Overly Chatty Penguins

The Ready Room => General => Topic started by: Niteowl on December 19, 2003, 03:45:38 AM

Title: Your Comming Style
Post by: Niteowl on December 19, 2003, 03:45:38 AM
a little thread to learn different styles of comming.


General style:
Very very fast. I get mad at anyone who usees the voice if they don't absolutely need to. my mainstays are the upgrades, pgs, hmgs, welders, sgs, sieges, with a few elect rts in there. I like my games short, and only one onos, and very very few fades, for my rines to take care of.  I like my rines in big groups of a3/w2 madness ideally. one good rambo makes the job much much easier.

Targets/Tasks:
1 Cap RTs
2 Defend and recap rts
3 Assault their rts ASAP
4 Get a PG network close to the action, see 2 and 3
5 Assault hive, see 2 and 3

Weapons go down when there is a specific objective (ie taking a hive, taking down a fade, etc). Welders go down periodically. PGs should be mined most of the time.


Communication:
I'm very communicative, I like to takl about everything that is going on. where to go, what we're doing, etc. I've seen some comms use only wps, and a few things typed, and do it well.

Chain of command:
I like to direct all movement, where we are attacking how much, who's doing what.

Things to work on:
-My lack of base defense has been used against me many a time. about 1/2 the time the aliens are so busy scurrying to defend agains the main assault, they negelt to hit main base. but when they do realise... I'm getting better at taking mytime to set up some base D and having a rine guard base.
-I really focus on giving my rines the tools for them to kill stuff. I think really worrying about gettnig to a3/w2 can sometimes be a detriment to other strats such as rushing to ha asap.

ok, you LM comms, chip in here with some ideas on your com style :)
Title: Your Comming Style
Post by: Uranium - 235 on December 19, 2003, 10:43:47 AM
(Writes down everthing Nite said and vows to do the complete opposite to piss him off)


;)


Anyway, I wanna see what would happen if the commander upgraded the armory as soon as the game started....
Title: Your Comming Style
Post by: That Annoying Kid on December 19, 2003, 12:09:08 PM
Always be sure to keep teching, this includes getting armour 2/3 and MT

A good sign your team is doing good is if you have more nodes than the aliens, and it is consistantly such.

If you can a base around a elect TF will keep skulks away.


phase tech and upgrading the armoury are crucial in having marines win.

In pub's some comm's seem to fail to realize that the end goal is to kill the hives, remember this and try not to stray.

If you do have a good rambo who is camped out by a hive picking of skulks/taking down nodes/ harassing the aliens, send a medpack or two his way becuase the distraction can be well worth it.
Title: Your Comming Style
Post by: Black Mage on December 19, 2003, 01:16:49 PM
why do you get mad when people say hi on voicecomm?

i have no comm style, i chabge with the map
and i let my marines decide what to do (yo comm, tech up or comm tfac here)
and if someone asks for a shotgun and wastes it, next time they get an arms lab on the head

/_\
 :help:
Title: Your Comming Style
Post by: Diablus on December 19, 2003, 03:01:23 PM
i only commanded 1 full game, and that was in hydrosity.. AND I WON! booyah! kick to the face! watai!
Title: Your Comming Style
Post by: Dirty Harry Potter on December 20, 2003, 12:49:35 AM
i tend to avoid being comm, mostly because i dont believe in my own abilities, which aren't good anyway.

i dont really have a style - i comm by feeling, Emocomm! ;)
Title: Your Comming Style
Post by: Uranium - 235 on December 20, 2003, 03:26:47 AM
I once won while comming, all the aliens conceded due to my awe-inspiring skills (And some help by rebinding all their controls to 'readyroom')




(j/k)


Or am I?
Title: Your Comming Style
Post by: Dubbilex on December 20, 2003, 07:20:25 AM
To be honest, my comming style really has no rhyme or reason.  The only games that I've actually ever won were hmg/jp 1.04 matches, to be completely honest  :p

Nonetheless, I believe that I can give a few pointers:  on pubs, electrification of every resouce tower can do wonders to keep you ahead in the early game.  

