Good Comm
SLizer
Join Date: 2003-11-07 Member: 22363Members, Constellation
<div class="IPBDescription">how would you define good comm?</div>
I read some1 sayong something about good comms rare nowdays and i`ve allways considered myself as good comm. So I ask you how would you define explain good comm?
PS.
What should happen at these usual critical moments:
0.20 ppl at rt hunt
5.00 first fade?
8.0 oni? :F
5.0-15.0 second hive up?
I read some1 sayong something about good comms rare nowdays and i`ve allways considered myself as good comm. So I ask you how would you define explain good comm?
PS.
What should happen at these usual critical moments:
0.20 ppl at rt hunt
5.00 first fade?
8.0 oni? :F
5.0-15.0 second hive up?
Comments
I recommend one who is well versed the following USG I made:
<a href='http://s8.invisionfree.com/xzianthia/index.php?showforum=26' target='_blank'>http://s8.invisionfree.com/xzianthia/index.php?showforum=26</a>
I also recommend reading the "what's in a good admin?" commentary:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=76888' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=76888</a>
Use search, or browse arround, I know I've seen a discussion somewhere about this.
hope this helps a little... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
Noun phrase. See <i>Natural Selection</i>.
--
Defn.
(<i>For the sake of arguement, and simplification of pronouns, the comm is male</i>)
A commander who is able to lead a team of marines efficiently, quickly, and proficiently. He should have his own sets of strategies for each map he comamnds, and should be able to adapt them on the fly depending on the developing game scenario.
He is familiar with typical alien strats, best counters, and counter counters. These may be simple or detailed, but he knows what to do when aliens push for double, rt rush, mass-fade, etc.
He knows and can judge well, the ranges of siege spots and the best placement for turrets. He knows the names of hte hive locations, and possibly the other named locations on maps.
He is familiar with the costs of buildings, pre-requisits, and has a rough idea of their best placement and hitpoints, although he may not know the exact numerical value.
--
Meh. "Experience" probably comes into it too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> although I don't think that a "good comm" needs to have played in a scrim. You can get good comms who have only pubbed, although of course they will not be as good as clan-comms.
Finally,
15 mins for hive 2?!?! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
EDIT:
Arg agentx5, you found yours first. I though't you'd left that "I'll find the thread..." message and gone. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1. He must know the game and the maps (and ALL named positons) like what is the counter of SC, what costs that upgrade or building, what are the siege positions are most secure against Onos, where are the good bilebomb positions.
2. He must act as teamplayer and support his Rines with Medpacks and Ammo.
3. Communication. Inform your Rines what you're about to do. Inform your Rines whats incomming and whats under attack. Also a part of communication is that you hear what your Rines are telling you. If a experienced player tells you there's "no chance to fulfill the task" you have to find another way.
4. If he's dubious in a positive manner. Only a changed plan is a good plan.
5. He must have a tactical feeling knowing what the alien will do as next.
It's all about actio and reactio.
if it's a med pack or ammo request, and it's more than 3 min into the game, I IMMEDIATELY go there, as it's most likely a shotgunner that needs resupplied... or someone with some kind of equipment
Your marines are the most valuable asset on your team, keeping them alive is critical. You will never be able to be an excellent commander without being able to give out meds and ammo immediately and efficiently. This means giving them out in a practical place (ie if they're on the run, give it to them a little ahead of where they're going to walk.), Giving it in the middle of combat. Giving it in critical situations where they simply don't have time to ask for one.
I cannot stress this enough. This also means giving meds even before they request them.
The skill of dropping meds and ammo is what seperates the boys from the men in terms of commanding.
Speed is the key. Time is a liability, not an asset.
Actually, sir, that is exactly it.
Spamming meds and ammo with discretion and at appropriate times should be what the commander does 75% of the game. The other 25% is broken down as 15% building and upgrading, and 10% is the actual ordering and waypointing.
I don't see why this is so hard to understand. Is your arms lab, which you value so much, going to grow legs, grab a weapon and kill the hive? No. Your marines are the ones on the front lines and you need them alive and shooting things. Thats why anyone who wants to even THINK that they're a half decent comm needs to learn how to med and ammo their marines up.
A live marine is a good marine.
A live one where you want him and need him is better. And several live ones where you need them is just too awesome for words.
Good comm has mic AND doesnt turn it OFF , keeps it ON at all times
- Has a plan
- Tells the plan to marines
(In my opinion, a microphone is a MUST for a good comm)
- Makes the marines follow that plan
An OK comm:
- Places buildings/turrets in base
- Researches Upgrades
- Drops Med/Ammo/RTs/weapons
BEWARE: Long boring sentences to come...
Its one thing to just give a waypoint and a whole other thing to tell marines "Go secure Furnace hive and get RTs on the way" and then drop a waypoint. As a marine, it is important to know why you are going somewhere. A talking Commander will make the marines believe that he is there and by just telling the marines what is happening around the map will help tremendously.
The commander can't just sit there and give Meds to rambos all over the map. A good commander looks through the whole map and coordinates the marines giving med/ammo only to people who do something important.
A good comm will scan the map to see if a hive is going up or to find undefended alien RTs.
He will encourage people to work together and move together (in groups of 2-3 people)
A good commander is not stubborn and will change his plans according to the situation -- Trying to siege one hive 5 times in a row is a bad idea, because all the aliens are waiting for the marines there.
An OK comm will drop RTs when a marine stands near it, however, the marines then moves on and a skulk will eat up that RT. An OK comm will drop meds/ammo to single marines - sometimes he will survive, sometimes he won't. The comm will research upgrades and will upgrade armory and build Prototype lab, but the marines won't use the heavy weapons to their full potential if they don't work together. I know I’m an OK comm because I can't get the marines to do what I want. Sometimes I win, sometimes I lose, but it’s usually the aliens' fault that they lose, because they don't do anything.
I hope I didn't bore you too much <!--emo&:(--><img src='http://www.natural-selection.org/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
I didn't talk too much about the strategies themselves because there are a lot of them - read other threads for strategies. The point I’m trying to make here is that a good commander has a strategy and FIRMLY follows it while sharing it with the team. Again, a microphone is a must or the comm should type at 200 words per minute and use big, fat, red font.
I have been in chair since first day of 1.04 and throu all the the trend strats and betas. In my point of view Allmost all said things goes on my list too, the ability to "smell" the need of medpacks/ammo is they key to win.
I think quite many here play those +20 games where its not so important to give health cos yoru all over the map anyway.....
When it comes to games less than 20 (especially at 16)
then your screwed if you dont give med/ammo you only have all time maybe 5/4 rines goin on map if you don`t give them ammo/med vs alien full 8. IF you give ammo/med you wont probably have que on ip and 7/6 rines in field.....
Few things for good ol comm:
1. MICROPHONE. you cant bee good without one
2. KNOW the map, where to siege etc. etc.
3.ENCOURAGE your rines, tell them what`s going on!
Remind me to go aliens when I play you someday <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Doesn't matter if you're the best tactical genius NS has ever seen, if you ignore med requests, you get the eject from me. Sorry. But you get faster with practise, of course.
<!--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-->Posted on Aug 18 2004, 03:42 AM
A bad marine is a dead marine
Good comm has mic AND doesnt turn it OFF , keeps it ON at all times<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
And I hope to God not, any comm who doesnt SUYF sometimes hinders your ability to localize skulks etc, so he gets teh mute. Voice comms yes, but use it wisely. Don't chat the entire game as if you're trying to give commentary to a football match.
I use this little rule to check comms on skill and haven't been proven wrong yet.
I spend 40% of my time listening for alien RT's, scanning hive rooms etc.
I spend 5% of my time dropping buildings.
I spend 5% of my time starting upgrades or dropping weapons.
Does that mean I'm relatively good? (A1 FTW!)
- Places buildings/turrets in base
- Researches Upgrades
- Drops Med/Ammo/RTs/weapons <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Any comm that drops a turret factory in base within the first 5 minutes and does not have res flowing out the wazoo warrants an eject from me, thanks.
Mines = Gosu.
Simple as that.
A good comm gives the marines necessary front line supplies.
A good comm is adaptable.
A good comm has speed.
A good comm has a mic for speed.
A good comm takes in-game feedback and converts to adaptability.
I don't think I missed anything.