Tips To Be A Bad Commander.

2

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  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    Woohoo! Finally a thread that's worthy of my comm suckage!




    *absorbs <i>everything</i>*
  • Raw_EvilRaw_Evil Join Date: 2003-01-05 Member: 11903Members
    38. p*ssing off the alien team using <i>annoying and cheap tactics</i> can be fun for all ages! Here's a good strategy:

    Make sure your marines go straight for the alien hive and camp it, but make doubly sure they don't shoot the hive. Keep supressing the aliens till you have researched every tech in the game and have enough res to outfit all marines with HA/HMG. Allow your marines to die and give them all with HA/HMGs, but leave them in spawn <b>just long enough</b> so that the aliens think they have a chance and decide to put up another hive, then rush them all! Wasn't that fun? Don't worry if the aliens all F4, this means they are having way too much fun and need a breather.
  • Satanic_MonkeySatanic_Monkey Join Date: 2003-07-04 Member: 17938Banned
    sometimes i play as a bad comm to joke around. if they want a jp i give them heavy armor and vice versa. same thing with guns. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Satanic Monkey+Jul 5 2003, 09:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Satanic Monkey @ Jul 5 2003, 09:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sometimes i play as a bad comm to joke around. if they want a jp i give them heavy armor and vice versa. same thing with guns. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Heh, I could see you getting banned from many servers I play at, perhaps even my own :-p haha jk
  • Satanic_MonkeySatanic_Monkey Join Date: 2003-07-04 Member: 17938Banned
    i only that when they whine and stuff.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    39. Building a wall of cc's at every exit to marine start so no one can enter. This will protect your team from any skulks that try to attack. Now you can safely research all of the technology. Make sure to give out a few welders so the aliens can't kill the cc's that you put up. This works especially well on maps where the starting marine resource tower is outside of ms room, such as ns_11th_hour. The aliens will never notice that they can easily kill your one resource tower.
  • Oblivion437Oblivion437 Join Date: 2003-02-06 Member: 13178Members
    40. Don't build a turret factory in the base. Base Defenses are for wimps. Those whiney marines can take care of themselves!
    41. Don't defend any resource claims. Ever. Especially when they rest in 'node' hallways or intersections which provide easy access for either team trying to go to the other's base. Building Turret Factories near Resource Towers is a BAD IDEA!
    42. Siege turrets are a waste of money. Never even bother to upgrade the factory, in fact, use those resources to give people jet packs and grenade launchers, after all, they do the same thing...
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--Oblivion437+Jul 7 2003, 03:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Oblivion437 @ Jul 7 2003, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 40. Don't build a turret factory in the base. Base Defenses are for wimps. Those whiney marines can take care of themselves!
    41. Don't defend any resource claims. Ever. Especially when they rest in 'node' hallways or intersections which provide easy access for either team trying to go to the other's base. Building Turret Factories near Resource Towers is a BAD IDEA!
    42. Siege turrets are a waste of money. Never even bother to upgrade the factory, in fact, use those resources to give people jet packs and grenade launchers, after all, they do the same thing... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Umm... I thought advices in this topic were supposed to be bad.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Pege+Jul 7 2003, 03:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pege @ Jul 7 2003, 03:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Oblivion437+Jul 7 2003, 03:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Oblivion437 @ Jul 7 2003, 03:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 40.  Don't build a turret factory in the base.  Base Defenses are for wimps.  Those whiney marines can take care of themselves!
    41.  Don't defend any resource claims.  Ever.  Especially when they rest in 'node' hallways or intersections which provide easy access for either team trying to go to the other's base.  Building Turret Factories near Resource Towers is a BAD IDEA!
    42.  Siege turrets are a waste of money.  Never even bother to upgrade the factory, in fact, use those resources to give people jet packs and grenade launchers, after all, they do the same thing... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm... I thought advices in this topic were supposed to be bad.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'm not sure if he did that or not. He lists things that actually make sense, but then says them in a way that makes them sound like bad advice. Maybe he actually wants to turn people into bad commanders by making them think those are bad things to do and they will do the opposite. 40 sounds like good advice, 41 sounds like bad advice, and 42 could go either way. No matter what he was thinking, the post doesn't make sense.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Nonsense post, eh? I can top that...

    43. Never recycle the enemy's Defense chambers during a seige rush.

    44. If the match just started, ignore all requests for Hors d'oeuvres, and instead plant mines all around thesensory chambers.

