What To Do First As Comm?

OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
edited January 2003 in New Player Forum
I've been comm quite a few times, usually jumping in the chair after a lamer left and everybody is rambo'ing except for me, and once from the beginning of the game in ns_nancy. I've never won... So I wonder, what should you do first? Get res towers up or colonize a hive? Your soldiers need an armslab, but you need a lot of res for that. And res towers are an easy target for skulks, and to defend it with turrets you need more res, and you can't possible do that at every res tower withoutl delaying your hive lockdowns...
As for the weapon upgrades, I happen to play on pub-servers where a group of 3 marines easily gets eaten by one elite skulk, so armor upgrades are a must <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

Any advice on this?

Comments

  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    Infantry Portal first ofcourse, 2 if you have alot of players on your team (7 or more), then get an observatory and armory. After first rush send most of your team to an unocupied hive (you can see what hive the enemy has by scanning, which you need the observatory for). The marines that stay home are for defending base and building your phase gate. once you have 1 phase gate and your marines are at an undefended hive, drop them a phase gate therethen once it's up you can drop a resource tower. It's important to get the phase up before dropping anything else because if your marines die before the phase is up you will lose everything else. Dumb commanders drop too much at once. Next comes the turret farm, remember to cover all sides of the factory. Triangle layout if you have really slow resources, rectangle if there are alot of players on the enemy team and use 5 if for some reason your resources are flying. Now it's time to move to the next hive, I'll leave that up to you. But remember to get a second Infantry Portal and more res nodes somewhere in between. Res nodes aren't worth turreting off . Just build em as close as you can to base and phase gates so you can send marines to the rescue. If the res tower stands for a minute or so its a gain for the team anyway.

    there are plenty of variations on how to start a game but this is the one I'm most comfortable with. Other strats:

    - skip armory at first and get motion tracking (me likes)
    - phase or infantry portal rush to the alien starting hive
    - split into 2 teams and lock down 2 hives
    - HMG rush
    - turtle up, get upgrades, scan for alien expansion, respond quickly

    those among others..... have fun!
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    There are a few different build orders you can use as commander, and I try to vary mine depending on the situation. Here's one that seems to be pretty successful on public servers:

    Infantry Portal
    Observatory
    Armory

    Leave one or two guys in base, send the rest out to an unoccupied Hive (you can use scanner sweep or try to figure out which one the aliens start in from where the initial rush came from).

    Once your troops are in the Hive, get Phase Gates up in there and your main base.

    From that point, you're going to want to do three things:

    - Secure the first Hive
    - Start expanding by grabbing resource nodes and keeping constant pressure on the next Hive
    - Start moving up the tech tree in order to combat Fades during the fight for the second Hive

    You can do these however you see fit and vary too much to list in detail here, so experiment and find methods that work for you.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    Thanks for the help. I guess it's a good idea to first build at a hive and then grab resources, as the aliens will probably be too busy attacking either base or hive to bother your res towers...
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Orcrist+Jan 9 2003, 05:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Orcrist @ Jan 9 2003, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Thanks for the help. I guess it's a good idea to first build at a hive and then grab resources, as the aliens will probably be too busy attacking either base or hive to bother your res towers...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Exactly.

    Don't get into the habit of building up a Turret Factory and Sentry Turrets at every resource node. It's a huge waste of resources. If the Resource Tower is up long enough to collect more than 22 resource points (which is somewhere in the range of of 10-15 seconds), it's paid for itself.

    If you really don't want to leave your Towers undefended, use mines around the base. That will deter any Skulks from eating away at them in the early game.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    ok flatline were starting to develop a trend here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Widowmaker -CFH-+Jan 9 2003, 12:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Widowmaker -CFH- @ Jan 9 2003, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ok flatline were starting to develop a trend here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Look at that - we posted at exactly the same <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Yes some comm dont like putting down a armoury straight away because this means that people will have there backs turned and guns away when the skulks rush , all because they wanted ammo which they prob wouldnt use anyway.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--T_RAT+Jan 9 2003, 12:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (T_RAT @ Jan 9 2003, 12:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yes some comm dont like putting down a armoury straight away because this means that people will have there backs turned and guns away when the skulks rush , all because they wanted ammo which they prob wouldnt use anyway.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    True, but it gives the marines mines and shotguns in the early game, which are invaluable. Plus, it reduces the commander's need to spam ammo packs.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    <!--QuoteBegin--Flatline[UTD]+Jan 9 2003, 11:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Jan 9 2003, 11:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Widowmaker -CFH-+Jan 9 2003, 12:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Widowmaker -CFH- @ Jan 9 2003, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ok flatline were starting to develop a trend here  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Look at that - we posted at exactly the same <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    aaaaaaahhhhhhhhhhhhhhh didnt notice that before! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    that's the great thing about this game; near infinite strategy. That's also the pants thing about this game; cheap strategies work.

    However I prefer the phase gate rush since it allows you to take a hive early on and allows for easy expansion (until the comm overuses the phase gates and confuses everyone).

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • dialfeeddialfeed Join Date: 2003-01-04 Member: 11775Members
    I am not an experienced commander, but yes 2 infantry portals is a must. Then it is up to you. I like the Observatory 2nd then a phase gate, and finally a armory. You do not need the armory right away because most marines don't survive long enough to use the max 250 rounds anyway if skulks rush.

