Newbies Guide To Commanding

Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
edited November 2002 in New Player Forum
<div class="IPBDescription">How to , What to, and general knowledge</div> Hello,
This is a short yet complete guide to how to quickly become a good or at least decent commander,, or How not to get ejected, guide.

Ok guys some may know me, many don't my current record as of right now is 14-7-18.. That is 14 wins, 7 losses, and 18 games that I either took over after the commander had been ejected/quit,server crashed, I lost connection, or I got ejected (once).

This guide is intended to take someone who knows nothing to very little about commanding, and give them the knowledge neccessary to win or at least give those stinking aliens a run for their money. Most important and above all things a good commander only guides, builds, alerts, and equips his troops. The real hero will always be those that fight, the guys in the trenches, as a commander you must never forget that you can suck and if your team is good you will win. Or on occassion the aliens will suck and you can mess up numerous times and still win. But it all boils down to you and your team. It is a team oriented game, especially so for the marines and it is this point that will bring your either defeat(from disorganization, troops that don't listen or stick togeather ) or victory. Now that you have gotten that through your thick skulls it is time to move on to the basics.
REMEMBER AT ALL TIMES THAT THE GAME IS DECIDED BY YOUR TEAM AND YOUR ABILITY TO LEAD THEM
It isn't something you can't do alone and it isn't something they can't do well without a commander to lead, build and equip them.

First and foremost you must listen to your team's request and respond to all of them if possible. If some newb gets on and says gimme ammo, shottie and a milkshake 30 secs into the game you don't respond hey **obscenity** F@#k off, you simply (and repeat after me)"I do not have the resources to do that at this time if you can capture and hold a resource with 1 other for 3 mins I will consider it" or something to that effect. If you try to cater to every one of your players you will soon have 20 shotguns laying around where they died all alone and no resources or support. Be reasonable and respond to request when you can, I mean realistically if someone really wants a jetpack and a shotgun, I will make sure they get it if they do a few things for me, like build and/or defend a resource node for a few mins.

OK now, NEVER EVER build something in front of one person in enemy terrority unless you are absolutely sure it is safe OR they have reinforcements enroute. IF you build stuff when there is one guy in the hive saying " commander drop me a turret factory(TF for short) etc.." you will soon find yourself with a dead factory and a dead marine. Send waypoints, wait for reinforcements, SECURE THE AREA and then build.

Now one other thing before I begin to explain how to command. YOUR TEAM IS THE KEY, if they seperate, if one has Heavy Armor(HA for short), and the rest don't, etc.. you will soon find your self divided and eventually conquered. ALWAYS STRIVE TO KEEP YOUR TEAM TOGEATHER and equiped. Best way to do this is give them waypoints and phase gates(IMHO phase gates are the easiest way to coordinate defense and attacks)

And one last thing as commander, a MICROPHONE IS CRUCIAL IF NOT A NECCESSITY, giving orders, alerting your troops, coordinating attacks and defenses are time consuming and a microphone is one way to save a few seconds here and there. Which can make or break you eventually.


Ok, so you want to be a commander huh? Never commanded a day in your life, just got the game and think you can take over and kick alien **obscenity**? Well first you must go through what I will call BASIC TRAINING.

BASIC TRAINING

1) Play NS(natural selection) at least 5 times as a marine and at least 5 times as an alien. When you are a marine watch what the commander does, look to see how he places equip, what he places, where, and when, and for christ sake learn the ground level. As an alien learn how they build and attack, watch where they get beat and where they win. It is too complicated for me to explain all the intricate details here in this guide that is why you are in basic training soldier, to learn for yourself.