Motion tracking is not as important as weapon upgrades to me - I believe that te marines should be able to use their own damn two eyes (at least until the aliens get sensory upgrades  ^^ ).  As a marine, I thoroughly enjoy having massively upgrades weapons and armor - w3/a3 marine with just an lmg can do some serious damage (taking for granted that they can actually aim, obviously).  A group of w3/a3 marines is a real threat to the aliens - sensories (read:cloaking) are basically the only thing that can break up a competent 'la train' that is highly upgraded.

I believe moving into the hive to be the best form of action when taking a hive - Heavy Armor (if it's late in the game) is best when the hive is totally filld.  otherwise, la suffices fine as long as the aliens aren't hive three. Sieges just take to long and confuse things, in my own opinion.  Plus, it's easier for me as comm if i don't have to coordinate anything other than a simple WP and an order to spawncamp and kill any alien that appears  ^^

(of course, this strategy also hinges on the presence of actual competent marine players).


Last, I would recmmend safe placement of your TF in your base (if you indeed have one).  When you eventually lose (which is bound to happen when I command), sometimes you'll be able to spear oni by dropping turrents on their backs, as a final "f*ck you!" stand.  :D



Please note that the above post was in no way written by a good commander.  Use of these strategies will, in most situations, most likely make you lose.  Yes, I am a muppet.
Title: Your Comming Style
Post by: Grimm on December 20, 2003, 08:35:18 AM
I hardly ever go marines, let alone comm, but because people on LM tend to be better organized as rines, I've been 'rining more often. Although because I don't comm often (maybe... 0.1% of the time), I've still been looking through comming strategy threads (like this one) to get some ideas.

From the few games I have commed, I like to have a group of marines sweeping across the map taking the nodes early, a few left at base to defend (even if I have an elec tfac), and one or two good rambos finding ways into enemy hives and gather intel. I tend to go for weapon upgrades more, as groups of marines should be able to take down smaller threats early on with greater speed, and anything that will increase intel, like motion tracking and occasional random pings around the map.

Usually I'm just one of the regular marines though, more prefferably the good rambo I mentioned (I've played alien enough times to know nearly all the places they do and don't like to set up stuff, and I know most of the vents and such that only I ever seem to use).
Title: Your Comming Style
Post by: lolfighter on December 20, 2003, 01:33:40 PM
Argh... Dubb, MT is the single best upgrade you can get your marines. Nothing prevents them from being ambushed as well as motion tracking does. A TREMENDOUS help.
And dropping a turret on an Onos classifies as an exploit. At least here it does. <_<
Title: Your Comming Style
Post by: Dubbilex on December 20, 2003, 01:56:17 PM
Quote
...dropping a turret on an Onos classifies as an exploit. At least here it does. <_<
*cough*


*slowly walks off while whistling*
Title: Your Comming Style
Post by: esuna on December 21, 2003, 06:16:05 AM
I can sum up my comming style in one word. "Poor".

I get aggitated, i expect the marines to follow each and every word i speak, and as we all know from comming pubs, this never happens. It frustrates me intensely to have people not following orders and it throws my concentration off of what i should be doing.

Also, a lot of people disagree with the fact that i usually get upgrades for all of the marines over buying specific weapons for people. Call me dumb, but i prefer for the marines to all do the most damage possible as opposed to one marine doing a lot and the rest being screwed against a carspace skulk.

I may try comming again one of these days, but it won't be pretty.
Title: Your Comming Style
Post by: Seth on December 21, 2003, 06:56:15 AM
oh cmon nite you make it sound like my tfarms are a bad thing :(

most times i drop a single ip a armory and a electf and most times up the armory right off the start although not dropping any hvy weapons. this gives me a early headstart. i often do not elec nodes unless they are in a odd posistion or next to a hive ect. i mostly rely on my squads, and more importantly squad leaders to find waypoints and protect nodes... elec is a waste of 30 res that i would rather spend on upgrades or weapons. after that, the rest is up to the rines on the ground i just give waypoints and drop the nessasary equipment.

