- knows the basics (ie. locations, what upgrades when, counters for dm or s first, knows to focus on the 2nd hive etc) - is ready to spam marines 90% of the time (ie. hovering) - DON'T USE TURRETS UNLESS HE'S BATTLING SC FIRST (for sieging, mines work like better anyway, 4 mines = 1 turret reswise, and "deployment" is a lot quicker) - encourage marines if what they are doing is right (especially after they've built you the 3rd rt in a row) - doesn't make the game so longdrawn that the marine team wins coz of alien team leaving (don't wait for HA/JP, GET IN AND FINISH IT).. This can be hard if your team is really crap though.
On a good day, I'm a fair comm (imo, that is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->).. I lack experience against good alien teams though..
I would also say that propably the best ability of comm is to get himslef heard. Of course in competitive you completely miss this due teamwork. But the best comms of world are pub comms because they can get team of complete strangers work as one big unit that kills all resistance. They manage that by encouraging, speaking and telling what he is doing. If your comm is all the time saying what next you are much more comfortable than with one that says "OMG NUBS PG"
<!--QuoteBegin-SLizer+Feb 2 2005, 04:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Feb 2 2005, 04:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But the best comms of world are pub comms because they can get team of complete strangers work as one big unit that kills all resistance. They manage that by encouraging, speaking and telling what he is doing. If your comm is all the time saying what next you are much more comfortable than with one that says "OMG NUBS PG" <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Before this erupts into a pub vs clan thing, I'd have to respectfully disagree. While I agree a solid pub comm is great insofar as the assertion of his personality and will onto a buncha random folks, competitive comming takes more technical (if perhaps less social) skill. I mean, you don't have to convince your marines to phase in a scrim/match, they just do. However, you have to think of the game at a deeper, more tactical, more dynamic level.
Personally... i dont give a rats **** about skills in a comm
He could have an IQ of 10...
If he makes the game FUN, win or lose.... i like him and he is a "good comm"
Thats just my opinion though, and thats how i comm..... others differ though...
I suck as comm(some disagree/agree, but ive always maintained that i suck) but im always asked to comm by the majority of people because they know, win or lose, it will be both a close game and a fun game... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
- Has a good build order in mind (structures, upgrades, etc.) - Will direct marines where to go - Is always with his marines and will drop meds and ammo to keep them from dying - Monitors alien progress - Knows the map very well (key siege spots) - Makes good decisions (what hive is the most vulnerable? Shotties or HMGs? he's able to decide on things like that)
A good comm is one that wins <!--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-->
Failing that one who ensures that you have fun even if you lose <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Seriously that last point is so important, if they work to the best of their ability and ensure that it's fun in the process irrespective of win loss, I am a happy badger.
Commmunication is equally important both from the voice comm side of things and listening to their marines with tactical awareness.
BadMouthIt ceases to be exclusive when you can have a custom member titlJoin Date: 2004-05-21Member: 28815Members
A good comm needs a mic. Mainly to get attention. He nvr meds excessively. whenever he meds, he must be accurate and fast. A gd comm also nvr ever forgets to upgrade anything.
for base defences, i put 2 mines at the start of the game and drop one more pack mid-game. i tell my marines to rush RTs so i usually get upgrades a bit later than everyone else. I usually nvr research JP even though it is cheaper becos most ppl dun stick togethr when they got JP. HA is a diff matter cos every1 is so slow they have to go 2gether.
<!--QuoteBegin-Camisa+Mar 29 2005, 01:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Camisa @ Mar 29 2005, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The good comm is the one who wins even without the good marines. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
1. gets weapon upgrades as fastest he can 2. not being an abusing **** 3. gives gun wt you want 4. not younger than 14 if using mic 5. not CC blockin **** 6. knows that than i suck with hmg 7. has played longer than me 8. knows wt means shortened words of buildings 9. dont agree with this
<!--QuoteBegin-SDJason+Apr 1 2005, 07:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJason @ Apr 1 2005, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Camisa+Mar 29 2005, 01:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Camisa @ Mar 29 2005, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The good comm is the one who wins even without the good marines. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> 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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Maybe one day on NS source there will be the option to have two commanders and then we can comm together Jason, that would be really great games.
You make those crazy plans, i med and shout at the rines <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Niteowl+Feb 2 2005, 07:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Niteowl @ Feb 2 2005, 07:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-SLizer+Feb 2 2005, 04:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Feb 2 2005, 04:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But the best comms of world are pub comms because they can get team of complete strangers work as one big unit that kills all resistance. They manage that by encouraging, speaking and telling what he is doing. If your comm is all the time saying what next you are much more comfortable than with one that says "OMG NUBS PG" <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Before this erupts into a pub vs clan thing, I'd have to respectfully disagree. While I agree a solid pub comm is great insofar as the assertion of his personality and will onto a buncha random folks, competitive comming takes more technical (if perhaps less social) skill. I mean, you don't have to convince your marines to phase in a scrim/match, they just do. However, you have to think of the game at a deeper, more tactical, more dynamic level.
At least, imho.
