Commander Tips/hints
Reaper
Join Date: 2002-11-01 Member: 3649Members
<div class="IPBDescription">A Small Reading for Would-be Commanders</div> Some tips:
<b>Defend Home Base - Turrets</b>
You will need turrets in your base, the best spot would be in a spot where they cover everything, some players can run past turrets and into your base rendering them useless. Also one of the most important places for a turret, and you should ALWAYS put at least 1-2 there, is next to your command center. Many times, aliens will rush the base and go straight for the command center until its destroyed. Protect it, a marine base without a command center is game over (most of the time).
<b>Resources - Required</b>
You can't win this game without resources, so after your base is defended and you have laid down your primary structures its time to find resources, send your marines in groups to the nearest resource patch to secure it. Place the node down and protect it with towers, don't leave it there undefended unless you want to risk a pesky skulk finding it and causing you grief. Do this until you start getting a nice flow of resources.
<b>Hive #3 - I.E. Base #2</b>
The main starting goal of the marines is to DENY the creation of a third hive to the aliens. You want the upper hand, and to get it you must scout and defend the enemy's third hive position. So after your resources are up, or during it send someone to the location of a hive to scout, if it is undefended then begin to focus on taking it over. Steal the resource node there and start plopping down turrets. Also take this opportunity to use the hive as your second base of operations. Lay down a phase gate between it and your main base to help defend it better.
<b>Upgrade - HMG, GL, Armor</b>
Your three big dogs are needed if you want to drop the other two hives on their butts. After your have denied them their third hive, they will probobly be close to getting fades up for a constant harrassment of range weapons, and lerks for support. To fight against that you will require grenades. Start your upgrades with the Armory / Arms Lab, and prototype lab asap. You should really be trying to do this while doing the other previous actions when money is available, the time it will save you will really pay off later when fades come rolling in thinking they are hot stuff, and you spray back grenades like jesus.
<b>Siege Turrets - GG</b>
The serious game winner is siege turrets, use them. They are your bread and butter. If a marine finds an enemy stronghold, with defense structures, offense structures, and other things, this is where siege turrets come into play. They shoot through walls and have a seriously large range. So set them up to weed out enemy structures. Combine them with a grenade launcher and rip up patches of structures. Use more than one if possible. Also put one in your main base in a central location to prevent enemies from offensive towering your base and keeping you pinned in. Siege turrets are great for destroying hives and hive defenses. Find spots outside the hive room where you can place adjacent turrets, defend these spots as best you can with regular turrets, phase gates, and marines. Let the siege turrets do the work, they will not only take out buildings and hives but players as well...
<b>Hotkeys - USE THEM</b>
Commanders have hotkeys for a reason, its for speed. Hotkey your common drops, health, ammo, guns, turrets. Save yourself time when someone asks for health by being fast on the draw. Also make sure your team realizes the power of the right click menu. If they issue you a right click menu command like 'need health, in position, or need ammo' all you have to do is hit your jump key (if its not on the mouse, if so bind an alternate) and it will center you to their location, now just use your happy hotkeys and drop your stuff right on their head.
That's about all I have to say about the commander seat, I hope it helps you out some more. Feel free to add more information, comments, or corrections. This is my play style, while it may not be the same views as others this is normally what I do and believe in as being effective.
<b>Defend Home Base - Turrets</b>
You will need turrets in your base, the best spot would be in a spot where they cover everything, some players can run past turrets and into your base rendering them useless. Also one of the most important places for a turret, and you should ALWAYS put at least 1-2 there, is next to your command center. Many times, aliens will rush the base and go straight for the command center until its destroyed. Protect it, a marine base without a command center is game over (most of the time).
<b>Resources - Required</b>
You can't win this game without resources, so after your base is defended and you have laid down your primary structures its time to find resources, send your marines in groups to the nearest resource patch to secure it. Place the node down and protect it with towers, don't leave it there undefended unless you want to risk a pesky skulk finding it and causing you grief. Do this until you start getting a nice flow of resources.
<b>Hive #3 - I.E. Base #2</b>
The main starting goal of the marines is to DENY the creation of a third hive to the aliens. You want the upper hand, and to get it you must scout and defend the enemy's third hive position. So after your resources are up, or during it send someone to the location of a hive to scout, if it is undefended then begin to focus on taking it over. Steal the resource node there and start plopping down turrets. Also take this opportunity to use the hive as your second base of operations. Lay down a phase gate between it and your main base to help defend it better.
<b>Upgrade - HMG, GL, Armor</b>
Your three big dogs are needed if you want to drop the other two hives on their butts. After your have denied them their third hive, they will probobly be close to getting fades up for a constant harrassment of range weapons, and lerks for support. To fight against that you will require grenades. Start your upgrades with the Armory / Arms Lab, and prototype lab asap. You should really be trying to do this while doing the other previous actions when money is available, the time it will save you will really pay off later when fades come rolling in thinking they are hot stuff, and you spray back grenades like jesus.
<b>Siege Turrets - GG</b>
The serious game winner is siege turrets, use them. They are your bread and butter. If a marine finds an enemy stronghold, with defense structures, offense structures, and other things, this is where siege turrets come into play. They shoot through walls and have a seriously large range. So set them up to weed out enemy structures. Combine them with a grenade launcher and rip up patches of structures. Use more than one if possible. Also put one in your main base in a central location to prevent enemies from offensive towering your base and keeping you pinned in. Siege turrets are great for destroying hives and hive defenses. Find spots outside the hive room where you can place adjacent turrets, defend these spots as best you can with regular turrets, phase gates, and marines. Let the siege turrets do the work, they will not only take out buildings and hives but players as well...
<b>Hotkeys - USE THEM</b>
Commanders have hotkeys for a reason, its for speed. Hotkey your common drops, health, ammo, guns, turrets. Save yourself time when someone asks for health by being fast on the draw. Also make sure your team realizes the power of the right click menu. If they issue you a right click menu command like 'need health, in position, or need ammo' all you have to do is hit your jump key (if its not on the mouse, if so bind an alternate) and it will center you to their location, now just use your happy hotkeys and drop your stuff right on their head.
That's about all I have to say about the commander seat, I hope it helps you out some more. Feel free to add more information, comments, or corrections. This is my play style, while it may not be the same views as others this is normally what I do and believe in as being effective.