i find that the use of squads is important, but what i've found the best is if a few marines would speak up in the begining of the match and be squad leaders, personaly and i've tested it with a few buddies of mine pubs follow squads alot better if there is a marine on the ground repeating my orders to them rallying the squads and whatever, basicaly keeping an eye out on the squad... it makes my job as comm much easier and also i get good intel from the leaders and the squad usealy gets to waypoints much faster being if the squad leader is giving directions. Often squads without a squadleader will get separated by a skulk attack or they just take a wrong turn, where in i am forced to direct my attention on a single marine verses a squad which is much easier to give orders to, and most times gets my objectives completed. as i'm sure all us comms are aware of the headache it is when 1 marines request an RT and is later killed by a lone skulk... i wont even begin to tally the resources wasted.

basicaly a chain of command is all that i ask, squad leaders are very helpful to comms... at least to me.  so dont be shy, if you have good knowledge of the layout of the map and are capable of keeping tract of your squad ( ie, keeping the fools welded, directing to waypoints, notifying the comm of what your squad is encountering... blah blah blah the list goes on ) then speak up for god sakes, its so difficult to make squads, and yet squads make all the difference in 2.0


already i think i've said to much.
but pls, i ask that only the experienced ones, or at least those that know the layout of the map at hand speak up on voice comm, you'll find that i will always outfit a compitant squad with whatever may help them to crush the enemy.


as for judgment calls, ie, seigeing a hive or not, those are thing best left up the the comm... dont try to comm for me, you just confuse me and or misdirect my attention.
Title: Your Comming Style
Post by: Gunner2k on December 21, 2003, 10:39:51 AM
Yesterday was the first time I acctually commanded a whole game on NS_Caged. I won, but It was only caause I had a great team. I relocated, I built tf, armory, and ip. Then electrified the TF, defending the comchair, ip, and armory etc. Then We took over an empty hive. Then we moved to sewer, sieged it, took it over, then took over ventilation. It was amazingly easy, but I have found a new respect for commanders. All this after we relocated to double. Then I bought shotguns for the team when they saw the first fade. And after we took over the first hive, I started upgrading, and after we took over sewer with sieges I got heavy armor for the marines, along with HMGs and Grenade Launchers, then I just did it from there. It was fun none the less, But I could see if it would be harder if your team was full of people who wouldn't listen to you and went Rambo.
Title: Your Comming Style
Post by: Niteowl on December 21, 2003, 12:51:36 PM
Quote
oh cmon nite you make it sound like my tfarms are a bad thing :(
 
no, actually the opposite, i'm just not used to using tfarms effectively. which i think you do :)
Title: Your Comming Style
Post by: Gunner2k on December 21, 2003, 01:05:31 PM
Oh yea.. I'm a turret farmer. I turret farm so bad It's scary. Well Atleast when I lock down a hive, I put more senty turrets up then any other commander. Although I electrify the tf to, I put about 15-25 Sentry Turrets up all together around turret factorys.
Title: Your Comming Style
Post by: CommunistWithAGun on December 21, 2003, 03:33:25 PM
My style varies on my mood. I may sound cranky but I get the win. B)
Title: Your Comming Style
Post by: Seth on December 21, 2003, 09:48:18 PM
Quote
Quote
no, actually the opposite, i'm just not used to using tfarms effectively. which i think you do :)

thanks, i just thought everyone who farms turrents would do the same

i work my turrets in rings progressing away from the tf
first ring is most times 4 or 6 turrets around the tf then the next 2 rings contain 6 to 8 each sometimes 10 depending on the area available.
dont think i ever had more then 3 rings of turrets

also good placement of turrets will jamm up a fat onos and often allow you that extra 15 secs so the marines can phase in and kill it.
Title: Your Comming Style
Post by: Uranium - 235 on December 21, 2003, 10:16:03 PM
I wish comming was more like starcraft. See playing starcraft is fun because I get to giggle while watching my 200 zerglings swarm a base, or giggle as I send my marines off to their doom, but I can still win. You can't have fun like that in NS.
Title: Your Comming Style
Post by: Venmoch on December 22, 2003, 04:25:49 AM
CWAG has a Communist Comming style.