    1. 2 ip
    2. observatory
    3. phase (have marines rush an unoccupied hive and build 2nd phase there).
    4. armory at base or tf at unoccupied hive, with turrets 3 min.

    Rest is up to you our depends if the aliens rush or not. If they do rush you may need a different strategy and may want to build a tf at base to slow them down. Mines work too, but you need an armory..

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    edited January 2003
    <!--QuoteBegin--dialfeed+Jan 10 2003, 12:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dialfeed @ Jan 10 2003, 12:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I am not an experienced commander, but yes 2 infantry portals is a must.  Then it is up to you.  I like the Observatory 2nd then a phase gate, and finally a armory.  You do not need the armory right away because most marines don't survive long enough to use the max 250 rounds anyway if skulks rush.  

    1. 2 ip
    2. observatory
    3. phase (have marines rush an unoccupied hive and build 2nd phase there).
    4. armory at base or tf at unoccupied hive, with turrets 3 min.

    Rest is up to you our depends if the aliens rush or not.  If they do rush you may need a different strategy and may want to build a tf at base to slow them down.  Mines work too, but you need an armory..

     <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    you don't always need an armory right away, and you don't always need a second Infanrty Portal (IP) right away. Sometimes I like to just get 1 IP, observatory, and then research motion tracking. If anyone needs ammo, i tell them to kill themselves, or use their pistol or knife (some people don't know how poerful the pistol and knife really are). If they need health, I tell them to kill themselves, unless ofcourse they are in a key area like a hive. But think about it we've got motion tracking which kills one of the skulks major adavantages. There will be hardly any skulks sneaking up on the marines unless thery are really patient and don't move for a long time. Motion Tracking stops <u>alot</u> of marines from getting killled. [/U]

    EDIT: Oh and I forgot to mention, notice that nowhere in this whole thread says anything about putting turrets in your main base before you leave. Thats because you never put turrets in your main base until you either have the extra res (no such thing really) or you are securing a second hive. The one exception is mines, sometimes it's ok to drop a pack of mines to an experienced marine. People will tell you that mines suck but please nobody say anything about them here because there are plenty of threads about that. Did you know that you already have defenses in your base? It's called the Infantry Portals and Phase Gate. And don't be afraid to hop out of the comm chair as a last resort if the skulks overpowered you a bit and are about to kill the last IP. And theres also the Defense Beacon in the observatory. Once clicked all your dead marines will spawn 3 seconds later like it was the beginning of the game. Just dont overuse this as it's 15 RP to use.
  • Legend92Legend92 Join Date: 2003-01-02 Member: 11722Members
    Well, lets asume you got some good aimers and some bad ones. First is first, get 2 ip, 1 armory 1 obsrvatory and then 1 phase.

    We are asuming that the aliens have the gen hive which it seems to me that its the most common one to end up with.(to me anways) They will most likly move to sub first. So its best to get everyone over there as soon as you can. If a gorg has already started building then you need to get a phase up at mother. Always phase first for fast transportation. Get the tf turrets and get the siege when possible. With all this going on, its most likly the gorg has moved on to noname(or uncommon). Its best to get your best aimers over there when the phase goes up at mother.
    Now that you got 2 guys at least(I did it with just 1 guy) headed to noname/uncommon. You will most likly run into a gorg there. Kill it quickly. Get the phase up at noname/uncommon and a tf with some turrets. Then there is no possible way you could lose unless you just suck at comm. Which you shouldnt if you managed to get this far.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    i'm dumb. i thought you could get motion tracking without an armory but you can't. I'm stupid.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    edited January 2003
    Almost every time in pub games the comms make turrets at base... I can't blame them, most players are a lousy shot and one time on ns_hera they made the marine spawn look like a friggin' lasershow with tripmines... rrright that's gonna help. No turrets means that 2 half-decent skulks can rush in, kill everyone and while one is munching the infantry portals the other one is killing everyone that spawns in...

    The one time I am a commander everybody rambo's off and dies... And because I didn't give them their shotties and medpacks soon enough they vote me out. Gr8. I'll be skulk for now <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • WyzcrakWyzcrak Pot Pie Aficionado Join Date: 2002-12-04 Member: 10447Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue
    I get VERY frustrated when brainless sponge pores disguised as marines fall under my command. Very, very frustrating. I used to get all bent out of shape about it and yell at marines (which is pointless since the marines' lack of maturity, responsibility, and discipline is what got you so upset to begin with).

    Now, I've learned to just play a round (or two) with whomever is on the marine team when I show up. I now understand that if I initially assume the role of commander, I'm accepting the risk of commanding idiot marines. If, after accompanying the marines in the field, they are mature enough to justify my staying on the server, these are the options with which I typically present myself :

    1. continue playing with these marines as a marine. they use voice comm, they communicate, and they're working as a team (which ALWAYS = we're winning).
    OR
    2. request the honor and priviledge to command these marines next round. they follow orders and do nothing without a good reason. I *can* lead them to victory.

    Wyzcrak
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Build 2 infantry portals. Take a hive. Get level 1 armor ASAP. Hope your marines don't suck.


    Everything else is random based on the situation. Good luck!
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