Rules For Ejecting The Comm
hicksLV-426
Join Date: 2003-01-19 Member: 12458Members
<div class="IPBDescription">ejecting good comms</div> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> What are the rules for ejecting the Comm?. It seems it goes on ejection votes instead of how many peole vote to eject you. This happens all the time, 2 SUYF's always have a problem with the comm,not talking about legitimately bad comms.But you always have a Rambo or to type player on the team that doesnt follow way points and **** the mic and swears all the time, and all they do is sit in the corner and hit the eject button and after a few minutes the comm is ejected, Eventhough everybody else is having a good game. I think a certain percentage of the team should have to vote a comm out, lets say 50% or something.That way good comms wont be ejected by the fools, and legitimately bad comms will be ejcted what do you think?, or am i completely mistaken about the system and it already works on a percentage of votes from different players and you only have to vote once to eject a a comm?.
Comments
Hey, that wasn't <i>me</i> that hopped out during the vote, was it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I was playing as a marine in a game during the first week or so of public release. There was money to burn, no upgrades completed, no waypoints set, and everyone was rambo'ing. I hopped in the chair, started a few upgrades, dropped a few weapons, and figured out where an alien hive currently was and set a waypoint nearby.
The rest of the marines started whining/insulting/noob-labelling/etc because I didn't have their clan tag in front of my name, so I guess they started a vote. I hopped out, the clanner guy hopped in, and then I read the sweet, sweet message of "Commander has been ejected".
<i>Then</i> they got nasty. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I've been in many games where people are to dull to tell the difference between a good commander and a bad one. Honestly, our base was a mess and they had fades while we had no upgrades and we had almost 100 res. People were actually arguing with me when I said I'd take over because he wasn't doing his job.
Yet, it all depends on how you define a good/bad one. I.E. I don't find a commander who doesn't drop HMG's and HA's/JP's at request when low on res a bad one. Or one who doesn't health spam your location as soon as you yell 'need health' during the 1st 5 mins of a game.
A commander who doesn't speak english however, is of somewhat annoyance (though not necissarily bad). And if nothing happens from the commanders side for 5 mins.....'vote eject'.
I did however ejected a commander who did a wacky job. After he got ejected, he turned out to be an 11 year old, spamming us how much he hated and how he would abuse us thru Voice comm. Thank god for mute.
Could someone post signs of a bad commander to give me some direction?
1.) spawn portal.... if he doesn't built them first, i vote eject, i might be prjuduced, but if he makes another comm chair first, i try to eject him
2.) numbers - if we've got 6 TF's or 3 of something (other than spawns).... i vote... sorry, but under ANY game, will you need that many TF's in your main base
3.) knowing what they are doing - when they say, i'll be comm, ut i'm not sure if i'm good, i speak up and take it first... i know i'm NOT good, but i'm better than most, and i can win the game for you....
4.) requests - stading on the line of spamming the server, and asking polietly, after 10 minutes of asking, i vote, nothing is important enough to ignore somone for a full 10 minutes.
Good comm job:
i know i'm not being the best comm when i play, but i try to give you what i can, i also try my best to be the friggin best comm you've had, you say you've gota strat that works, tell it to me, i'll listen, i'll **** what it is, and decide if it's better than the one i've got planned...
i also try and give people everything they want, as soon as they ask for it...this varies in different cases, if the whole team has the same waypoint, and only one person goes, i remember that name, and give them hp, ammo, and whatever they want, FIRST, then all the dorks that don't know what a waypoint is.... it may sound harsh, but it's well deserved, you earn my respect, and i reward you for it.
sorry for the ramble, if that diesn't help, i don't think i'm the one to help you.
mp_votepercentneeded .4
mp_minvotesneeded 3
40% of the marines must vote to eject, and there must be a minimum of 3 votes (small team size compensator/anti-abuse).
1) Spawn placement, Did they just slap two spawns down next to each other? Possible they don't realize this makes it easier for a skulk biting eather one to kill a freshly spawned marine (befor that marine gets his bearings)
2) Tactic, did they slap a TF down first?
Why did they do this? If you cannot hold the spawn location with EVERY marine you ain't gonna win the game anyway sunshine.
3) Requests, do they cave in to the marines who ask for a shotty? Do they cave to people saying GIMMI HMG and upgrade the armoury? Chances are they ain't got a plan.
