 12:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Trust me. Leadership in the chair needs to come first. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I won't go ahead and just 'trust you'. Because I disagree. And I've played enough to think I know about it. I've played under comms who couldn't lead worth horse dung, and who still were very, very good comms. How did they do it? They had help from the marines. A game isn't three teams, the comm, the marines, and the aliens. The comm doesn't have to fight the marines. The comm and the marines work together, which means that the marines make up for the comm's faults. If he doesn't lead, the marines find a way to follow those orders despite. Sometimes a field comm will crop up to handle the load. It doesn't matter. Good comms aren't just one thing, in any case.
<!--QuoteBegin-Asal The Unforgiving+Jul 26 2005, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ Jul 26 2005, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-JmmsbndZeroZeroSeven+Jul 26 2005, 12:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JmmsbndZeroZeroSeven @ Jul 26 2005, 12:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Trust me. Leadership in the chair needs to come first. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I won't go ahead and just 'trust you'. Because I disagree. And I've played enough to think I know about it. I've played under comms who couldn't lead worth horse dung, and who still were very, very good comms. How did they do it? They had help from the marines. A game isn't three teams, the comm, the marines, and the aliens. The comm doesn't have to fight the marines. The comm and the marines work together, which means that the marines make up for the comm's faults. If he doesn't lead, the marines find a way to follow those orders despite. Sometimes a field comm will crop up to handle the load. It doesn't matter. Good comms aren't just one thing, in any case. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> It's pointless even arguing this subject.
<!--QuoteBegin-WhiteRabbit+Aug 18 2004, 03:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WhiteRabbit @ Aug 18 2004, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good comm has mic AND doesnt turn it OFF , keeps it ON at all times <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Yes, that makes sense, so your marines can never hear incoming skulks because in-game voice communication is so crappy.
"FDSLJKDFOIJCHADASODASJDOSADAOSHF OHAY GUYS GET TO DOUHFSODFDSJDSFJ DOUBLE DFJODSIFJDSFHSDFLSDFSDIFJSODISJDFODSIFJSODMCOAIWJOPAWJDPOAWIJPODAWJAOWDJAWODIJAWOPJDWAPOIJDAWOIDPAWODIJAWOIJAWOJIWAIOPJDWAOPIJDPWAOJDOAWDJAOIJAWDPAJ"
Given a choice between a comm with great leadership and average strats and a comm with average leadership and great strats, I think, in a pub, I'd have to go with the great leadership.
Leadership means getting the rines to do what you want, and wanting you and the team to do well. That can make up for many shortcomings in the less than perfect plan. Leadership is also key for morale, which plays more of a role than we'd like to admit.
Was a fun read after a year <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> anyway You guys agree that some things have changed quite a lot?
<!--quoteo(post=1586981:date=Dec 11 2006, 07:52 PM:name=SLizer)--><div class='quotetop'>QUOTE(SLizer @ Dec 11 2006, 07:52 PM) [snapback]1586981[/snapback]</div><div class='quotemain'><!--quotec--> Was a fun read after a year <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> anyway You guys agree that some things have changed quite a lot? <!--QuoteEnd--></div><!--QuoteEEnd--> like? a good comm before would drop me a shotgun now a good comm drops me a hmg? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Yeah, something like that. And I would say good comm has pretty good grasp of the new maps already, e.g. knows where to set up siege and is currently searching for the optimal siege-spots etcetc
Basically if the comm isnt peach he is bad, sad but true <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> you get so picky after a while.
Comments
QUOTE (Camisa @ Mar 29 2005, 01:39 AM)
The good comm is the one who wins even without the good marines.
True... however there are limits to which no commander can overcome....
I need a marine that can aim.... and follow my orders...
I dont need a team of Turin's and Mustang's.....(not that they are bad, im using them as examples for skill, nothing else)
I need a team of Average Joe's that will do what i say (which oftentimes is rediculous orders) but if you just do what i say, and occasionally kill something..... we've got a chance...
If you rambo off and all go 12-1 ill reycle ur armory and wont med you.... because i dont like people who wont listen to me no matter how good you are...