Which frankly is the best way to go.
Title: Your Comming Style
Post by: CommunistWithAGun on December 22, 2003, 05:17:27 AM
Everyone is equal. You never see me use squads. Except for my obs. When I have 2-3 obs (when the dastardly aliens go sensie first) I hotkey my 2-3 obs into squads :p


I haven't pub scrimmed in a week or so, I may be a bit rusty but I'm willing to help anyone who wants to beef their strats/methods. :D
Title: Your Comming Style
Post by: Malevolent on December 22, 2003, 07:56:49 AM
Quote
I wish comming was more like starcraft. See playing starcraft is fun because I get to giggle while watching my 200 zerglings swarm a base, or giggle as I send my marines off to their doom, but I can still win. You can't have fun like that in NS.
lol, exactly. You kinda feel bad when you can't help your marines in NS (unless it's some stupid person), but in StarCraft, no matter how many guys you lose, you usually can still pull it off. And people yell at you when you're comm asking you for this and that.
Title: Your Comming Style
Post by: Jane on December 22, 2003, 10:23:54 AM
I comm pubs like I comm scrims, and just hope people listen.  :p  Just make a pressure group, and a node group, and depending on how many I have I love the rambo distraction guy thing (don't do this when I scrim).  So yeah that's about it.
Title: Your Comming Style
Post by: Black Mage on December 22, 2003, 10:41:27 AM
the first person to get me a node gets a cookie
anyone whom i feel is useless will get nothing for the entire game
if you want a medpack you'd better be:
a) moving to a node/hive
B) at a node/hive
c) moving away from a secured node/hive
if you're at base and ask for a medpack, /kill yourself

well ... after about the time the armory gets upgraded (even in pubs) i'm swimming in about 150-300 res and all my rines are lv1. shotgunspams ensue.

then again. this is assuming there are less than 2 rambos and at least 6 on my team.
then again, we have uses for our rambos  >:D
Title: Your Comming Style
Post by: crack on December 22, 2003, 01:05:57 PM
to lazy to read all these posts but:

1. Put 1 or 2 ips
2. TF near it
3. Sometimes armory, sometimes no.

4.Assign Squads maybe 3. RES HUNT!
5. ill have about 100 res in 4 mins then drop a arms lab. upgrade armory.get mt. get armor 1

6. Get Pg tech then try to get 1 hive with 1 pg. by now the aliens should have 1 hive building. scan the hives.

7. start an early attack on hives. if the hive is down we lock it down.

8. Jps over Ha = weiner
Title: Your Comming Style
Post by: Niteowl on December 22, 2003, 01:46:04 PM
style guys, not build order :)
Title: Your Comming Style
Post by: Satiagraha on December 22, 2003, 01:54:52 PM
One word: Electrification!

I tend to elec stuff (like RTs...  damn skulks) and then cram all my buildings together around the elec TF.  Perhaps if I'm feeling specifically rich, i'll build 2 TFs.  Although, i have this bad habit of ignoring the marines running around the map by themselves... oh well...

Basically, the whole game is centered around res.  Maintain a majority of the RTs, and you're set. (Electricity helps maintain RT :p )
Title: Your Comming Style
Post by: Niteowl on December 22, 2003, 02:52:02 PM
that is a strat that can work, and work quite well. efficient coutners are gangs of skulks and gorges and early fades. because i find i can't up the rines as early as i'd like to with lots of elect.

i'm starting to like the 3 turrets instead of electing the tfac. leads to a less cramped and telefrag happy base, can keep skulks away, and is a nice warning system for anyone at base :)
Title: Your Comming Style
Post by: devicenull on December 22, 2003, 06:29:16 PM
ip,armory,tf, electrify tf
Rt, rt, rt, rt, rt all electrified
Armory, Obs
l3 w/a
pt
Shotty spam
mt
kill hive 1
arm up
attempt hive 2
if sucessful then hive3
else hmg spam, hive3
if hive3(failed) then proto, ha, hmg rush

rush 3rd hive :)

