Talking on the microphone - tips wanted.
Andinagama
Join Date: 2012-12-23 Member: 176019Members
I know microphone communication is very important in a game of fast-flowing information in NS2, and I attempt to use common sense when talking (be as brief as possible when you are not the comnander).
But I do sometimes have situations like (and I know this happens to other players too so it's not something only I am doing wrong, but an error quite a few of us seem to struggle with)
10 minutes in Docking, 8v8 or similar.
(everyone is on the other side of the map, but scattered, not together).
RamboSkulk killed Marine 1 with bite.
<1 minute later>
SuperSkulk killed Marine 4 with bite
SkulkOnDrugs killed Marine 5 with bite
-POWER LOST IN DEPARTURES-
RamboSkulk killed Marine 1 with bite.
Where is the failure? What is the best way to address a problem in which players aren't sure if they should 'designate' people? Some comms are good and read players' names. I would appreciate some tips on what communication works well when on microphones, and tips for addressing unfamiliar players (as opposed to friends you are used to playing with, or competitive games where everyone knows how to communicate. I'm talking about communicating with total strangers in a way that is effective at delivering the messages that need to be given in the game of NS2. What kind of information needs to be given? What kind of information can be skipped over?
EDIT: I forgot to mention that I'm more interested in they players on the map's communication. It is the commander's job to 'oversee' the map and make 'designated orders' to some extent, but in some games this doesn't happen (it's just the way pub games are). So what I'm asking is what can you, the player on the ground do to communicate what you want done without being pushy or mean (remember, strangers on your team)? What if your team feels that, say, Departures isn't important enough to defend because Comm gave them other 'orders' (which may even have been tactically sound at the time the Comm gave them)?
This is starting to become a post about strategy (which I guess is involved in any case, in a topic about mic discussion).
tl;dr, this is an open question about effective, fast and helpful communication of strategy over the mic when you are not the comm.
But I do sometimes have situations like (and I know this happens to other players too so it's not something only I am doing wrong, but an error quite a few of us seem to struggle with)
10 minutes in Docking, 8v8 or similar.
Marine 1: 2 skulks departures.
(everyone is on the other side of the map, but scattered, not together).
RamboSkulk killed Marine 1 with bite.
Marine 1: Guys I'm worried about departures.
<1 minute later>
SuperSkulk killed Marine 4 with bite
SkulkOnDrugs killed Marine 5 with bite
-POWER LOST IN DEPARTURES-
Comm: What the _______ ____ is going on, why the ____ didn't you guys defend departures?
RamboSkulk killed Marine 1 with bite.
Marine 1: Damn it I just died to him a second time! Those skulks must be clan players.
Marine 2: <I was far away>
Marine 3: <I was far away, Comm told me to assault Locker Rooms at all costs>
Marine 4: <I ran there and died on the way>
Marine 5: <I was dead at the time>
Marine 6: <I wasn't paying attention>
Where is the failure? What is the best way to address a problem in which players aren't sure if they should 'designate' people? Some comms are good and read players' names. I would appreciate some tips on what communication works well when on microphones, and tips for addressing unfamiliar players (as opposed to friends you are used to playing with, or competitive games where everyone knows how to communicate. I'm talking about communicating with total strangers in a way that is effective at delivering the messages that need to be given in the game of NS2. What kind of information needs to be given? What kind of information can be skipped over?
EDIT: I forgot to mention that I'm more interested in they players on the map's communication. It is the commander's job to 'oversee' the map and make 'designated orders' to some extent, but in some games this doesn't happen (it's just the way pub games are). So what I'm asking is what can you, the player on the ground do to communicate what you want done without being pushy or mean (remember, strangers on your team)? What if your team feels that, say, Departures isn't important enough to defend because Comm gave them other 'orders' (which may even have been tactically sound at the time the Comm gave them)?
This is starting to become a post about strategy (which I guess is involved in any case, in a topic about mic discussion).
tl;dr, this is an open question about effective, fast and helpful communication of strategy over the mic when you are not the comm.
Comments
Even if you're not a commander, you have to sound serious about e.g. needing help defending a hive, base or whatever, otherwise they just won't listen, but there are times when even then nobody gives a phuck.
It's in the commander's hands to motivate his players to go quickly to locations. Skulks are more likely to rescue an RT under attack if you provide them with Celerity to get quickly around the map. For marines do you need a lot of forward Phase Gates.
As a player, there's not a lot you can do if the comm doesn't communicate well. It's not your job to give orders, so just share information as best you can and hope for the best. I often keep my eye on the minimap and call out things that are happening even if I'm not there. Just do your best to keep people moving in the right general direction. And if you see that something isn't getting done - for instance, no one is playing defense and your RTs keep getting harassed - just do that job yourself.