2) Find a server where there is one/two people playing and go command for an hour or two. Familarize (tottally misspelled sorry its late and im drunk) yourself with the commands, how to build, how to select troops and the equip, how to drop stuff, how to upgrade and in what order the upgrades go. THIS IS CRUCIAL. If you don't learn this stuff on an empty server then you WILL GET EJECTED or in the least people will curse your name etc,. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

3) Read the Manual, read the website. Play a few times and understand how it works. This game is unlike any other in the fact that your troops in a RTS are Real people and dont always listen or do what you want them to do. This can help and hamper your commanding, learn to adapt and accomadate while fulfilling the needs of the whole, and most importantly learn how to kill the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> onos. Thats right your saying well I played a few times and those things are invincible.. BS, You can and you will be forced at one time or another as commander to take control of the situation and push them back, stop the assualt , buy some time and eventually win or lose learn from your mistakes. Onos are big targets, I would suggest heavy turrets 8-10 and HMGs to really make them feel the pain.


OK NOW THAT YOU HAVE COMPLETED BASIC TRAINING IT IS TIME TO MOVE ON TO YOUR FIRST OBSTACLE COURSE.. YOUR FIRST COMMAND

After you have sufficiently learned how to use your command control center and played a few rounds as a soldier and alien and learned the maps, it is time to try your hand as a commander. I always announce/ask to command so that if there is someone more qualified then me I will let them command, watch and learn or sometimes be ready to step in when they get ejected for being stupid. No matter what server you play on when you play or what eventually it will be time to step forward and take charge, just be polite about it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
NEVER COMMAND A MAP YOU HAVEN'T PLAYED ON AT LEAST 3 TIMES. If you do and then try to command it, you will soon find that you have many weak links in your armor. You will learn where and how to place turrets and other items by playing the map on the ground floor and no other way.

Alright you have played this map, noone wants to command and you say well I know how to command but I have never done it. And everyone says do it! then you jump in the chair and start,

THE FIRST 2 TO 20 MINS OF THE GAME ARE THE MOST CRUCIAL MINUTES IN THE WHOLE GAME, THEY CAN DICTATE WHETHER YOU WIN OR LOSE 90% of the time. Only a really good commander with a really good team can come back against all odds (i.e. 3 hives lost) so these first few minutes of the game are CRUCIAL. If you do not know what your doing DO NOT try to command the first few mins and then give up, you will **obscenity** everything up for the next commander and lose the game guarenteed.

First thing is first,
1)Build at least one infantry spawn( I suggest two, this will give you the edge )
2) Build either an armory or a TF
3)Build the other TF or armory(some commanders build armory later etc, I suggest you stick to the basics til you feel secure enough to experiment with other things)
4) Build 2 to 3 turrets

HOW TO BUILD A TF AND THE SURROUNDING TURRETS

This is very important, because a number one tactic of the aliens is to run into a room full of turrets get behind the TF where no Turrets can reach them and chew it up, and then guess what..... NO TF = NO ACTIVE TURRETS and this is bad, bad, bad.. so I suggest you build @ least 3 turrets in a triangle around your TF. But you say I am building the TF to protect the resource node why build around the TF. Well you idiot if you lose the TF then the turrets are worthless aren't they?

<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> So the first turrets you build should be built to protect the TF. after that you can throw 2 or 3 more into the mix to protect the Resource or whatever you are protecting. Always try to build a turret near your CC(command chair) a few mins into the game(after you have grabbed a resource or two)
At first you just want to protect the TF's but eventually when you have some extra resources you want to SECURE THE AREA which means a phase gate, and 6 to 10 turrets or more.
Now remember that TURRETS JUST POSTPONE THE ENVITABLE, they rarely kill skilled aliens, they just slow them down. That is why you will need Phase Gates which I will discuss shortly.
If you are going to either build in a Hive or build more then 8 turrents I would Highly reccomend a Second turret factory.
In addition when you build anything of value for example a TF, Armory,anything really except turrents, place them where they cannot be shot at from a distance, I.E. in a corner, around the corner , behind a wall etc.. Place them where FADES cannot shoot them. Place them where an alien has to take the turret down or turrets down first before they can even consider killing the TF/observatory etc..
Also when you are building turrets take into consideration the ground levels. Your factory has a green circle around it where it can support turrets so use that perimeter to your advantage and build turrets on top of boxes, on lower and higher levels and on elevator/lifts ( I call it alien elevator suprise!). And in areas of heavy alien concentration or right next to hives UPGRADE TO SIEGE and build 1 to 3 siege cannons in the farthest corners closest to the aliens hive/structures you can get them with out comprising their positions.

