Help with Commanding please?

NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter
I've played NS2 for about 150 hours and I decided I need help commanding in both aliens and marines. My gameplay experience is limited to pubs but I've watched almost every competitve game to date as far as tournaments go.

As a Marine commander I feel pressured to go early phase in Pubs, not sure why, and I know its probably really silly, but I do feel slightly pressured to do so, if only because no one in pubs ever objects or requests otherwise. So, my first request is if someone can help me with different openings. I've seen different posts on this before but none taking in the newest builds. Technically I suppose any build is viable, they just all have drawbacks. So maybe what I'm asking is for someone to help me learn each opening and the benefits vs drawbacks in each opening. I went into Explore mode and tried for early upgrades, one thing I noticed immediately was that I lacked enough res to drop a 3rd RT early on unlike when I was going for early phase. Thats just one example of things that make me hesitaint when wanting to try a different build.

For Aliens I feel the question is much the same as it was for the marines, I've done both cara and shift openings. I've gone for early 2-3 rts as well. I've never done a real fast 2nd hive drop mostly because I'm unsure of how it plays out. Take Veil for example. Say we start in Sub, is it possible to grab nano and drop a really fast hive in cargo? How many gorges would that require if it could and would doing something like that just give marines free_reign over most of the map due to some aliens tied up defending?

I don't want a whole team to not have fun simply because I'm experimenting blindly with a build. Basically want I want is a basic frame to work with, a general idea of each build and what mindset I should have going in with it. I'd feel bad If I did the example above and found out that even though we held nano, I didn't have the res for both RT's and the hive if thats what I was going for.

Thanks for reading thus far and hearing me out, if you can help me, please by all means do so ^_^ This was also my first post so here's to hoping I haven't done something stupid lol.
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Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Ironically, the best advice is to forget the traditional RTS focus on build order or tech path and work on your player microing and organization. NS2 games are won or lost by having your players in the right position at the right time, which is best accomplished by giving specific orders. Things you would want to work on are:
    - Giving orders to players by name and keeping track (as best you can) who is where
    - Having your players call out enemy positioning (e.g. 2 skulks in crossroads) so that you can make a mental map of how the enemy players are distributed
    - Having your players call out important events (e.g. first fade, RT locations, when they just killed a valuable structure) so you can keep track of enemy progress
    - Coordinate simultaneous pushes into enemy territory
    - Organize your players into distinct roles (e.g. player 1 protects the PGs, player 2+3 are your RT assault team, player 4 is your destroyed RT rebuilder, etc)
    - Work on efficient medpack drops/enzyming

    If you can master these things as comm, then the other RTS components will fall into order fairly easily. For example, Scrajm isn't one of the best comms in NS2 because he has some amazing build orders (he goes cara first just like the rest of us), but because he has a superb ability to organize his fellow Archaea players correctly to win engagement after engagement.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    edited May 2013
    What I've found out is that if you want to try a different tech path than the usual, your team will be much happier by having good communication with them and also letting them know about it. If you don't and you do a different tech path, the team tends to f**k and complain more. It's not always like that, but in general I've found it to be true more often than not.

    It sounds like to me you already have a good grasp of the different tech paths, you just have to keep in mind the above when doing something different.

    (also, not medpacking/giving ammo to marines will make them complain a lot as well. On the other hand, giving enzymes to aliens when they are attacking will get you praise, they don't usually say anything when you don't.)
  • pip1pip1 Join Date: 2004-09-06 Member: 31430Members
    You need to trust your own ability to do the right thing. Losing a game because you listened to your players is still your fault as you were the one who chose to listen to them. The same goes for doing things just because it won't make people complain.

    Right now I like 2nd IP into extractors and delayed teching. It's partly to keep your players from not wasting time, and partly to not end up in a situation where you have low resource count and few extractors. If you end up with 1 extractor and only a few res in the bank you've probably already lost the game. This opening has worked well for me.

    My alien opening is 2 drifters -> 1-2 harvesters -> carapace -> tunnels -> 2nd hive. You'll probably want at least one more harvester and more drifters somewhere in there. The routes to your structures should have drifters on them. Not getting drifters is one of the biggest mistakes I see mediocre comms doing. "WHY IS NOONE AT OVERLOOK!?!" Because you didn't place any drifters, numbnuts. You want blink ready when the first PRes fades comes up, so that is often my first upgrade on 2 hives. Fairly standard build.
  • MelancorMelancor Join Date: 2003-12-15 Member: 24415Members
    edited May 2013
    2 harvesters > carapace > 1-2 drifters > 2hive.