I consider that I often do predict where a strike is going to occur (often just gets me killed though) - and out of the last 10 comm beacons that were done in emergency, I was not teleported away 7/10 times as I was in base to defend anyway.
I must also point out that I'm not necessarily saying the team is bad - they might even have good aiming or a sound strategy in mind. It's just a case of 'well do we change our strategy to accommodate defence, or do we push on with the assault and risk losing more points'? And what should I try and say to them? I suppose it needs to be the Comm's desicion overall. One thing I think Commanders need to learn is that they tend to give confliciting orders because they're not specific enough. They say stuff like "EVRYONE TO DEPARTURES NOW WE"RE TAKING THAT HIVE GO GO GO" and then a few minutes later yell "why didn't someone defend base when they biled our powernode?" As an enemy I even take advantage of this by doing something that throws the enemy team off enough to distract them so that they can have an argument about it.
Is there some sort of guide to the sort of things that 'need' to be said in game, for new players who aren't too sure what to say on the mic?
Something I've found is that if you join a server of very quiet people and you start talking to them, it gets them talking easier. They just don't want to be the first to say something. You can't count out the effect of social anxiety on gaming.
I command 90% of my games. Especially on pubs, I always address people by their names, and micromanage them to tell them exactly where to go. I'm pushy. Sometimes people will be against this and say "I'm trying to play with my friend. Leave me alone", and I will. Or, they'll have their music on real loud and just ignore me. That's fine, I now know who I can factor as a reliable squadmate.
You sound like you're doing everything fine. You want to deliver quick and efficient messages over a crowded frequency. That's exactly what you should be doing. I would go farther then that, and even do some backseat commanding until told not to. If you need backup in computer lab, ask that guy in crossroads to come over. If I were commanding in that game, I'd probably say "No, I'll do the commanding here, but thank you for your concern". If you have a bad commander, he probably wouldn't object to it. If you have a mean commander, then that's a problem within itself.
So say all you want. Give advice to the commander even. And don't forget, the more involved you are, the more involved other people become too.
DISAGREE - There's no reason you should just watch the ship sink sitting on the key to the lifeboat storage room. (Analogy win!) If the comm is not giving orders or a battle-plan and you feel one is needed - field commander ftw. Just make a simple plan and share it with others. "I think we should hold bla bla because blaa blaa."
I do think commanders SHOULD give orders, but then there's the other extreme in the marines that won't budge if they don't receive orders. There's always the basic plan - get rt's, kill rt's, don't get killed by aliens, kill aliens. You can't really go awfully wrong with that.
EDIT: As for the OP, I don't understand what is the problem. LOL! :P
"I am heading towards enemy territory for sabotage! All players welcome to join me. Plenty of kills guaranteed"
You didn't mention whether there was a phasegate or obs/comm station at departure, so I'll give multiple solutions.
A good comm will just beacon all the marines to departure.... if no beacon/comm station at departure.... A good comm will just beacon to Terminal and tell the marines to phase into departure.
If the comm doesn't have res for a beacon, then that's his fault and can only just tell the marines to go there and hope for the best.
If there is no phasegate or beacon there and just res node/armory and the marines have to run there, then a good comm will tell the marines to group up at say East wing first rather than trickling in and dying one at a time. If sees someone charge on ahead, he can call them by name and tell them to hang back and wait for the others.
Basically, most of the problems can be solved by the comm. In the case of the last scenario, if the marines don't have the "smarts" to do this on their own, then it is left to the comm or if there is no "field" commander to make it happen.
that is exactly how someone would say it. lol
If I'm in a game where the comm isn't really telling us where to go and what to do, I'll call out a person or two to "follow me, we're gonna go hit ventilation." If I'm in a game where the comm isn't making full use of his ability to build things in places, I'll tend to say "feel free to <action>" or else "If you <action> it'll really help us <attack/defend/etc>." That way you don't sound like you're being too pushy but you are helping the comm figure out what they should be doing, hopefully.
Field commander is my favorite "position." I could care less for the actual building and such, but the tactics of winning and pressure are what I like. And those are easier IMO to communicate from the ground.
Honestly though you are right, This does annoy me at time but a lot of games people acctually listen to other people. All depends on who you are playing with really
the ones i find is silly is when there is a split push on multiple fronts and the comm just announces the attacks
'go to datacore, vent is under attack, XR under attack'
And then you see marines running back and forth and not actually defending anything in time.
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