Getting Our Of The Commchair
Keyser
Join Date: 2003-02-15 Member: 13591Members
<div class="IPBDescription">Is it smart?</div> Ok I just played a game on ns_nothing and we relocated to cargo (big surprise). Things go well and I order a few marines to viaduct to secure it. We kill a gorge and build a phase gate. Then thats where the trouble starts. Skulks focused singlemindedly on killing viaduct. When I told people to go to viaduct to defend it and they actually went. They got ripped apart but at least they went. So I get out of the comchair and warp to viaduct to help secure it and I help build some stuff. Thats when I get called a n00b for getting out of the commchair. Is it really a bad thing if your not busy with anything else? I just wanna know if you guys would get out of the commchair if you get heavily attacked.
Edit: oops typo, change our - out
Edit: oops typo, change our - out
Comments
that would seem to imply that most were dead, and he warped to via to fight off the rest of the aliens and build the stuff he had already placed. Then a simple warp back to Cargo, a click of the use key, and *vioala* hive secure for no loss. He might have a few spare resources, but he can spend them. He ran the risk of being eaten and setting his team back a bit, but that didnt happen. So good job keyser <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
[edit] lol 3:21 am, i made a lot of typo's <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> [/edit]
my noob team mates and I just said "fu*k it" and jumped out of my com chair with my knife, i actually KNIFED ALL of the attackers FIVE TOTAL
knife kills! WHOO thought it was really funny they stood there munching on the stuff LOOKING at me as i came at them instead i strafed to the side and killed them all for a victory later on! LOL
People in general get really uncertain about what's going on if the comm is jumping in and out of the chair, especially if someone else jumps in in between.
Whenever a comm informs the team of his plan and talks to them, keeping them up to date and making it seem like he's on top of things, marines are much more willing to listen and follow orders. This concept extends to someone being a constant presence as well IMO.
To summarize:
Clan matches: com needs to get out
Pub matches: com needs to stay in
I know i com for my clan, and sometimes i jump out to be a second base guard whilst waiting for res.
We all got ripped to shreds and the phase went down. But somehow magically the turretfactory survived when we managed to get back on foot.
It was the closest call I've seen in a long time, but we managed to hold viaduct.
Of course it depends on the situation whether or not the commander should get out of his chair, but it is always a risk to do it.
You loose the tactical overhead view and the ability to drop equipment for some time if the commander dies.
We had a pretty good team with several members of -TSA so there was no fear of a comm chair hijacking.
I guess I would have stayed in the chair in that situation.
But whether or not it was right or wrong, it worked =)
In a base rush scenario, stay in your chair, use beacon, drop a new CC if necessary before you consider stepping out of the chair. Dying to 2 skulks in your base and losing the match when they camp and kill your IPs is quite annoying if you know you could simply have used beacon had you stayed in your chair. Never take any base rush lightly.
As for getting out of your chair to phase and fight somewhere else, i dont see why not.
I was slightly afraid that someone would jump in the chair and drop themselves a shotgun, but it never happened. On most pubs I'm sure someone would jump in and drop themselves something.
Jumping out of the chair as commander, especially when little skulks are munching on your hard earned base, can be a game saver. While hopping out, typically surprising the attacking skulks, can be risky, the risk is easily justified when compared to the resources you save by NOT having to rebuild your base.
Not only that, but it's typically easy to kill at least two of the attacking skulks (carapaced or not), buying time for some marines to return to base as the skulks frantically try to kill you.
Admitedly, this only holds true if you have no marines who can quickly get back to base, but it's an excellent early defense tactic. The rest of the marine team is typically fine without orders for the approximately 30 seconds this manuever takes and resource buildup isn't really an issue IMO.
-Slappy
Pros:
Save the OBS (low hp)
help your teammate (if hes alive) and multiple skulks coming in
save other buildings etc...
Cons:
Com gets out when multiple skulks coming and hes the only one close to base...if he dies = GG
Newbie com will get in
If you die, you lose it for your team
also if you hear many skulks chomping away on your stuff, and no team is near..recycle everything and build a CC near another member to try to relocate...usually this ends in a loss but sometimes you can get lucky