    And if they're not covering overlook because you didn't tell them to (or didnt place a drifter), it's NOT your fault. Tell them to press C and use their brains (if they have any)
  • Marshall_DrumminMarshall_Drummin Join Date: 2012-12-04 Member: 174115Members
    edited May 2013
    I'll go step by step.

    1-2 drifters
    1-2 harvesters
    carapace
    3rd and 4th harvester
    1-2 crags @ 2nd hive
    2nd hive
    blink
    adrenaline
    leap
    celerity
    bile bomb

    - drop fade eggs at anytime
    - if your team runs blindly in and mass suicides early game, make a shift for eggs but skip celerity and save for 2nd hive. Celerity t.res cost isn't justified, its not a viable first upgrade.
    - you can go silence first, carapace 2nd on big marine favored maps like refinery, mineshaft

    inf portal
    res towers
    armory
    mines
    arms lab
    -armor1
    shotguns*
    welders*
    observatory*
    -weapons 1 and 2*
    phase gates
    -a3 or w3

    *you can use whatever order you want on these 4
    -armor 1, weapons 2 are the best upgrades, get there and then work on arcs or jetpacks or more upgrades
    -put mines in base and first res towers, just buy 1 pack a player
    -now be aggressive and SHOOT down harvesters, drop ammo!

    I don't like phase gates first. I might do phase gates first on big maps, as in docking, refinery, or mineshaft, sometimes veil. But phases cost a lot, 1 phase is a 60 t.res investment. For that you can get A1 and W1, so use them wisely. Don't build phase gates at every tech point at the beginning, you need them at the front lines. Be aggressive, alien pub comms build way too many harvesters early and that loses games, if you are aggressive. Once aliens get 4 harvesters up though, they are sitting pretty. Don't arbitrarily build command stations and observatories at every tech point and delay your tech by 30 resources. Get to A1 W2, then you can do whatever you want.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    This is not going to sound encouraging, but I suggest you play the game more before experimenting. When you become more experienced, it's much easier to see the ins and outs of a strategy, and that helps IMMENSELY when communicating with your team. If you try something without that experience, your team is going to whine about it, and you won't know how to respond because you might not even know yourself what went wrong.

    I suppose it all depends on how thick your skin is. Good luck, in any case.
  • Mc_IntireMc_Intire Join Date: 2013-02-02 Member: 182745Members
    90% is managing your team. If your team is coordinated it's mostly strategizing (they will ask for specific upgrades in specific situations, medpacks here and ammo there, scans, nutrient mist etc...), if you have an uncoordinated team it will be yelling at them to f***ing use their map and save extractor/harvester xyz.

    In any case, build orders are extremely situational and as such you cannot give out any "best bulid order". Rule of thumb: As marines armor 1 and weapons 2 are important (see posts above), as aliens I would suggest carapace or adrenaline and focusing on gaining as much ground as possible (lots of harvesters are always a good thing for aliens, although as said before you should not completely neglect upgrades, the sooner you have them the bigger the impact).
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    As many people have said, comming is mostly about your ability to coordinate players. Talk to your team all the time! Always let them know what you're doing, and what you would like them to do. Try to keep track of where they are and where the enemy is, although on larger servers this can be difficult. Also, the more descriptive you are, the better.

    Bad: "Overlook!"
    Better: "The overlook RT is being attacked by one skulk. Can someone try to get there?"
    Best: "The overlook RT is being attacked by a skulk. Blarney, you're nearby, do you think you could go take care of that?"

    Now, of course, on public servers, not every player is going to listen to you, but usually there will be 2-3 communicative and helpful players on any given team who will listen and get the other players to go with them. Another thing you should try to do is refrain from criticizing your players at any point. Nothing turns people off from a comm faster than "Why didn't you guys go save that RT?" or "Wow, you guys are so worthless that I can't do anything!" Feel free to give advice to players, but do it in a way that is constructive and isn't condescending.