WHAT SHOULD I DO FIRST AFTER I HAVE BASE BUILT UP INTIALLY?
First you will have aliens rushing you and your troops will be generally confused, disoriented, lost, runaway and other... so select them all by draggin a box around them and set a waypoint to the nearest/safest/easiest to defend resource node waypoint... BTW your troops love waypoints. Use them all the time when you can.. It gets really impossible later in the game, but thats ok.

Build a Resource node, TF 2 to 3 turrets(optional, you may want to save the original resources and come back later and defend that node, especially since the node is close to your base and your troops will have to run past it a few times before you get the phase gates up) and then send your troops to the nearest HIVE. Yes that is right HIVE. This is where it helps to play a lot on the ground floor because if you look at where the aliens rush you(if they do rush) then you will have a clue as to where their MAIN HIVE is and this is key,. You must surmise or learn where it is and fast. And either attack it outright(not suggested but it works about 1 in 5 times) or do what I do and that is to take the choke points.

Now send your troops to the first empty HIVE that you know of, and choose the nearest one. Drop a Resource Node, TF 3 to 6 turrets (it is a hive afterall) and send your troops to the nearest chokepoint (the hallway between YOUR HIVE AND THE ENEMIES HIVE) and build, build, build.. take your 4th resource point ..


After this you are almost on your own but I have SUGGESTIONS for you, though there are never any guarantees in war.

I would suggest reinforcing your original resource if you haven't already and building an OBSERVATORY and Phase gates to your HIVE and any choke points. Phase gates are a Crucial part of the game and must be addressed early. People say gimme a shotgun and you say " I need all the available resources to secure and defend this hive and resource/choke point first "
Don't give out jack for at least 5 mins, not health (unless you are trying to keep the group alive to take a point) not shotties not nothing <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> .

Now the surefire way to win at this point if everything has gone smoothly and fast is to send your troops to the next hive (preferrably not the original though I would use the scan from the observatory at this point to see which is the least defended) and take a second hive. If you can take, secure and hold 2 hives then you are almost guaranteed a win. Next when the resources are flowing get the arms lab/prototype lab up and research the first (20 resource each) upgrades on armor/guns at the arms lab as well as eventually researching the motion sensing (a very important part ) and most importantly upgrading your armory for HMG (heavy machine guns) and GL (Grenade Launchers). And get your Heavy Armor (HA) researching in under 10-15 mins can also give you a major advantage. Especially if they get Fades going, you will need HMG/HA to push/kill the aliens. A good point is that your first upgrade to your armor (the 20 RP one) will give your troops a 50% better survival rate. It basically gives your troops the ability to take 3 bites from a skulk rather then the starting 2 bites, thus reducing your marines loss by 50% or so.

Now you must hold at least 3 resources to stay alive and should hold 5 or more to upgrade and equip....

If things go wrong and you have resources research your HA and HMG/GL fast and equip your troops with these 3 things at once HA/HMG/wielder .. not one by one or else you are doomed,.. It does very little good for a marine to have 50 armor and a HMG, they die too fast to justify giving them a gun. Ok maybe one here and there, if your marines are moving as a group then one HMG/Shotgun can be beneficial as the others will grab it when the marine carrying it dies. Otherwise I suggest dropping HA/HMG/welder in one combo lump on the floor.

Ok maybe drop a HMG or GL or shottie here and there but mostly you want to save and drop at one time(in one place) HA/HMG/welder or GL or shottie etc..

Don't disregard the jetpack, it is really cheap to make and relatively cheap to research and on maps where there are multiple levels or a lot of vents you will most likely need Jetpacks.

Make sure your HA stay togeather and stay welded and make sure you stress that they weld each other etc..

Learn how to use siege Cannons and build/use them any time your team runs into resistance/structures. Siege Cannons are the best weapons you have next to your actual team. Use them wisely and use them to push or hold the enemy back as well as using GL to push back any aliens. (the GL works wonders sometimes to keep them at bay long enough for you to reorganize etc..) Don't underestimate the power of two GL's to push back aliens from your base etc. I have won with 3 hives lost and no resources by pushing back with GL's, building a resource with a TF and then equipping a few HA etc, and continuing on and taking one hive/resource/choke point at time.

Choke points are incredibly important to holding the enemy at bay and buying time to equip and organize your troops for a good strike, learn them and use them. i.e. South Loop is a superb example of a good choke point for hive maintance.

Learn from your mistakes and listen to suggestions from your team, cover your **obscenity**,and your teams **obscenity**, drop medpacks but be hesitant to drop ammo packs since basically 12 /13 packs = one armory and the armory = free ammo.


Ok this is the BASICS. The rest I think you can learn on your on, develop your own strategies, and PLAN AHEAD.
May God be with you Commander,
The fate of all Mankind rest in your hands,
Good Luck <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Texas Ranger <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->

*edited for some grammatical errors and some new content added*
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Comments

  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    *%$$## <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    It seems there are many posts on this board, and my guide keeps getting pushed a few pages back. I will continue to BUMP it up for a few days <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    TR
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    Guide Additions

    DISTRESS BEACON - I rarely see this one used and when it is, it is rarely used right. The distress beacon will in about 3 -5 seconds respawn all your dead marines with or without inf portals. This is key to when you have to defend the "alamo" and you are gonna lose, make them damn aliens fight for it. Or if your team was just suddenly wiped out say 5 or more, use it to get them back up and running fast. Just remember that it costs 15 resource points (RP). So using it all the time is a waste. I once played a game where the commander had no idea what he was doing and used it every few mins. (whether there were dead marines or not). That will eat up your resources fast.

    PROTOTYPE LAB - In order to have a prototype lab you must first build an observatory and arms lab. The prototype lab gives you HA and JP (jetpacks). I would reccomend getting one and researching HA first within about 10 mins into the game. The cost of researching HA is a big one Observatory=35 + Arms Lab = 50 + Prototype lab =45 + Researching HA=50 ... Thats 180 resources just to research HA.. But it will be well worth it.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> More additions to follow <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    Texas Ranger
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    This would go better in another forum *cough cough TSA strategies cough cough*
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    Yep you are correct. I posted this link in the RIGHT forum now, if i could just get a mod to move it over.

    NEW ADDITION

    USE YOUR JUMP KEY (SPACEBAR USUALLY) TO MOVE TO HOTSPOTS

    This is mentioned in Monsieurevil's Advanced Commander Mode so I will just quote his guide as it fully explains "jumping" to the action.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Jump to the action -

    Not very well know, but anytime your command console software is telling you that 'your troops are under attack, your building is under attack, research completed, etc', or a you hear, 'Yo, need some ammo over here!', you have the ability to jump directly to it. Simply tap your jump key (usually space), and your HUD view will immediately move to the area of concern. This saves a lot of time scrolling around trying to find some wounded troops desperately trying to survive a skulk rush. Tell your troops to use that pop-up menu!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Texas Ranger
    * more additions to come, more strategies etc.
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    *clap clap clap* good work, especialy for a new member to the forums, this deserved to be moved and stickied, if a mod sees this. Been commanding from day 1 myself and only have a few loses. Good luck to new commanders, nothing to do after reading these posts but to try it out neg?
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    From POV of an alien player, excellent guide.

    One point I'd like to make though....

    I wouldn't reccomend HA b4 HMG. HA's without a HMG are just better targets to me, anyway. It just means not only do I get to take your life, but also 25 easy RP's. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    edited November 2002
    13-2-3-1 :| 13 wins 2 losses 3 forfits (cable or computer shutting down or server going down) and 1 eject <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> (i used the wink guy cuz he looks like he is upset) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    this is a good post and should be moved and stickied the FM strat room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    but alot of commanders waste stuff on mass production (ie HMG/HA spams) and GL's as well which usually all the spamming of this stuff wont help the guys in the field at all, you can take out alot of marines with just 2 fades (because of acid launcher strafing) and its hard to get shots off of fades when they strafe so fast, even though there pretty big <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    if you lost 4 marines then you lost alot of resources just giving them a bunch of hmg's and ha's
  • GenmaCGenmaC Join Date: 2002-11-01 Member: 2002Members
    Why do people advocate a turret factory in base?

    Listen up. If you build a TF at your spawn, you basically admit that you have no confidence in your team, and that you eventually plan to be beaten back to base and LOSE THE GAME.

    Do NOT build a turret factory early game in your spawn! Instead, spend the RP on an observatory and motion tracking - even your s.hitty marines will preform better when they know where the enemies are coming from.

    Contrary to idiot belief, a TF will not beat a skulk rush. Use your marines to defend vital points until you have at least another RT up - then tower IT, not the main.
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    edited November 2002
    I suggest the TF at spawn because for many reasons
    1) provides and early warning device for when the aliens attack i.e. the turrents fire
    2) provides some albeit minimal coverage for Marines that are getting ammo/building/ or just spawned in
    3) provides cover for the CC so you don't have to continually get in and out and kill skulks
    4) turrents can be used to block doors making it harder for onos/fades to get into your base
    5) All the stuff you build at base is not only extremely important but extremely expensive and providing no Defense at all is just foolhardy and risky IMO

    There are many more reasons to have turrents at base but these should cover the basics. I do not advocate having 15 turrents at base just 5 or so...
    I do have faith in my troops that is why I expect them NOT TO DIE, but be halfway across the map attacking the hive.. It is simply lame when you have to call back a few marines to deal with one skulk eating your cc etc.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> Texas Ranger

    P.S. I can see your point in holding off the TF at the beginning of the round, but just how long can you go with Zero defenses at base, even if you don't builld the TF at the beginning you will have to wait a while for motion tracking to research. This non TF building and Observatory building would be considered more an ADVANCED TACTIC and I would highly reccommend against using it until you are familar with the basics. Hence the name Newbie Commanding Guide.
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    *NEW ADDITION*

    MINES

    Mines are probably the most overlooked and underappreciated weapon/defense/detterant that the marines have. The main reason for this is that noone really knows how to use them, or only a few marines do. As commander if someone ask for mines I would drop them but only once or twice, otherwise you get some Newbie mining everything and then here comes one Fade and blows them all up. If the marine knows how to use a mine effectively then you will be able to see that on your overhead usually. The best Place to put mines IMO is in the vents, a small area where only small creatures(skulks go) and since it takes a Fade to blow up a mine without taking damage, It will deter quite a few skulks from moving through the vents until you inevitable get the Kamikaze skulk that blows himself up just to clear the vents of mines. Mines also have a proximity (place them on the ground) effect though I have had a lot of problems as a marine getting them to work right (they usually explode right after I drop them on the ground).

    WIELDERS

    At the beginning of the game, especially on certain maps, you should make it a point to give one smart marine that knows how to wield shut vents a wielder. The faster you can narrow the points from which the enemy can attack you the better. Wielding vents shut is a necissity and not only that but it helps you use less marines/turrents to provide cover/defense for the same area. Most maps have a vent that leads into your base and this should be sealed first. In addition to healing/sealing Wielders can also be used to break into certain areas. The more experienced marines will know where these points are and if they have a wielder it can be very helpful in the game. Later when you have people in HA/HMG it is a neccessity that almost everyone have a wielder on your team. To keep the turrents/structures wielded and more importantly keep those Heavies wielded. Wielders also work against webs, make sure to tell your troops this if you see them getting stuck and yelling "ARGGH WEBBED!!" etc. A lot of marines don't know this.