Flexibility and RT's are the two main things
Title: Your Comming Style
Post by: Satiagraha on December 22, 2003, 07:07:34 PM
i suppose i should explore other styles, after all, elecTF and elecRTs are really expensive when you're just starting the round...

i could try the 3 turret thing, without *shudder* electrified defences  o_O

how come when marines try to get a resource node, the aliens get to it at the same time, kill the marines and build RT. Then the 'rines go, take out the RT, build another RT, get it half finished, recycle it as aliens ravage the room again, and the process starts over.  This seems like an all too common series of events...
How long should a comm persue that resouce node?
Title: Your Comming Style
Post by: Niteowl on December 22, 2003, 08:41:33 PM
comms should almost enver constatnly throw marines at a point where they are dying constantly. rines dying before building nodes means that they are not covering each other properly, or you are sendin them to a tough area (upper proc rt comes to mind). so send them to a more open node, or micromanage them better :)
Title: Your Comming Style
Post by: Uranium - 235 on December 23, 2003, 03:07:11 AM
Quote
Quote
I wish comming was more like starcraft. See playing starcraft is fun because I get to giggle while watching my 200 zerglings swarm a base, or giggle as I send my marines off to their doom, but I can still win. You can't have fun like that in NS.
lol, exactly. You kinda feel bad when you can't help your marines in NS (unless it's some stupid person), but in StarCraft, no matter how many guys you lose, you usually can still pull it off. And people yell at you when you're comm asking you for this and that.
That's actaully one of the reasons I lose as comm... when marines yell at me, I tell them 'Hive is empty! Attack!' and send them on a waypoint suicide mission :D
Title: Your Comming Style
Post by: lolfighter on December 23, 2003, 08:03:27 AM
Quote
how come when marines try to get a resource node, the aliens get to it at the same time, kill the marines and build RT. Then the 'rines go, take out the RT, build another RT, get it half finished, recycle it as aliens ravage the room again, and the process starts over.  This seems like an all too common series of events...
How long should a comm persue that resouce node?
I see that happening all too often myself. I'm thinking: If both sides seem hellbent on taking that node, why not let it work to your advantage? Order two marines to keep the pressure on that node. Tell them that you're not gonna build it, but that you want 'em to guard it. If the aliens keep attacking them, you'll get rfk if the marines can aim decently (since we know that marines, dug in, can be quite hard to kill ). Tell your two marines to group up at base at go back to the node again if they get killed. With any luck, they'll take out the node that the aliens may have built in the meantime, resulting in wasted alien res. You'll have the gorge screaming for skulks to save his node, too.
Most important, this'll work as a nice diversion while you concentrate on screwing the aliens over somewhere else. Eventually your rines will wander off, tired of dying to a node fortified with OCs, or the aliens will just give up. In the meantime, you've had your diversion. And if the aliens were the ones who gave up the field, you've got your node, too.


I'm not a comm. I can't handle the interface, can't handle the constant pressure, lose the overview, lose the game. Bleh.

As an alien, however, I'll usually know what's going on. If I run into a large group of marines, I'll often know exactly where they're going. I'll usually know which hive the marines are going to try to take first. I'll usually know which nodes they have, simply based on the node counter. And I'll tell my team. Over and over again, until they listen. And it seems to work.

Part of this, my dear commanders, is that you guys are terribly predictable sometimes. What, you tried to siege our hive and got massacred horribly? Don't be surprised that I'm waiting for you to try it at the other hive next.
Title: Your Comming Style
Post by: LaYkE on December 29, 2003, 04:53:56 AM
After reading the topic..

Esuna i'm in the same boat as you with the temper. I'm used to clan comming, so when marines don't go where I want them or run off with that shiny new hmg(that I had to scrimp and save for) to battle 4 OC's by himself, I lose it.

No word of a lie, I will scream at the maines, type "GO TO THE FU**ING WAYPOINT" etc.. If they don't listen I punish em by no weapons for a while. Or when they ask for weapons ask them will they follow orders if I give them one.

It may seem a bit harsh but I think when people comm they tend to think of the game at hand as theirs. For exampe when i'm in that chair, your MY marines and youv'e got MY weapons.