    As for build order, there are a couple things you should keep in mind, although a lot of it is up to you to discover personal preferences. However, here are a couple of suggestions/general rules of thumb
    - Carapace first is almost always the way to go for aliens
    - Use drifters frequently
    - Be more conservative with RT placement as aliens vs. as marines. An early RT loss can really cripple the aliens, marines can generally recover better. Usually you don't need more than 3 RTs until you've dropped a second hive
    - Blink is normally a good research right after the second hive finishes because it take a long time
    - Armor 1, Weapons 2 are pretty important for marines
    - Mines are great as an early research
    - Depending on the makeup of your team and the size of the map, you can choose to prioritize either PGs or arms lab first
    - Keep in mind the state of the alien economy, and keep an eye on the game time. You will want to have SGs up before they get lerks, A1/W2 before they get fades, and JPs before they get onos
  • Fat_Man_Little_CoatFat_Man_Little_Coat Join Date: 2003-12-02 Member: 23857Members
    edited May 2013
    Watch youtube videos or other videos of competitive players streaming. Watch how they command. Usually they'll recognize and build around choke points on the maps. Knowing where these choke points are along with how to arc effectively using "blind spots" on specific maps will allow you to have an upperhand as you learn to grasp the basics.
    The advantages are that you'll become familiar with the maps, which will result in you thinking of goals and how to achieve them effectively on your own as learn.

    Many of these videos also have commentary by skilled players allowing you to become familiar with the terms of the game and how the larger picture fits. The side bonus is you'll be contributing to the community passively as well by increasing your own viewership and becoming familiar with the players of this community.

    You'll see that someone from dn' or All-in joins a team, and you'll know to join that team as well (aka stacking) which is currently a vital part of this game (for whatever reason) :p
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    *points to his signature regarding marines*
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    edited May 2013
    I had a game yesterday as marine comm, where I built 2 rt's, then dropped early comm chair + IP.

    The Alien team decided to all go gorge + early lerk egg drop and gorge rush our main base. Little did they know I had put up another CC + IP already. While they were taking out our main base (takes awhile with gorges), my marine team was spawning at the other tech point and they all decided to attack their hive. We won. They faced no resistance save 1 skulk and lerk.

    If I had gone with any other strat, we would not have won. If I had waited to put down another CC until after they were already attacking, we may not of had enough people in time to go after their hive.

    This just proves that going with the same build order is not always good.
  • bizbiz Join Date: 2012-11-05 Member: 167386Members
    coordination is important, but that isn't commanding (because any/many of the players can do it)

    you asked the right questions in the OP, but nobody is going to answer them properly (and you should ignore all responses) because they aren't playing the same game as you

    do not worry about "builds" because they are completely worthless in terms of actually learning how to command.
    do not worry about what competitive players do because they aren't playing the same game as you (6v6 with excellent shooting and coordination against excellent opponents is not a pub match)
    do worry about locations (spots for structures, arcs) because maps are static and you do not have to adapt to them.

    treat everything you do as a decision about where to spend resources. your time as a field player and your personal res are also resources.

    in terms of commanding (choosing where to spend res), the obvious answer is that it doesn't matter what you do as long as your team makes good use of whatever you bought

    some factors to consider are player skill, player life forms, player count, map, and what the enemy is doing
    everything has obvious advantages and an associated cost.

    what you need to discover is how to evaluate your own decisions so that you can learn. you just need to measure whether anything you spent money on was used effectively. and then you have to incorporate that knowledge and improve.

    one of the biggest problems with NS2 is that there is absolutely no feedback about whether you chose wisely. random idiots complaining or praising you is not feedback. winning or losing a game isn't feedback because teams are never even. 10 players posting 10 different "build orders" is not feedback.

    if you spend money on a resource tower and it survived for some time, then you have gotten feedback: spending resources on that RT was a profitable decision.
    if you spend money on medpacks / ammo / nano, then you have gotten feedback: spending resources on those drops achieved or did not achieve the desired effect.
    if you built an arms lab and left it idle for a long time, then you have gotten feedback: there was no return on investment of that arms lab for a while.

    commanding is about spending resources wisely. go experiment.
    note that you can improve more quickly by understanding why someone better than you made a certain decision
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    biz wrote: »
    coordination is important, but that isn't commanding (because any/many of the players can do it)
    While true, the comm is typically the best suited person to coordinate (the overhead view helps a lot with this). You could be the least accurate medpack dropper and have the worst build order and still win if you effectively coordinate your team's movements.
  • NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter
    @Scardybob I'd say my biggest issue among those you listed would be assigning squads to certain tasks, so I'll definitely work on that and thanks for all the advice you listed, How do you normally organize your team?.