4) Are they doing nothing? If so I tell them to forumlate a plan, execute it or get out.
But dispite all this assuming the com will acctually do stuff I'm quite happy to serve and lose under them, ON THE SINGLE CONDIDTION, they listen to advice.
BlueGhost
Good or Bad Comm?
1. How is their building placement? Is it placed strategically? Is easy to move around?
2. What are their priorities? Do they take the hive first or last?
3. Wasted Efforts? Suicide Missions. Terrible Locations. To expand on this, no commander should ever build unless he knows that it will survive throughout the whole game, commanders who grab every res point they can only to lose it to a lone skulk within 2 minutes is probably a bad commander.
4. Do they understand the map?
5. Reaction time? How long are the intervals between placing the 1st and 2nd IP. Long intervals usually dictate to either: Not paying attention or little experience. Either way, Bad commander.
6. Does the commander try to give you the easiest situation possible with minimal casualties or does he just send straight into the hive to start building?
7. Is there 50+ res sitting in the pool? Is he saving so he can quickly put up a PG, TF, Upgrade, couple of turrets, and a siege. If not, its probably a good commander.
8. Multi-Tasking. The best commander uses every second of free time to check on everything. Get a seconf or two? Press jump. See if theres anything important that you havent directly alerted of.
The key to victory is not wasting efforts. I'm very straightforward when I command. I don't mess around and I'm very frugal because I base my efforts on taking key points quickly, so I usually don't have many resources sitting around. I lose on occasion, but thats mostly due to the fact that I can't get the marines to cooperate.
So if you notice that your commander does over 75% of the above, it would be a great idea to listen to him.
8. Multi-Tasking. The best commander uses every second of free time to check on everything. Get a seconf or two? Press jump. See if theres anything important that you havent directly alerted of.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There was a post a while back. Basicly, if you can have a trailer marine guard it for a minute and a half on a decent sized server, it will pay for itself, and anything else would be surplus.
[self pimpage]
I once talked on the phone with a girl in my church, ate ramen noodles, and played tribes 2... at the same time, and got 3 kills in that time span.
[/self pimpage]
Well first of all it's not the commander's job to defend the RTs - that comes down to the marines (to hell with turrets, they are pretty worthless). Secondly, if you hold an RT for 2 minutes it has already paid for itself. 22 resources goes pretty quickly.
Don't judge the loss of structures as a bad job commanding. Even with a great commander a team can lose due to marines who don't follow orders, or don't perform those orders well. Just because you have a waypoint to Stability monitoring and you die trying to get there doesn't mean he's doing a poor job.
As a final note - how are commanders-to-be supposed to get better if they get ejected all the time? This was a huge problem when NS first publicly came out...I got banned from being comm for a full day on one server because I screwed up, it happens. Also, if you lose, big deal: someone has to -- as long as you have fun doing it :-)
- When the comm just doles out gear and doesn't really command.
Those are times to kick...
1) Does he have a plan?
2) Does he let us know what it is?
That's it. If he's new, fine, he needs to learn because we need more people that can comm. If it's a weird plan or one I don't like, whatever. If I lose, I lose. It's not as if it's a scrim or match. I play on pubbies to improve my combat skills so I can win when it "matters". The only thing I really hate is a comm that just sort of sits in the chair and occasionally builds a turret and depends on bad aliens and good rambos to win. Why even jump in the chair if you're not going to talk to your units?
Edited to note to Uranium that "gear-doling" is my usual commanding style on a pubby. I just play for fun, so I grab 1 hive and a bunch of RTs, get all the upgrades and start handing **** out and saying "OK, everyone attack X hive. Ask for a WP if you need one, ask for ANY GEAR and it's yours, ask for health and ammo and it's yours - the only thing I refuse to do is siege."
It works about half the time.
-K
1) Does he have a plan?
2) Does he let us know what it is?
That's it<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Absolutely true. I don't care what the cdr builds, or where. I don't ask for equipment, but I use it if he gives it. I don't care what strategy he employs, as long as he has one. I don't like to have more than 100 res in the bank - it means he isn't using it. Use it for something - anything.
And the cdr can't tell us the plan if everyone else won't shut up.
The worst form of commanding (very common on pubs) is the pseudo-commander. He never jumps in the chair, but he never shuts up. He constantly tells the cdr what to do, slags him if he dosen't do it immediately, and eventually initiates a vote to eject.