    45. If your observatory is named bob, only the red team's flag can stop acid rocket spawn from capturing several key resource noises among the Port Apotty Room's hive mind. Simply outfit your infantry with portals and your air force with heavy armor, taking care to use your flashlight machine guns to weld onos to theskybox flapjacks.
  • pikeypikey Join Date: 2003-06-16 Member: 17406Members
    <!--QuoteBegin--WarpZone+Jul 8 2003, 05:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Jul 8 2003, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 45. If your observatory is named bob, only the red team's flag can stop acid rocket spawn from capturing several key resource noises among the Port Apotty Room's hive mind. Simply outfit your infantry with portals and your air force with heavy armor, taking care to use your flashlight machine guns to weld onos to theskybox flapjacks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    meh?! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    edited July 2003
    46. remember the turrents are names wrong, its a glitch, the normal turrents are the ones that can shoot through walls and are to be used only for sieges, the siege turrents are only for base defence, there is a reason that they are low to the ground, it makes them harder to hit.
  • CaimanCaiman Join Date: 2003-06-01 Member: 16900Members
    47. People concentrate better when there is less noise, etc. Therefore, never use the voicecomm or text message. If you REALLY need to get an idea across, repeat it continously. Remember the word "spammer" is just "spanner" spelled wrong. The word is commonly misused by people who play too much TFC and they really mean "welder." So just drop like 30 of those for good measure.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--WarpZone+Jul 8 2003, 05:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Jul 8 2003, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nonsense post, eh? I can top that...

    43. Never recycle the enemy's Defense chambers during a seige rush.

    44. If the match just started, ignore all requests for Hors d'oeuvres, and instead plant mines all around thesensory chambers.

    45. If your observatory is named bob, only the red team's flag can stop acid rocket spawn from capturing several key resource noises among the Port Apotty Room's hive mind. Simply outfit your infantry with portals and your air force with heavy armor, taking care to use your flashlight machine guns to weld onos to theskybox flapjacks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm not saying I don't like your post, but the thread wasn't meant to be that nonsensical. We were listing things a commander might actually do that would be really stupid, or things that would just **** people off if a commander decided to do them. A commander can't recycle a defense chamber, so that is completely different. It could fit in a different thread, but it doesn't really go in this one.
  • NoObiE_MechNoObiE_Mech Join Date: 2003-06-15 Member: 17391Members, Constellation
    48. Play memorable musical tunes over the voice communication system throughout the entire match. You will raise team moral and be consider "cool" for playing those tunes non-stop.

    Don't worry about marines not being able to hear incoming aliens, first person view is all they need to stop any aliens.

    If any marine threatens to mute or eject you, begin recycling parts of the base, part by part, each time exiting and re-entering to comm chair (to avoid ejection). This will teach them the value of your leadership.

    49. Select a marine, then place a "defend target" icon on him/her. This way that marine will be defending him/herself, effectively watching their own back. Try to make the icon obstruct their view slightly, this will give them a constant reminder to defend themselves. Now instead of sending a team to an alien infested location, you can send a single marine thats being guarded by him/herselves.



    -Tips 48 happens more and more now.
    -Tips 49 actually happened. The marine that was ordered to defend himself couldn't see for half the game because the icon was placed on his face. He was extremely **** at the comm. Most of the team found it humorious.
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    <!--QuoteBegin--NoObiE_Mech+Jul 9 2003, 07:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NoObiE_Mech @ Jul 9 2003, 07:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 49. Select a marine, then place a "defend target" icon on him/her. This way that marine will be defending him/herself, effectively watching their own back. Try to make the icon obstruct their view slightly, this will give them a constant reminder to defend themselves. Now instead of sending a team to an alien infested location, you can send a single marine thats being guarded by him/herselves. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    oh god my friend did that to me once .... I HATE YOU JEFE ... it took all of my willpower not to laugh and call what was left of him just "Je"
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    i've been known to build two arms labs - that way you can upgrade armour and weapons at the same time.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--Aminal+Jul 9 2003, 08:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ Jul 9 2003, 08:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've been known to build two arms labs - that way you can upgrade armour and weapons at the same time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So you had lots of res but needed upgrades really fast. If you have 130 res sitting around early game (45 for each arms lab plus 20 for each upgrade), you will probably win anyway.
  • FaT_CaMFaT_CaM Join Date: 2003-04-11 Member: 15394Members
    Why do people always say that? Woah! you have enough res for E.G 7 turrets! You auto win! Sure its lots of res, but that doesnt guarentee a win.