    @Res, what was the idea behind the quick CC/ip drop initially? Or was it in reaction to the rush? And that sounds like a funny game lol.

    @Pip1, one reason I'm asking for help on comming is so that I can trust myself :) I want to be able to try out different tactics and mix it up a bit without trying it blindly. Call it selfish of me, but I was hoping you guys would help me enough so that I'm not totally messing up whatever I do. I also like the 2nd ip early on, I think I'll try that later.

    @Melancor , I'm working on drifter placements so that when marines do come aliens know about it. I love obs and drifters because they are an immense help and make my job a lot easier :)

    @Marshall, I'll try being more aggressive and I wasn't aware that shade hive was really viable unless you were messing around or wanted to keep the enemy on there toes. Thanks for the tips and the build orders. I'm gonna experiment with them later and see what happens :)

    @Mestaritonttu, have no worries, I most definitely will be playing a lot more and I'm sure I'll be doing the same old same old quite often till I get better, and as I said to Pip, the main idea behind the post was to help me figure out the ins and outs of doing different things, without me screwing up royally in a game instead.

    @Mc_Intire, best build order is not needed thankfully :) I was just hoping someone could give me a framework to work with i.e. Fast hive drop, how should I coordinate a team around it? Should some stay to defend, go all out aggressive? ectrea. Thanks for the tips as well.

    @Blarny_Stone, Thank you for all of your advice especially about blink, I usually went for leap first since most of the team usually is skulks so I'll definitely give this a try. Also, what maps would be considered large vs small? honestly I wouldn't call any map small XD so I would be interested on which maps you and most others consider to be small.

    @Fat_Man, I have and always shall continue to watch competitive games ^_^ and I tend to avoid stacking if at all possible.

    @DC_Darkling, lol I actually read your post before coming to type this thread and it was amazingly helpful, I just wanted extra advice ^_^

  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    The really big maps in my mind are descent, mineshaft, refinery. Tram, summit, docking, and veil are on the small side compared to those maps
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Nailo wrote: »
    @Scardybob I'd say my biggest issue among those you listed would be assigning squads to certain tasks, so I'll definitely work on that and thanks for all the advice you listed, How do you normally organize your team?.
    In general, I like these categories (adjust the number of players in each group based on the playercount)

    Marine:
    - Pressure group = Players that are constantly attacking (together, not solo!) alien harvesters and/or upgrades.
    - Res Cap Group = As you can guess, these players will cap or recap res.
    - PG/Base Defense Group = Basically, you always want to have at least one marine able to quickly phase to defend any of your PGs and/or bases (mostly against single skulk/lerk attacks but also to buy time for larger attacks).

    Aliens
    - Res Biting = Only attack extractors and avoid direct combat as much as possible (i.e. when encountering marines while killing a RT, these players should retreat to attack another RT rather than fight the marine).
    - Player Killers = Should have your best skulks/lerks/fades dedicated to killing marines wherever and as often as you can.
    - Mine Clearers = Typically one of your lerks, whose sole job is to clear out every mine he can find.
    - Base/RT Defense = Mostly going to be your gorges, but may include skulks and the occasional lerk/fade for the purpose of defending locations during critical times (e.g. 2nd hive while its building, important chokepoints such as system waypointing or hub, etc).
  • NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter
    @Biz build orders were never what I wanted :) I wanted, for lack of a better way of explain it, someone who has tried a fast hive drop in Veil to tell me what he did for better or worse. Or perhaps a better way to describe it is I wanted players who have done different ideas to tell me how it went, did dropping an arms lab help your team noticeably or would you have preferred something else? Also thanks for the advice and understanding.

    @Scardybob, thanks for helping so much. Do you usually try to have at least 2 on every group (besides mine clearers) or do you have a specific number you like to at least have in said groups?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Nailo wrote: »
    @Scardybob, thanks for helping so much. Do you usually try to have at least 2 on every group (besides mine clearers) or do you have a specific number you like to at least have in said groups?
    Not necessarily, though that is a good place to start. You typically have to make judgement calls based on what is most needed at the time. For example, if you really need res, you might want to have 2 groups of 2 marines recapping res. Rough numbers that I like to do based on comp 6v6 playercounts are:

    Marine:
    - Pressure group = 2-4
    - Res Cap Group = 1-3
    - PG/Base Defense Group = 1-2

    Aliens
    - Res Biting = 1-2
    - Player Killers = 2-4
    - Mine Clearers = 1
    - Base/RT Defense = 1
  • NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter
    when do you assign marine base defenders, my first thoughts on it are that I would wait till 2nd tech point held or phase gates are up. by held I mean we have a RT there lol. Or do you just do it whenever the need arrives?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Nailo wrote: »
    when do you assign marine base defenders, my first thoughts on it are that I would wait till 2nd tech point held or phase gates are up. by held I mean we have a RT there lol. Or do you just do it whenever the need arrives?
    Pretty much. The general path I follow is one pressure team + two res cap teams in the first few minutes (but make sure to keep at least one of those res cap teams near base in case of a rush). When the PG and/or second command station is dropped, make sure to have at least one marine within quick response range of either.

    Also, I should note that you don't have to have the same players dedicated to each group all the time. I'll frequently cycle the res cap/defense players as needed. The only players I would try to permanently dedicate are the Pressure Group/Player Killers as these should be your best shooters/melee players.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    Nailo wrote: »

    @Res, what was the idea behind the quick CC/ip drop initially? Or was it in reaction to the rush? And that sounds like a funny game lol.


    @Nailo , It is kind of like an alternate to early phasegates. However, instead of using a phasegate to secure a 2nd tech point, you are using spawning marines from the 2nd IP. Also, gives you the benefit of having the second CC already for jetpacks later and having that 2nd IP for larger servers.

  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    If I'm planning to do an unusual strat, i always offer the team a couple of options before the round starts. Any strat is easier to pull off if the marines are with you from the start. For example, the last couple of times I tried an exo rush, I said up front 'guys, do you fancy doing an exo rush or doing a normal strat?' To a man, they went for the exos (hey it's fun to mix things up!), and then I laid out the plan, what I wanted from them, what they could expect from me and when. We won both games, not in a landslide, but the main thing was the awesome cooperation. I had played a few rounds on that server before this, so there was a level of familiarity that helped gel the team (both sides)...
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Then I have nothing to add at the moment.
    Anything I could add id add to my guide, anything more is just situational and not worth it to point as fact. :)

    As for alien commanding.. ill write a guide sometime if I find the one someone else wrote still lacking, but it was fairly ok. :)
  • simbasimba Join Date: 2012-05-06 Member: 151628Members
    Micro is far more important to master as a marine commander. Knowing when and where to drop med packs fast and effectively. Not just dropping med packs when marines ask for them. Not just dropping med packs when a marine is in combat. You should develop a feel for when a marine is about to be in combat, and where other marines are, and if they're also about to be in combat. Once you've decided that, you need to make a decision of how many meds this marine should receive. Is that engagement they're in worth winning? If they're being rushed by the entire team, probably not. If it's a good stalemate between two shotgunners and two fades, nano and med to hopefully get a kill. When you are dropping meds and ammo, make it count at the right moment. Don't wait until after they're bitten to drop it. Notice that skulk they're fighting, drop the med pack at the same time as that skulk bites or right before.
  • NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter

    @Scardybob, cool, thanks for answering my questions. I'll definitely be trying to improve separating marines and aliens into squads.

     

    @Res, that's pretty cool, I'll have to give that a try and see how it goes, maybe rush early jetpacks with it lol.

     

    @Roobubba, Got it, always make sure the team is aware of what you wanna do and offer to something different if they don't want to. Thanks for the advice and I argee its fun to mix it up :)

     

    @DC_Darkling, please do, an alien commander guide that is just as well written would help a lot. Its also true that what I'm asking for here is situational advice, so generally you wouldn't find it in a guide, hence why I'm asking here ^_^

     

    @Simba, I'd say my problem with meds and ammo are that I'm a bit too proactive at dropping meds. Also I'm pretty sure that a lot of the time I med someone who probably wasn't worth it. I love using nano-shield on a marine that is either defending our bases against fades or being attacked by them, especially if he has a shotgun.