If you wanna go 12-1 while following my waypoitns..... covering the guy who builds the pg, and knifing down eveyr hive you see.... by all means..... but if you walk past my 3 resnodes and go MEDS AMMO MEDS AMMO with ur **** **** binds.... dont expect diddley from me... except a long and hard ROAST over voicecomm...... something im well known for by now
~Jason <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you have a team full of 12-1 rambos they will probably kill the hive on their own <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
It happened once, i just had to med and ammo them...
Good temp.
Not a sore loser.
Listen to his team
Never ignore anyone( even nubs)
Know when to surrender
Know what is game balance
Know the rules.
Know what his team needs.
That is a good command.
A good command dun have to win.
Loser can also be a good command
Not always tbh. Even best comms dont win always
LMAO ! XD
A good com gives orders, or explain his strategy, whatever the ways he explain it... micro/waypoints or simply placing structures...
A VERY good com take care of :
1) Marines movements and fights
2) Developement of hardware/weapons
I almost never complain about a com, since i'm (maybe) the worst com ever (there is simply too much buttons in the CC than on my LMG for my brain... -_-)
Everything else comes second.
Everything else comes second. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Not necessarily. The comm needs to know what's going on, and get his men to follow orders. That means that sometimes, all the comm needs is ONE marine who listens to -his- orders, who can make the others listen. Leadership isn't as important as knowing how to handle your marines, and being able to adapt to your team as much as they adapt to you.
Everything else comes second. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not necessarily. The comm needs to know what's going on, and get his men to follow orders. That means that sometimes, all the comm needs is ONE marine who listens to -his- orders, who can make the others listen. Leadership isn't as important as knowing how to handle your marines, and being able to adapt to your team as much as they adapt to you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Trust me. Leadership in the chair needs to come first.
I won't go ahead and just 'trust you'. Because I disagree. And I've played enough to think I know about it. I've played under comms who couldn't lead worth horse dung, and who still were very, very good comms. How did they do it? They had help from the marines. A game isn't three teams, the comm, the marines, and the aliens. The comm doesn't have to fight the marines. The comm and the marines work together, which means that the marines make up for the comm's faults. If he doesn't lead, the marines find a way to follow those orders despite. Sometimes a field comm will crop up to handle the load. It doesn't matter. Good comms aren't just one thing, in any case.
I won't go ahead and just 'trust you'. Because I disagree. And I've played enough to think I know about it. I've played under comms who couldn't lead worth horse dung, and who still were very, very good comms. How did they do it? They had help from the marines. A game isn't three teams, the comm, the marines, and the aliens. The comm doesn't have to fight the marines. The comm and the marines work together, which means that the marines make up for the comm's faults. If he doesn't lead, the marines find a way to follow those orders despite. Sometimes a field comm will crop up to handle the load. It doesn't matter. Good comms aren't just one thing, in any case. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
It's pointless even arguing this subject.
Yes, that makes sense, so your marines can never hear incoming skulks because in-game voice communication is so crappy.
"FDSLJKDFOIJCHADASODASJDOSADAOSHF OHAY GUYS GET TO DOUHFSODFDSJDSFJ DOUBLE DFJODSIFJDSFHSDFLSDFSDIFJSODISJDFODSIFJSODMCOAIWJOPAWJDPOAWIJPODAWJAOWDJAWODIJAWOPJDWAPOIJDAWOIDPAWODIJAWOIJAWOJIWAIOPJDWAOPIJDPWAOJDOAWDJAOIJAWDPAJ"
Leadership means getting the rines to do what you want, and wanting you and the team to do well. That can make up for many shortcomings in the less than perfect plan. Leadership is also key for morale, which plays more of a role than we'd like to admit.
he also has a strategy and is capable of changing it on spot
last but not least, meds & ammo MUST come fast. if they dont, marines die, and you lose time. and time is everything in this fine game
if i comm (i only comm pubs) i use text, and i only use the following lines:
get rt's
take mines through pg
go to vent/cargo/cc/double
stay with the sieges
Was a fun read after a year <img src="style_emoticons/<#EMO_DIR#>/wow.gif" style="vertical-align:middle" emoid=":0" border="0" alt="wow.gif" /> anyway You guys agree that some things have changed quite a lot?
<!--QuoteEnd--></div><!--QuoteEEnd-->
like?
a good comm before would drop me a shotgun now a good comm drops me a hmg? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />