One Is A Skilled Commander When...
Leader
Join Date: 2004-10-08 Member: 32157Members
Salutations everyone, here is what I believe a good com is.
A skilled commander:
-is able to prevent marines from using mines to make ledges in the ns_nothing spawn shaft.
-can persuade most marines go to waypoints within one minute. (Marines with voice communication go instantly..minus the girlfriend/food/toilet breaks)
-makes marines not want to procede back to base because they trust the commander to give them all the equipment they need.
-has the Alien menace in fear of the results of constant pressure on their gorges and resource towers. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
-makes the alien team start spamming about how they put the wrong chamber down or how their team is resource whoring.
-can make the entire marine team crack up in a good laugh, then proceding to kick more alien rear immediately after. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
-witnesses no attempts at ejection throughout entire game, and if one person does they are ridiculed by the entire team and cast into the most heavily defended hive... by themselves
-can persuade a marine to hold his position, even if that position is a boring coldspot on the opposite side of the action, or in an intense hotspot without any backup... in a hive.
-has the welders work together, loosing little to no heavy armor.
-wins the game in under ten minutes, or at the request of his team is able to extend the game fairly and still win.
-is strongly encouraged to command the team next round, marine stacking with the same players rampant.
A skilled commander:
-is able to prevent marines from using mines to make ledges in the ns_nothing spawn shaft.
-can persuade most marines go to waypoints within one minute. (Marines with voice communication go instantly..minus the girlfriend/food/toilet breaks)
-makes marines not want to procede back to base because they trust the commander to give them all the equipment they need.
-has the Alien menace in fear of the results of constant pressure on their gorges and resource towers. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
-makes the alien team start spamming about how they put the wrong chamber down or how their team is resource whoring.
-can make the entire marine team crack up in a good laugh, then proceding to kick more alien rear immediately after. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
-witnesses no attempts at ejection throughout entire game, and if one person does they are ridiculed by the entire team and cast into the most heavily defended hive... by themselves
-can persuade a marine to hold his position, even if that position is a boring coldspot on the opposite side of the action, or in an intense hotspot without any backup... in a hive.
-has the welders work together, loosing little to no heavy armor.
-wins the game in under ten minutes, or at the request of his team is able to extend the game fairly and still win.
-is strongly encouraged to command the team next round, marine stacking with the same players rampant.
Comments
(Although no one, and I mean NO ONE, will ever stay in *that* boring spot for long.)
-when you can get the armory upgraded by 5 minutes and have weapon 2 almost or completely completed
-you can med faster than skulks can bite and more accurately
-drop ammo before even the marine knows he low and not over drop
-when you can get the armory upgraded by 5 minutes and have weapon 2 almost or completely completed
-you can med faster than skulks can bite and more accurately
-drop ammo before even the marine knows he low and not over drop <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
pretty much tech armor 1, upgrade the armory, and med/ammo spam and you win! <!--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 skilled commander is simply one that is the master of the commander interface, the tech tree and tech paths, and has outstanding ability in using logic and common sense to come up with a melleable plan and make difficult decisions and adjustments during the game in the team's best interest.
Everything else, including risk taking, cheerleading, role-playing, creativity, and personality - has something to do with the marines playing with the commander. If you want to evaluate commanding skill alone, you don't look at those things. If you want to evaluate the leadership skills of the commander, then you factor the rest in.
A skilled commander is simply one that is the master of the commander interface, the tech tree and tech paths, and has outstanding ability in using logic and common sense to come up with a melleable plan and make difficult decisions and adjustments during the game in the team's best interest.
Everything else, including risk taking, cheerleading, role-playing, creativity, and personality - has something to do with the marines playing with the commander. If you want to evaluate commanding skill alone, you don't look at those things. If you want to evaluate the leadership skills of the commander, then you factor the rest in. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Marine tech paths? What are those? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
A skilled commander is simply one that is the master of the commander interface, the tech tree and tech paths, and has outstanding ability in using logic and common sense to come up with a melleable plan and make difficult decisions and adjustments during the game in the team's best interest.
Everything else, including risk taking, cheerleading, role-playing, creativity, and personality - has something to do with the marines playing with the commander. If you want to evaluate commanding skill alone, you don't look at those things. If you want to evaluate the leadership skills of the commander, then you factor the rest in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Marine tech paths? What are those? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Buildings get what upgrades, weapons, and technologies, and when to get them during the game. I know there aren't that many.
O.o ive never seen a comm do that
"Do as i say or no ammo, medpacks and weapons"
They shutup and listen rather quickly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
and a [Radio Edit] poor fade has a name like... [FFT]SpaceMoogle5.
Oh and by the by, I have gray hair now from commanding on pubs, I wish I was kidding!
so I try <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> and <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
to keep from having a heart attack while playing NS... if only my computer was NS ready at the moment, all this talk of fades, and no way to play, it makes me unhappy, in teh pance.
that is all my randomness for today
SM5
Most importantly, being a good commander means you must command your marines and not just expect them to read your mind.
and at all moments of the game tries his best to draw pictures of ****'s with his structure layout.
oh yes and relocating as many times as you can mid game for a lesser strategical value is also a positive.. element of confusion FOR THE WIN.. (but if you fail to win the round, you're a noob and let the team down)
Ive commed few times really good and on the readyroom after got spammed: slizer comm nxt plsplspsl!!!
And Usually i get that vote thing done <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> If someone is voting me few guys almost immediatly say WTH or etc.
he notices two marines under an onos knifing him and drops catpacks... without the marines saying anything about knifing the onos. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
-blocks the node closest to the hive before the gorge finishes gestating
-places structures properly
-tells the marines the hive location before the ip/armory is built
-responds to requests quickly
-knows when to let a marine die
<!--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-->
Amen to that!
A good comm supports his team even in defeat.
and yea its also fun to have a comm that can hop out of the cc real quick kill something in base while the team is away doing things and then hop back in and get back to commanding like nothing happened <!--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 love comms that jump out of the chair... at least when I'm the skulk attacking. I constantly watch the comm chair while biting away ops or ips while observing kills/death for the next marine spawn. As soon as that comm chair makes a noise, i'm all over it. With a dead commander, I can easily take out the 'reinforcements'. A good comm will place his buildings further apart so that he can jump and have the range to get a quick kill