    More to come...
    Texas Ranger

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Dark_QuartzDark_Quartz Join Date: 2002-11-09 Member: 7950Members
    Damn good post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. This might increase the number of good coms now(hopefully :\).
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    *NEW ADDITION*

    OPENING DOORS AS A COMMANDER

    Yes it is possible to open/close doors and even operate elevators from inside your luxurious command chair. Simply put the cursor over the door/elevator and either wait for an icon to appear and then click or just click. These doesn't always work right and sometimes it won't work at all (certain maps). For some reason Elevators seem to work more then doors do. As this isn't really a strategy so to speak it can be used for tactical purposes. For example your team is suddenly surprised and getting beat on bad, you order a hasty retreat and close the doors for them as they fall back. Or you put a bunch of turrents on an elevator and then your team is under attack in the room next, you lower/raise the elevator for an "alien surprise" and also to give your injured marines a way to escape. Closing the doors behind the marines as they move through the map can also be beneficial as it prevents them from being attacked from behind and may slow down the enemy. On the flipside you can open doors for your boys before they get there.. etc etc.. Although this isn't a major advantage as commander it is good to know every possiblity you have at your disposal. After all its the little things that count right?

    Texas Ranger <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    Adding a link to this guide as it adds more advice/tactics and really is a good guide as well..

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=13347' target='_blank'>Marine Commander Tips And Hints</a>

    Texas Ranger

    More tips/hints/advice/strategies/tactics/additions/information to come....
    I will have to retitle this The Ultimate Newbies' Guide to Commanding when I finally put all this togeather
  • FoggyFoggy Join Date: 2002-11-22 Member: 9620Members
    This is good. Someone pin it.
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    * NEW ADDITION*

    RECYCLING

    Recycling is a good way to get rid of unwanted or unneeded units. (i.e. 2 armories in the same spot) To recycle something just select the structure and press the recycle button in the lower right hand corner and then wait about 10 secs. Recycling will get you a small amount of resources back. You can basically break down recycling into 3 parts.

    1) Recycling duplicate or unneeded items. This is basic clean up recycling, you recycle that extra armory you dropped by mistake. Or you recycle that turrent you just placed on top of the guy with HA. Please don't let them kill themselves if they have heavy, especially when you can fix it by recycling. Also you might consider recycling that extra base you just built outside the hive you just sieged. If I am sieging a hive I usually have phase gate, armory, turrent factory, turrents etc. just outside the hive. When we successfully take the hive then I build the same things inside if not more. So many of the siege base items can go to the recycling bin, especially if Resource Points are tight. I leave the turrents/siege cannons and usually recycle everything else. On occassion I will leave the phase gate as a backup, it really depends on how tight the RP flow is.

    2) Recycling items before the enemy can kill them. I use this tactic to recycle undefended resource nodes or turrents without a turrent factory that are getting chomped on. If my marines won't make it in time then I just begin the recycling process, usually if I am fast enough I can recycle the stuff before the aliens can eat it.

    3) Recycling because its the end. This is where you have gone into the "alamo-mode" and start recycling everything you don' t need to just have a few more rp for that one last suit of HA/HMG. Phase gates that don't go anywhere are the big ones here, other then that just stuff you don't need or have duplicated. It all is going to go anyways might as well make the aliens work for it.

    Be careful not to recycle stuff you need like arms labs etc.. or armories that you have upgraded for guns. That is just a waste.

    Texas Ranger <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    Great guide, and thanks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    But it's "turret", not "turrent". Argh!

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> "turrent"
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    *NEW ADDITION*

    MAPS

    Maps can be a very useful tool for a commander, especially one that has just begun his riegn of terror and needs to make sure he knows where that hive is to assault etc. There is a link in this forum to many different maps that are all better then the overhead ones you get in the game. This can come in real handy and I have to refer to them occassionally even though I have played a map 20 times or more.
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=9871&st=0' target='_blank'>Maps</a>
    Ok so there are lots of maps there, pick the ones you like and then go print them and play.

    Texas Ranger <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    turret

    \Tur"ret\, n. [OE. touret, OF. tourette, dim. of tour a tower, L. turris. See Tower.] 1. (Arch.) A little tower, frequently a merely ornamental structure at one of the angles of a larger structure.

    2. (Anc. Mil.) A movable building, of a square form, consisting of ten or even twenty stories and sometimes one hundred and twenty cubits high, usually moved on wheels, and employed in approaching a fortified place, for carrying soldiers, engines, ladders, casting bridges, and other necessaries.

    3. (Mil.) A revolving tower constructed of thick iron plates, within which cannon are mounted. Turrets are used on vessels of war and on land.

    4. (Railroads) The elevated central portion of the roof of a passenger car. Its sides are pierced for light and ventilation




    You are so right.. hehe apparently turrent isn't even a word. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> My bad, someday I will go back and edit them all.. dang

    Texas Ranger
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    edited November 2002
    * NEW ADDITION *

    HOW TO HANDLE (MICROMANAGE) YOUR TROOPS

    This topic has been beaten to death in the forums and it seems almost everyone has a different idea/perspective on how to get your guys to do what needs to be done. Most of the time you will find that 75% of the marines on your team will at least try to do what needs to be done, and move to waypoints etc.,
    I have found that there are better ways to get your troops to move to waypoints and build and protect stuff.
    First off If you don't know how to select your troops its simple, you merely click on the guy you want to select and then click on the map as to where you want them to go, or click on the structure you want built/defended. It will then give that soldier an order in which most will at least attempt to follow it. To select a group of marines simply left click and drag a box around them, usually do this at the armory where they seem to hang out. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    SETTING UP WAYPOINTS

    I personally have found that if you select some troops and then select a waypoint say 1/4 of the way across the map, you will soon have all your troops take different routes trying to get to the same waypoint. Some become lost and many will die if a few aliens set ambush. I consistently lost troops due to the fact that most of them don't know the map very well and tend to seperate as they search for the way to the waypoint. That is way I invented the "baby steps" method. I know what your saying right now, You invented it?? Yes I did and I have the trademark and patent to prove it. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
    Baby steps are simple waypoints. It requires a lot more of your attention and time to use but tends to work about 100% better. Simply select your troops and point to the next intersection, maybe even halfway across the room. Make the waypoints where the troops can see them or turn a corner/ open a door and be there. Make sure you tell the guys what you are doing and that they must stay togeather, which means sometimes they have to wait at a waypoint while the rest of the team catches up. Using the babystep method tends to keep your troops togeather, which tends to prolong their lives. When you finally get them to where you want them to go I usually throw down a Phase gate immediately, so that those that died on the way can get there and to provide reinforcements without having to baby step them there.

    HOW TO HANDLE UNRULY NONWORKING MARINES

    The best method for dealing with whiners/morons/dead beat marines is to ignore them. I always respond politely to the first one or two " Hey Do0d gimme a shottie and jetpack!". Simply explain that the resources are needed elsewhere etc. It is the simple reward/punishment theory. The marines that move to waypoints and build/defend structures etc are the first ones that get HA/HMG etc. Eventually if I have the resources I outfit everyone, but you will notice as a commander the marines that help and the ones that hinder. Usually the guy that is constantly yelling for a gun and bitching about fighting fades with lmgs is the guy constantly dying and running off on his own. Giving these guys are gun is a complete waste of resources and most like these marines are a complete waste of carbon. Someone posted that the best way is to "Treat them like children" and this is so true. If you nicely tell them why you can't give them a shotgun and then try to give them some task to finish etc., and talk to them like they are children you might actually get some teamwork outta of them. No matter what you do you will eventually have some a$$ that nothing will work on and you will just eventually have to ignore him, or hope he goes alien.

    WHO GETS THE GUNS?

    As posted above I usually try to work on the reward/punishment scale with guns adn equipment drops. It works pretty good and if you are rewarding the right marines with equip/guns these are the guys that don't tend to run off and die right away, which is even better. Another method is giving guns/equip to the guys who can fight. I use the TAB- scoreboard and see who is the best on our team, it doesn't say how good they are just ranks them higher then the rest. At this point I am assuming that you get a higher ranking by killing aliens and structures and dying less then your comrades. So equipping these marines also makes sense, you will now have a Super-marine.


    All in all you will have to find what works best for you to micro manage your troops. As commander you have the ability to see the big picture and translating this to your troops is key to winning. Phase gates works wonders in moving troops around and getting them to their waypoints faster. Have your troops defend unturreted resource nodes for a few mins, have them work and use them to buy you time.. After all you can win almost any game if you just have enough time to get the resources you need to upgrade/equip your troops. I mean once everyone is in HA with a good gun, then its just a matter of time before your marines push into the next node/hive area and capture it. That is if they work togeather , wield each other etc..

    Good luck commander,
    Texas Ranger <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • ShingyBoyShingyBoy Join Date: 2002-11-17 Member: 9086Members
    Nice guide but u said its a newbie one do u mean newbie as in kind of generally everyone or are u gonna do advanced tactics `n in here aswell
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    Another good read for commanders

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=8761' target='_blank'> Monsieurevil's Advanced Commander Mode</a>

    The guide is nearing completetion I think, anyone that has any more ideas/suggestions or questions please post.. I will be compiliing all the additions soon and placing a new post on the TSA strategies page, The Ultimate Newbies' Guide to Commanding.
    Until then I will be posting as I think of stuff.

    Texas Ranger
  • Jedi_Master_HayatoJedi_Master_Hayato Join Date: 2002-08-15 Member: 1173Members
    Wield: verb - to brandish, use, or exercise i.e. 'He wielded the Z-Sword expertly despite his lack of prior training.'

    Weld: verb - to fuse, seal, or connect, i.e. 'The Heavily Armored Frontiersman welded the door as the spike firing Lerks rounded the corner.'

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    It is a newbie guide in that you should be able to grab the game NS, read this, follow the basic training guidelines and then go out and command and maybe even win. Plus it does bring up quite a few good points and tactics which are commonly known and used.
    I would consider it more the building blocks of commanding .
    I will not be posting any real Advanced tactics, since most of those are risky and only work in certain situations.
    A good commander will be able to eventually adapt and work out tactics on the fly, this guide intends to provide the basics for that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    Texas Ranger
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    Damn I am just full of grammatical errors...

    It will all be fixed when I repost the full version and thanks for noticing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    Texas Ranger
  • LazerusLazerus Join Date: 2002-11-12 Member: 8299Members
    I've actually played a game with Texas Ranger commanding, and I can confirm he is indeed a good commander.. Not the best I have seen, but definatly skilled. Nice Tutorial Texas!

    -Lazerus
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
  • Texas_RangerTexas_Ranger Join Date: 2002-11-24 Member: 9755Members
    edited November 2002
    Thanks Laz.. my current record is 15-8-19.. 15 wins 8 losses and 19 others (connection loss/server reboot/ took over command after the game was lost/won by another commander etc.) I am not the best by any means but I know what I am doing and keep at it... Eventually I will be the best I hope <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    Texas Ranger
  • GenmaCGenmaC Join Date: 2002-11-01 Member: 2002Members
    Well, from clan matches that I have observed/participated in, I can tell you right now that you do not need a TF in the early game - 4 marines rushing the hive is actually quite a good force, which in a standard 6v6 match leaves 1 to comm and 1 to guard base/build.

    Even if you decide not to rush the hive, you can use those 4 marines to secure RTs. Once you have a couple of nodes, then you should start thinking about turrets (at your expansions). But towering base is a bad idea, unless you can siege their hive from your base, hehe.
  • CEldinCEldin Join Date: 2002-09-16 Member: 1323Members
    I must say, this is an extremely comprehensive guide and deserves some recognition, maybe I will someday compile all the guides into one readme, but for now only one note. When you press tab it does not accuratly display the status of deaths/kills for marines. Instead it is order of joining I believe. Now I could be wrong, but I don't think so, because as a general rule typing status in the console hitting your enter key and looking at the scores will show you different results. I think either they should put the ranking system into play, (no frag or any score like that, just order from best to worst), or remove the ability to status ones console. And just in case your wondering, I do not command that much, but I appreciate you informing fledgling commanders so games can be more entertaining as marines, and harder as aliens.
  • sF-SlimJimPiesF-SlimJimPie Join Date: 2002-11-24 Member: 9819Members
    One problem i ran into my first time as comm is that if you have voice bound to your mouse (mouse3 is what i use for cs and stuff) it didn't work, so I suggest binding voiceocmm to both a keyboard key and mouse key, it might havebeen fixed in the patch i havent tried.
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