Guide To Commanding

BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
edited December 2003 in Frontiersmen Strategy
<div class="IPBDescription">Basic Description</div> <b>Guide to Commanding:</b>
This is my personal outlook and my expirence in commanding. I probably left good points out, or you may disagree but this is the way i think commanding should be used and abused:
The commander's role on the Marines team is to support and guide his troops to victory.

Res Nodes are key to survival and sucess. I have rarely seen the Marine Side win with 2 res Nodes or less unless they:
A.) Do Some Sort of Rush
B.)Aliens are really new to the game
Upgrades are a must when facing faster,cloaked,or evolved lifeforms. This accounts for the resources you need to accomplish this. <b>" A Commander is only as good as his soldiers"
- Amazing Al Gorge |^v^|</b>This is a good description of a good or bad commander.
Darkhunter (friend of mine REALLY good comm) is a great comm, but he only wins some of his games on pubs because:
A.) N00BS
B.)Stacked Alien Team
<b>C.)Lack of adaptation to his teams mental, and skillful abilities.</b>
If you sense that your team is "new" to the game, i always use a calm voice, and use alot of <b>waypoints</b>, to teach them and familiarize them with the game.

The Most effecient Commanding Stratgies I have seen are the electrical-Resource Capping follwed by Tech Upgrades, and most likely Heavy Armor Group to defeat the Aliens. Commanding is based on expirence, good listening ear, and abilty to mult-task and listen to thier soldiers. A Mic is very good for commanding. Strategies I like include: Electric-Res,Shottie Rushing, and a JP rush.


<i>Add all your comments or added details to this format <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--></i>

Comments

  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    The commander does not neccessary always have to listen to their soldiers. Occasionally, the commander will get an annoying soldier who complains about "everything". Situations like these should be dealt with a simple phrase, "Shut up, I am the commander here".
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Then they eject you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Basically the only way i see as victory is to secure as many res nodes early on as you can. If i'm the comm i find it very useful to send one or 2 marines to get me 2-3 res nodes very quick, basically just run as soon as the game starts. (This is very helpful to a comm if you're marine as well)

    Never turret farm at start, use the ol TF near IP and elec. If you relocate build near the RT to provide more electrical defence. You need to secure as many RT's as possible and also destroy aliens Rt's to cripple their income.

    If you can relocate to a hive safely or with minimal losses then do so, locking down one hive is extremely handy, keeps the aliens restricted in what they can do. If you can lock down another hive then do so, wack a PG in there with a few turrets, that'll let you know when its under attack so you can get everyone in there to defend.

    People say that you can't win with noobs etc. Well I played Mine shaft and 2-3 of my marines in a team of 6 were new. I gave them encouragement and congratulated them on kills and said "unlucky" on losses. This prompted them to be more confident and we went from no IP to a hasty relocate and a victory. Calling them "fu*king noobs" is only going to cause them to be despondent and not want to play. A little patience and encouragement goes a long way, after the match they were very grateful.

    Giving them shotguns also gives them a higher rate of success against skulks.

    Whilst you are securing the RTs you must pay attention to base. Try never to let your res build up early on. If you see 50 res up there, well get an upgrade or elec a crucial RT. Keep things happening all the time.

    If you lose RT's go back and get them, if you see alien RT's take them down, keep the resource war going, games are won with a lot of resources to hand.

    This is the hardest part of comming, base management and troop management at the same time.

    Basically once you have enough res get that armoury upgraded as soon as. Very crucial, and make sure Phase gates are at hand as you never know when you need to get ready to phase to a hive and siege it.

    If you lose you lose, don't let comments from other players bother you, i used to get nervous in the comm chair can u beleive it, everyone shouting at you to get PGs, TFs, upgrades etc. Very daunting. Only way to get good is to keep throwing yourself in there.


    Well, never thought i would write a huge post, guess i just did.
  • SandersSanders Join Date: 2003-10-19 Member: 21784Members
    Meh, you really didn't give that great of a guide, more of just advise and not much at that.