    Play on an australian server, the amount of res never seems to matter...
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    If you have 130 res sitting around before level 1 armor or level 1 weapons, the game should already be decided. Either you will win because you are getting res so fast, or you will lose because the commander has no idea what he is doing and as a result has lots of res sitting around.
  • Oblivion437Oblivion437 Join Date: 2003-02-06 Member: 13178Members
    So, it's a <i>good</i> idea to never build defenses? I'm liking this already, never mind what happens when all the soldiers are on a scouting run and one skulk shows up and ruins everything.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--Oblivion437+Jul 27 2003, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Oblivion437 @ Jul 27 2003, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, it's a <i>good</i> idea to never build defenses? I'm liking this already, never mind what happens when all the soldiers are on a scouting run and one skulk shows up and ruins everything. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Building a TF to your base (unless 2 hives locked down and you've relocated to one of em) is actually an international "I'm a newbie"-sign. Kinda like showing your middle finger to your team. Everyone knows what it means unless you are a n00blet. In 1.04 that is...
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--NoObiE_Mech+Jul 9 2003, 08:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NoObiE_Mech @ Jul 9 2003, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 49. Select a marine, then place a "defend target" icon on him/her. This way that marine will be defending him/herself, effectively watching their own back. Try to make the icon obstruct their view slightly, this will give them a constant reminder to defend themselves. Now instead of sending a team to an alien infested location, you can send a single marine thats being guarded by him/herselves. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That is what I do to punish marines who:
    A) Voice Spam
    B) Hump the armory even when a skulk is running around our base (happened.. very bad)
    C) Refuse to do anything except rambo
    D) Annoy me or the team
    E) Can't seem to hear me yelling go to Station Access Alpha or something else right outside base, but instead hump the armory, then complain later that we don't have HMG's

    Works nice, usually it gets their attention if you say:
    "I'll take it off when you do what I asked"
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    He he....I think someone should make an admin mod plugin that will allow an administrator to do that to somone. Of course, it is the comm's only way of punishing a disobedient marine. I hope you can still do it in 2.0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
  • Oblivion437Oblivion437 Join Date: 2003-02-06 Member: 13178Members
    <!--QuoteBegin--Pege+Jul 27 2003, 11:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pege @ Jul 27 2003, 11:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Oblivion437+Jul 27 2003, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Oblivion437 @ Jul 27 2003, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So, it's a <i>good</i> idea to never build defenses?  I'm liking this already, never mind what happens when all the soldiers are on a scouting run and one skulk shows up and ruins everything. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Building a TF to your base (unless 2 hives locked down and you've relocated to one of em) is actually an international "I'm a newbie"-sign. Kinda like showing your middle finger to your team. Everyone knows what it means unless you are a n00blet. In 1.04 that is... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How does it show that one is not experienced? If you're going to blitz a hive, you want to delegate as many secondary duties off the marines as possible. A turret layout fills where the marines with LMG's won't, unless, the turrets are useless, I haven't played as a commander since 1.01.
  • MasterShakeMasterShake Join Date: 2003-04-20 Member: 15699Members
    turrets had been nerfed. Once the turret factory is down, all of them cease to function. They are mostly useless anywhere until level 2 weapons, and it isn't that significant a difference even then. They've mainly been reduced to a deterent, and a last ditch attempt to keep fades out of your base.

    Of course, all of that will change in about.....24 hours with 2.0.
  • ANeMANeM Join Date: 2003-05-13 Member: 16267Members, Constellation
    <!--QuoteBegin--NoObiE_Mech+Jul 9 2003, 05:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NoObiE_Mech @ Jul 9 2003, 05:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->49. Select a marine, then place a "defend target" icon on him/her. This way that marine will be defending him/herself, effectively watching their own back. Try to make the icon obstruct their view slightly, this will give them a constant reminder to defend themselves. Now instead of sending a team to an alien infested location, you can send a single marine thats being guarded by him/herselves.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ya.. I have had that happen to me. I was on some random server. I think the server I usually play on was down or something. anyways the entire team thought it was funny that I couldn't see. All laughing at me or telling me to shut up... No one would try to help me, they would just run off in random directions getting killed in three seconds..
    the Comm was pretty much doing nothing anyways, so as soon as he jumped out, just jumped in the cc and did exactly that. Nothing.
    Well, nothing except threaten to recycle everything once or twice..
    Good times.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    50 : stick to your 1.04 habits.

    Start to use mines on the whole marine base , no matter if a skulk blows 4 of them when dying , and if they don't even have lasers thus not even blocking lerks and fades , they should be more of a deterant than electrified turret farms...

    Relocate to a hive and lock the other one down. Who cares if you only have 2 nodes , at least this onos will only have 2 attacks.

    Recycle nodes as soon as they take damage. Electrified nodes attacked by a random gorge aren't worth your attention really.

    Don't give shotguns , your marines can die with it thus wasting 10 ressources. Act as if your soldiers were complete retards unable to kill a single alien with it.

    Tech up to JP/HMG. People who say "comm , I can't liftoff !" are weak players and probably have a bad framerate.

    Don't give grenade launchers , they may have the same price as the HMG which now does half damage to structures , but the HMG is The Way.

    3 hives is the end of the world , and you can tell your team to F4 when you have evidence that 3 hives are up. If people use onos and fade at 1 hive they're probably leet haxxorz.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Remember to let the Kharaa gorge command.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
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