Important qualities in a NS2 player/commander.
jNome
Join Date: 2012-12-05 Member: 174246Members
What qualities do you think are most important in a NS2 player aswell as a commander?
To get it going: Is a player that doesn't communicate at all but aims/bites well, a better player
than someone who repeatedly gives information to the team and listens to the commander?
To get it going: Is a player that doesn't communicate at all but aims/bites well, a better player
than someone who repeatedly gives information to the team and listens to the commander?
Comments
Even when all is lost and the ###### is hitting the fan.
Don't get mad.
There are so many variables in what could have caused a loss, there's no point getting angry at a team. Yeah, it doesn't help that they sometimes don't listen, but don't forget you've also just joined a random pub server with 7 other people you've quite possibly never even played with before.
It's better to analyze what went wrong than to start pointing fingers and relaying that information back to your team appropriately.
Marine: Someone who covers you while you build, even if they are rubbish at aiming, them firing at something will trigger the builder to stop building and prepare!
Alien: Protect the gorge, protect the gorge, protect the gorge, prot.... etc
Commander: A microphone :P
A good commander keeps up a dialogue while his/her team is on the attack. A bad commander builds useless things when they have limited res. Building a Robotics Lab early when you don't have the res to spare is insane. Armor and Weapons 1 will do more than trying to Sentry Spam. A good commander will also use their MACs etc later on to keep everything repaired and support any Exos that are around. A good commander drops Jetpacks when his res is getting to high and by building ARCs to assist his teammates.
A bad commander will rush to AA before getting Shotguns, a good comm will at least get Armor 1 and at least be working on weapons 1 by the time they are researching Shotguns. This lets a player last a little bit longer in the early game and helps prevent a sudden 20 res loss.
A bad commander refuses to Recycle IP's and stays in the Chair even when a loss is definite.
Some things to do to keep your team and yourself from getting frustrated.
<ol type='1'><li> Tell them what you are working on.</li><li> Prioritize what players get heal / med kits (Which ones are doing what you have asked of them, supporting them makes them more likely to follow orders)</li><li> If someone is requesting something respond to what they are asking for even if its to say "Not Right Now" / "No RES"</li><li> If someone is a Jerk and harassing you in voice chat put them on MUTE (you stay calmer)</li><li> When all hope is lost give them permission to go do something fun, like rush a hive or jump to your death in crevice etc after you recycle the IPs</li><li> Tell your players your intentions, like "I am rushing tech "X" and I want you to go assault "Z" while "Mr. W" does "Q"</li></ol>
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keep res at zero by getting upgrades
situational awareness.
pay attention to your bases because theres no warning from the system like in old ns1 saying that your base is under attack.
when life give you lemons, dun make lemonade! GET MAD.
If the troops don't listen to the commander there is no point.
Communication is the key to commander. A silent commander is a useless commander. A Mic does help greatly but isn't necessary. The commander should constantly be in communcation with his troops.
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As For marine.
A marine needs to learn not to shoot the skulk fighting them
Instead they should always shoot the skulk fighting their team mate. Its much easier to shoot a skulk at a distance then up close.
Marines also need to learn not to travel solo or in a ball. Spacing is the key.
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In the case of building placement, marines have a double edged sword. A ball formation for building placement is great against early rushes. It makes it difficult for skulks to travel through because they get stuck on all the buildings. The double edge part is, when Aliens get bile all the buildings will go down at once.
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Mines, the commanders that don't know the value of mines, are quite useless indeed. When you have pools of money, spend them on mines. Mines are a great way or harassing the enemy lower life forms.
Good players just need to check the map often
I've had plenty of noobie games where I would go 1 and 5 or worse on marine, but would end the game scoring very high just because I would check my map and know where to go to help my team the most
If you have a Mic you can tell your commander what rooms are ready for expansion and other useful information like what upgrades the enemy currently has. . .etc.
than someone who repeatedly gives information to the team and listens to the commander?<!--QuoteEnd--></div><!--QuoteEEnd-->
Depends. It's not as simple as just getting kills, or just communicating all the time. Someone who listens to everything the comm says and communicates alot, but can't kill anything that comes his way, is pretty much as bad as someone who only farms kills by hanging around an armory and doing nothing else. Imo a good player watches the minimap, understands what need to be done, listens to specific instructions from his comm and has above average aim.
Thesame applies to the commander. It's not just about one specific thing, like communicating alot. A good comm has to be competent on different levels. He also has to be thick skinned and able to tolerate lesser players to survive pub games. :)
-good micro managing of players
-having your eyes everywhere on everything
-being capable of adapting quickly and plan things ahead
-deep knowledge of the game
Doesn't build turrets unless he's overflowing in rez
Drops weapons and jetpacks when he's overflowing in rez
Knows what players are good on his team and which ones aren't so he tries to micro the good ones more
Gives tips to newbies (plz stop building rts before power)
Gives waypoints when possible
Is attentive to the base
Jumps out to help fight off one skulk or so at base
Uses his pres to get a shotgun or put mines down
Drops power nodes first
Recycles RTs he knows he's not going to keep
GIVES AMMO FFS
Gives players a general goal
Understands what to research
Understands how long it takes to research something (holy god why does aa take so long)
Beacons only when needed
Understands the skill of his team to determine his tech paths (don't ever get bad or mediocre marines shotguns unless they are overflowing in pres)
Can micro
A good alien commander
Mists promptly as it's asked for
Uses bone wall to help aliens, separating marines, covering an onos, etc.
Doesn't build whips unless there are nade launchers (or he expects them very shortly)
Uses drifters
Jumps out to defend the hive while he has nothing to do or it needs defending
Goes gorge to drop hydras or clogs around upgrades and etc.
I like you.