To quote from the movie "MIDWAY", if you are in command, COMMAND!
Hey, that wasn't <i>me</i> that hopped out during the vote, was it? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I was playing as a marine in a game during the first week or so of public release. There was money to burn, no upgrades completed, no waypoints set, and everyone was rambo'ing. I hopped in the chair, started a few upgrades, dropped a few weapons, and figured out where an alien hive currently was and set a waypoint nearby.
The rest of the marines started whining/insulting/noob-labelling/etc because I didn't have their clan tag in front of my name, so I guess they started a vote. I hopped out, the clanner guy hopped in, and then I read the sweet, sweet message of "Commander has been ejected".
<i>Then</i> they got nasty. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lol no it wasn't me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
But i OFTEN see bad commanders NOT get ejected.
I remember a game on ns_bast, and the commander was doing nothing. nothing at all.
He dropped an ammo station and 2 inf portals at the start and that was it.
Rest of the time, we were asking for guns and ressource towers.. nothing ever came. And he wasn't AFK either.
sigh
i repeatedly asked my team to kick him out but he was never ejected. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
The eject comm must go. If you have a noob comm you can always press F4 to end the game so no eject comm vote is needed. As it is now the marines give orders to the comm and instantly eject him if he dont listen to them when it should be the other way.
1. A comm should be the one that gives the orders
2. It should not be possible to eject him.
3. If your not happy with your comm press F4
4. The comm needs something to punish noob soldiers. The Comms should be able to F4 other players if they dont follow orders or whine. So marines would finally listen to him and follow orders. If he abuses it and F4´s more than 20% of the people the game should end (like when 5 guyes F4) and he is kicked from command for a few hours like now. That would be far better than some rambo noobs constantly ejecting the comms. Most of the time they are the ones that loose the game for the marines not the comm, but they blame him if they loose. I played a lot of games where not 1 marine did what the comm said but when they lost they said that the comm sucked.
If I don't hear a plan of any kind I worry and ask him what the deal is, if he can't tell which hive they're in - bubye.
On a map like bast if I dont see a welder getting doled out early fairly sharpish I'll also worry a bit.
If a comm ignores me for more than 5 minutes when requesting a turret for a blindspot on a tfac - ejection.
likewise for a welder to repair a pg or whatnot at a hive/key location unless someone else has one and is on it. diddums for a siege request at any base.
Of course I'll not be asking for anything we can't afford because I'm familiar with the cc and like to think I do a gj as comm, provided my marines go where I tell em and don't go rambo. (exception to the rule - I may give a good marine a jp and mg early on to kill a hive if it looks like we can't secure a 2nd hive b4 the fades start coming/they only have 1/2 left and the hive is re-building.) [QRGR]Cheesy Peas saved my **** and our teams **** with two successful rushes to cc with his jetpack on eclipse last night via the vent and finally killed their last hive in eclipse - WP man! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
As the others have said, if your comm drops another cc in base/2 tfacs when your on starting res with no other rt's - ejection.
I play on an irish server mostly 20/20 (bug eyed aliens from navan online) and if I see a comm drop 2 cc's or a lot of useless junk in base at gamestart I'll ask him what he's doing. No response? - kick. (take screenie of wonid) and if he comes back and does the same again - perm ban. Likewise for gorgs - I can't handle players that will not listen to the requests of their team and punish severely for it but will warn several times. Play nice!
Guys like you are the problem on most of the servers. Who said that you must build a pg right at the start? Why has the comm to buy a welder for 10 res only to see the marine die with it by a skulk? Maybe the comm has a different plan that yours. But thats the problem with the marines. If you dont do exactly how they think you have to then you get instantly kicked. I won games as comm where i didn´t build an observatory and a pg right at the start but an arms lab instead or something other like a tf and 2 turrets. Its because marines are fixed on a certain tactic that they loose a lot of games. Mostly because they only try to build turret farms instead of getting some res and investing in upgrades and research. It works if they manage to secure 2 hives but if they fail they have nothing against fades but basic soldiers.
Well, if I see somthing like that and the game is not over in 5 minutes you're a lame comm and I'll vote eject. I've been on too many games as alien where marines would lock up 80% of the map and would just keep building turrets, never going for the hive, evenutally ending with aliens fed up and hitting f4. I'm not sure if I've seen games worse than that.