How I comm:

3 basics first: IP, Tfac, and Armoury.

Tfac will be built close to the CC with the other 2 structures in close proximity for that electrical defense. I don't build turrets until fades start appearing, a waste of res imo at gamestart. If you do the job right you'll only see about 2 or 3 fades (and the od Onos) during the game and 6 marines kitted with HMG's no problem.

Now, all marines go cap me some res.. and gut me some towers. 2 marines head off towards where I think a Gorge has been the rest are cappers. Once I have 3-4 res towers I start to look at what chamers they have.

Now pending on what is put up I will drop an Obs or a Armslab.

MC :: well your best defense for movement imo is armour.Lv1 weapons will work if you can actually hit them (as an experienced skulk can use celerity with great effect).

DC :: ah the big bad boy. This has got to be the worst chamber for me. This warrents more research into Lv2/Lv3 weaps which costs teh .

SC :: Personally as an Alien I prefer these as my starter chamber. As Comm Armour + MT (MT priority)

I move fast and by Lv1 armour/weapons I expect to see a hive go down. Most games I comm we rarely make it to level 3 weapons or HA/JP(which kinda kills the fun tbh). PG's are a must, I usually have them ready to go by the time we make our first assault.

Best,
Pete
Title: Your Comming Style
Post by: Legionnaired on December 29, 2003, 08:55:35 AM
Elec TF Defense at base, Hotkey two squads of 4 guys into groups one and two.

Send marine squads on bee-lines to the two unnocupied hives, capping 1 res node en-route, no more, no less. Set up phasegates and nodes at each hive, electrofy the two intermediate nodes, have ground commanders delegate troops to patrol my 5 nodes, until I get a proto lab, upped armory, and 6 shiny pairs of HA/HMG.

No waste, no retreat, no failure :).
Title: Your Comming Style
Post by: Lito on January 05, 2004, 01:59:01 PM
I'm an electrification commander.

Usually, its 2 ips, and a elec'd tf as skulk repellant, then for the first 3 minutes of the game, i need res nodes (OMG! NO ARMORY?! NUB CORNMANDORE!).  I electrify the most outward resnodes or nodes nearest to thier hive first, but some special situations warrant an emergency electrification ie. skulks are closing on to the marine guarding that res node.

i stress upgrades, and i always get a1, w1, w2, w3, a2, a3, because armor upgrades give you more bang for your buck, while w2 is a much better investment than a2.

I almost always have 1 digit res, unless i'm saving for something, or my attention is directed elsewhere which warrants more attention than to spending it.

Rambos: love one or two every game, it'll keep the resnode ratio down.

Back-seat commanders:  Commanders knows stuff that marines don't know, but also, Marines know stuff that commanders don't.  Like if 3 marines get owned by a 2-hive Holy_Devil, they know its Holy_Devil, but the commander doesn't always, and he'll scream "NUBS!" and quit the game.  I accept and respect the advice of my marines, but of course there are limits; The commander is still the commander, and the grunt is still the grunt.

equipment distrobution:  Shottys are good enough, why hmg when you can have 3 shotguns?  Also, if res is low, the better players/players who listen get the stuff first, not as a reward of some sort, but you know that stuff is being put to better use.

Strategy:  Never let them breathe.  If they have time to munch on resnodes, or munch on your cc, then you're not pressuring them hard enough.  Keep moving forward, gaining ground, and shoot that hive!
Title: Your Comming Style
Post by: Niteowl on January 05, 2004, 02:47:20 PM
Layke: that's quite the solid process you got going. we seem to have similar styles. i rarely am handing out the ha/jp unless on the last hive.