     

     

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Anything I could add id add to my guide, anything more is just situational and not worth it to point as fact.
    I actually find that understanding the situational components of comming to be more important than the general principles. Saying 'always go shift hive first' can be sound advice, but glosses over the less common but still very important situations in which crag or shade hive is a better opening.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    *slaps scardy*. You didnt read it!

    Id not lower my own guide to situational stuff like 'start shift'. (its a marine guide, but id not say it for alien either).

    I also disagree. For any experienced player, situational components are the most important, but for the new comm who barely knowns what button to press, you always need the basics.
    I may sometime add situational stuff to my guide but lets be honest here.. thats a dangerous path. Best leave them to ask in there own topics aye? :)


  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    *slaps scardy*. You didnt read it!

    Id not lower my own guide to situational stuff like 'start shift'. (its a marine guide, but id not say it for alien either).

    I also disagree. For any experienced player, situational components are the most important, but for the new comm who barely knowns what button to press, you always need the basics.
    I may sometime add situational stuff to my guide but lets be honest here.. thats a dangerous path. Best leave them to ask in there own topics aye? :)


    :) I have limited forum reading capacity (sorry)

    I agree that situational information is a bit advanced for extremely new comms, but I still think you need to at least dedicate a portion to talking why its important, how to identify situational tradeoffs, and give a few simple examples (e.g. fast mines vs fast obs for early base defense, recycling vs not recycling extractors under attack, etc). You don't have to make a clear value statement that X is better than Y, but talk about the various merits and show that these risk/rewards scenarios exist. I run into so many new comms that don't even seem to know that these complex situational tradeoffs exist let alone how to determine which paths are better.
  • PopturePopture Join Date: 2012-11-22 Member: 172879Members, Reinforced - Shadow
    I mainly command pubs, so obviously not for pro matches. 

    I tend to give a vague instruction at the start and then watch to see what people start doing. I even drop the armoury a little late to stop everyone building it at the start. 

    After 30 seconds to a minute, you get an idea of who will be suited to what role. So they guys off pressuring res towers can keep doing that and the guys capping can keep doing that. I've found this works a lot smoother than trying to task people at the start, like 'hey joe, you do this all this game, even if it's not your thing'. 

    I try to do the same strategy-wise too. If everyone has decided to rush central, and they seem to be doing okay k:d wise, we might go mines first before phases and so forth. If we're struggling, let's lock down a tech point and get a second ip. The cost of choosing the wrong initial tech is a lot worse than waiting the few seconds to figure out what kind of team and situation you're dealing with. 

    And later in the game the best thing any comm can do is call a strategic loss early. Say it's veil and the team begged for a phase at overlook, and they're going on 2 minutes of 6 marines being held by two gorges going up that hallway to sub, it's time to recycle that phase and say 'we're gonna try something else now guys'. 
  • NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter

    @DC_Darkling, well then can you create an advanced marine and alien com tutorial? One that deals with the situational ideas and the tradeoff's involved. If you could do that, I might not have to ask these questions on the forums and just consult your guide to help me learn more. Your guide did excellent with solid basics, something all new commanders should know, most of those things I knew but it always helps to have a reminder anyway. I want to be a better com all-around and I figure, the more I know and the more I practice the better I get. So I'll ask real nice, pretty please could you create some advanced guides that go over more than just the basics :3 ?

     

    @Scardybob, total agreement, those "complex situational tradeoffs" and "risks/rewards scenarios" are the things I crave to learn more of. Its true playing a few dozen games might grant me the same thing, but I was hoping to tap into the knowledge of comms that are better than myself and who know the tradeoff's of early obs vs early mines, ectera. That way I could become better, quicker and perhaps see for my own eyes what others have given me the knowledge to see.

     

    @Popture, pub commanders are just as welcome as competitive to help me out ^_^ I need all the help I can get. Can I assume you base your opening on how well your team performs then, like if they die a lot you either get a 2nd ip or rush armor 1? I start about the same as you although I just try to constantly keep an eye on everything alongside of teching (aka, I throw down the armory immediately) My instructions most often at start are "even splits to the left and right" with me also asking 2 to go down the center in either Tram or Docking. Another thing I need to work on is changing that up a bit otherwise I'll be predictable, but I'm unsure of where to start. As some have said, experience is key with this thing so I intend to get me some, but I'd like to have some assistance from your experiences as well if you don't mind ^_^

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