    Personally, the only guide i can give when being comm, is find your own grove. All great comms have their own mark.Many people say build an armory at the start, two ips, two turrets, and elec every RT. Sure, this will work against an unorganized alien team, but I've seen comms who waited until about 10 minutes in for an armory, only put up one IP, and never elec RTs, but still come out in a win vs good aliens.

    See, comming isn't as simple as you make it sound. The normal "Shottys when fade appear, armor 1 then weapon 3,elec all RTs," that stuff won't work every time. If that was the case, anyone can command. You have to build a marine relationship, know what everyone is capable of doing, and know what the aliens are doing at all times if you wan't to be a great comm.
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Oh and thats a guide ^

    wp
  • SandersSanders Join Date: 2003-10-19 Member: 21784Members
    edited December 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh and thats a guide ^<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, it aint. Nor did I say it was. If I was going to make a guide for commanding, I would make it thorough and a nice long read. However, telling people that res is important and how great his friend is won't win any award either.
  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    hehe true, I did expect a lot more to be written for a whole guide.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin--Sanders+Dec 27 2003, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sanders @ Dec 27 2003, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh and thats a guide ^<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, it aint. Nor did I say it was. If I was going to make a guide for commanding, I would make it thorough and a nice long read. However, telling people that res is important and how great his friend is won't win any award either. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Personally, the only guide i can give when being comm<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sure, you didn't say it was a guide, right? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    Well IMO

    Commanding is more your own intuition, not people telling you what to do.
  • SandersSanders Join Date: 2003-10-19 Member: 21784Members
    <!--QuoteBegin--ShdwStal+Dec 27 2003, 08:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Dec 27 2003, 08:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Sanders+Dec 27 2003, 02:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sanders @ Dec 27 2003, 02:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh and thats a guide ^<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, it aint. Nor did I say it was. If I was going to make a guide for commanding, I would make it thorough and a nice long read. However, telling people that res is important and how great his friend is won't win any award either. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Personally, the only guide i can give when being comm<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sure, you didn't say it was a guide, right? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sure, you didn't say it was a guide, right? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I can find ways to twist my own words around, but it would look like a desperate attempt. Instead, I just leave you with this:

    The mods changed my post to include guide.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Well, i used to be the kinda comm "les get about 6 nodes and electrify them all so we have all res secure and get upgrades fast"

    then one game i had someone bitching at me saying "comm, were 8 minutes into the game and we dont have any upgrade yet, n00b"

    and he was right <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    early fades (whom you often encounter nowadays) will tear down your eleced nodes in no-time, maybe before they even render their 45 res. and if you elec them all, you will have marines without upgrades probably unable to defend the nodes.

    so imo, its much better to get early ups and only elec nodes in hives/busy areas, cos the un-eleced nodes being chewed at can be saved by a marine with lvl1 armor lvl2 weapon

    besides, i often find a lot of nodes never getting attacked even un-eleced cos 1: aliens hardly ever come by, 2: they expect every rt to be elec-ed so cant be bothered to come by anyway

    early ups = teh win
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm my way to succeed is pressure. i ll usually reloc to places, where the aliens fear you the whole game through. ns_hera processing is a good example for this. it lets you siege double, so they cant build there. fast assaults to delta core and 2 other restowers near you. i found out that relocating "in" a hive is not as good as relocating very near a hive. problem with reloc in hives is that its more difficult to secure the 2nd hive. also its easier (for me!) to control more then one restower with this tactic. very important for pressure is also that you research phase gates. this will help single marines to start locking down a hive by building an electro rt and a pg beside it. i use to put electro at every important restower to keep skulks away from it but as soon as a gorge builds 2 ocs, that isnt enough any more. so always try to have your marines near the restowers. i also give my rines jetpacks normally cause one jetpack/shotty guy can freak aliens out by sitting on the hive and shooting at it. of course thats not the way to win but meanwhile the other marines can secure importanmt points or build up tfs/sieges.

    erhm yeah thats pretty much all i have to say.

    please DONT see this as a guide. its just my way. *singing* I did it myyyyy way.
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    but for every new commander who doesnt have a strategy...
    see also the how to pressure a hive topic. i didnt want to rewrite all the stuff posted there.
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