And yes, I'm a craptacular pub comm. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> QFT
many pub players seem to be verbal masochists <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Sometimes those "rambos" know (or think they know) better than you do, and if they deemed that your strategy is really bad and what you're doing is not going ot get the win, they might disobey you. Part of the pub experience is to comvince your marines to listen to you...that you WILL see them through this round and give them a reasonable chance at winning (let's face it. Nobody pkays with the mindset "I want to lose").
For example if I see a comm drop a TF at base near the beginning of the game, I'll probably eject.
BreakthroughTexture Artist (ns_prometheus)Join Date: 2005-03-27Member: 46620Members, Constellation
A good comm hits the spacebar! He gives Marines meds and ammo when they ask, but most importantly, only drops an RT when you call for it, or he confirms with you that the area is clear!
Good comm? I'd say one that gets upgrades real fast. Having someone who grabs the next upgrade the second after the first one finish's makes a big difference.
<!--QuoteBegin-Faskalia+Apr 1 2005, 03:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Faskalia @ Apr 1 2005, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> QFT many pub players seem to be verbal masochists <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I didnt get even one word from that! What are you saying?! in english I mean
Comments
- knows the basics (ie. locations, what upgrades when, counters for dm or s first, knows to focus on the 2nd hive etc)
- is ready to spam marines 90% of the time (ie. hovering)
- DON'T USE TURRETS UNLESS HE'S BATTLING SC FIRST (for sieging, mines work like better anyway, 4 mines = 1 turret reswise, and "deployment" is a lot quicker)
- encourage marines if what they are doing is right (especially after they've built you the 3rd rt in a row)
- doesn't make the game so longdrawn that the marine team wins coz of alien team leaving (don't wait for HA/JP, GET IN AND FINISH IT).. This can be hard if your team is really crap though.
On a good day, I'm a fair comm (imo, that is <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->).. I lack experience against good alien teams though..
Communication, Situation awareness and Welders ( even if theres only 2 People who actually weld themselfes ).
Before this erupts into a pub vs clan thing, I'd have to respectfully disagree. While I agree a solid pub comm is great insofar as the assertion of his personality and will onto a buncha random folks, competitive comming takes more technical (if perhaps less social) skill. I mean, you don't have to convince your marines to phase in a scrim/match, they just do. However, you have to think of the game at a deeper, more tactical, more dynamic level.
At least, imho.
And yes, I'm a craptacular pub comm.
He could have an IQ of 10...
If he makes the game FUN, win or lose.... i like him and he is a "good comm"
Thats just my opinion though, and thats how i comm..... others differ though...
I suck as comm(some disagree/agree, but ive always maintained that i suck) but im always asked to comm by the majority of people because they know, win or lose, it will be both a close game and a fun game... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason
- Has a good build order in mind (structures, upgrades, etc.)
- Will direct marines where to go
- Is always with his marines and will drop meds and ammo to keep them from dying
- Monitors alien progress
- Knows the map very well (key siege spots)
- Makes good decisions (what hive is the most vulnerable? Shotties or HMGs? he's able to decide on things like that)
Failing that one who ensures that you have fun even if you lose <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Seriously that last point is so important, if they work to the best of their ability and ensure that it's fun in the process irrespective of win loss, I am a happy badger.
Commmunication is equally important both from the voice comm side of things and listening to their marines with tactical awareness.
for base defences, i put 2 mines at the start of the game and drop one more pack mid-game. i tell my marines to rush RTs so i usually get upgrades a bit later than everyone else. I usually nvr research JP even though it is cheaper becos most ppl dun stick togethr when they got JP. HA is a diff matter cos every1 is so slow they have to go 2gether.
Good commander drops that second obs when he can spare the res
+chuckle+
You have no clue, have you?
Drops guns/welders on the person who they want to give it to, not by them.
Gives welder's when requested and res can be spared.(If they wan't a welder they wan't to fix something)
Know's not just how to give quick med's but who to med spam, If the skulk can get next to me, med's in battle most likey won't help.
You see way too often comm dropping meds to dead bodies. You need to have enough coordination not to drop the meds if you were late.
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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason
2. not being an abusing ****
3. gives gun wt you want
4. not younger than 14 if using mic
5. not CC blockin ****
6. knows that than i suck with hmg
7. has played longer than me
8. knows wt means shortened words of buildings
9. dont agree with this
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 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
~Jason <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Maybe one day on NS source there will be the option to have two commanders and then we can comm together Jason, that would be really great games.
You make those crazy plans, i med and shout at the rines <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Before this erupts into a pub vs clan thing, I'd have to respectfully disagree. While I agree a solid pub comm is great insofar as the assertion of his personality and will onto a buncha random folks, competitive comming takes more technical (if perhaps less social) skill. I mean, you don't have to convince your marines to phase in a scrim/match, they just do. However, you have to think of the game at a deeper, more tactical, more dynamic level.
At least, imho.
And yes, I'm a craptacular pub comm. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
QFT
many pub players seem to be verbal masochists <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
For example if I see a comm drop a TF at base near the beginning of the game, I'll probably eject.
I'd say one that gets upgrades real fast.
Having someone who grabs the next upgrade the second after the first one finish's makes a big difference.
QFT
many pub players seem to be verbal masochists <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I didnt get even one word from that!
What are you saying?! in english I mean
OLD!!!11!! someone said allready!! NOOF!!11