LF: yer right about the predictability, but what else should we be doing :S

Legion: 2 hive lockdown? every game? altho i like your slogan ;D

Lito: (wait a second, what is with all these L themed names?!?!?)  yeah, i concur with pretty much everything you said. altho i'm much less tolerant of backseat commanders. rines who inform me of what's going on, great. rines who tell me to "LOCKDOWN DBL OR WE LOSE!!" , bad.
Title: Your Comming Style
Post by: devicenull on January 05, 2004, 03:58:10 PM
Heres a hint: Marines like their armory.
I didn't build one yesterday and got ejected from the comm chair, we lost that round
Title: Your Comming Style
Post by: Grimm on January 05, 2004, 04:25:34 PM
I think its always a great idea to have at least one or two good rambo marines scouting the map and getting open resource towers while you have the other marines focus on whatever other tasks there are. I was in a game on ns_caged the other day where the comm wanted to relocate to double node (as usual for this map), but instead of going to double, I meandered off to Upper Sewer to get the node.

I didn't exactly listen to comm a couple times, cause he told me to get to double, but he finally gave in and dropped the tower cause he knew I wasn't budging. From there I continued on to check the hive, just to scout it out, then to Purification to get that node also, all while skulks and such were busy trying to attack our relocation. Again, comm didn't want me to be there then, but he dropped the node again and I built it. It was only then that I went to our relocation to help defend.

Of course in most situations a marine should not disobey their comm, but I know from my experiences that I generally suck at defending an area unless I at least have a shotty. So I knew I would be more useful running about and getting us some early res. For much of those first 5 minutes we held the 5 resource towers, until the skulks decreassed their attack on our relocation as we fortified it, but instead went for Marine Start res node.
Title: Your Comming Style
Post by: Niteowl on January 05, 2004, 04:43:20 PM
i don't mind at all 1 or 2 good rambos securing RTs if i'm focussing mainly on one point. you'll get my support. but i we're in assault mode, or fade hunting mode, i really need y'all together :)
Title: Your Comming Style
Post by: rad4Christ on January 09, 2004, 11:19:10 AM
I have a basic commanding structure with two starts...

Good Marine team Start: IP's, Armory, Arms Lab, mines (one pack)

Unknown (Bad) Marine Team: IP's, Armory, TF, Elec

Rest of Game:

Find hive and head in opposite direction. Use two groups of marines. One group captures nodes (I don't elec unless really crappy marines, if OK marines, elec high alien traffic nodes, good team, I elec nothing but hive RT's). The other group go toward hive and kills all nodes. This keeps aliens on defensive while marines inhibit their res flow and increase our own.

As soon as Arms Lab is up I upgrade ARMOR 1, allows my men to stay in the filed longer b/c they take more damage. Then Obs, then phase, Armory upgrade, lvl 1 Weapons... etc. From there I go by how we're doing. If we're dominating, I push on hive and upgrade quickly. If we're being pushed, but stable, I lock down key areas, and have marines scout for nodes and defend nodes. If we're being overwhelmed, try to lock down one hive and 2 nodes, keeping aliens contained as much as I can.

I do have abad habit of giving up if an expensive attack fails, i.e. siege rush that is destroyed. I'm working on having backups, but I'm still learning how not to put everyhting into one attack. One of the best comm's I know is The_Spectre on CoFR. Somehow he always manages to have 100+ res most of the time and upgrades going. I guess I spam health too much....
Title: Your Comming Style
Post by: BobTheJanitor on January 09, 2004, 11:32:08 PM
Hey rad4Christ, I've worked for you a couple times, you're a pretty good comm if'n I do say so. Glad to see that you registered for the board. That's a cool two pronged attack strategy you have there, I plan to steal it and claim it for my own the next time I comm. Also your sig gets the Bob stamp of approval, as C.S. Lewis is da man.

Sadly I have no real comm strategy of my own to post as it really depends on the team. It seems like I only jump in the chair when everyone is staring at everyone else and spamming the 'need orders' communication while 'No Commander' flashes at the top. And in most of those situations, the team tends to be of the less than experienced variety, and I'm just no good at teaching people which end of the gun points away from their face while trying to take down the Kharaa menace at the same time.

On the rare occasions that I have good 'rines I like to go for the quick start: build IP, armory, elec Tfac, make a node run, then Arms Lab and Obs, then defend nodes/tech up. When given the option I like to go for JP/SG hive kills instead of HA, because HA to me usually spells turtling. And I once saw a good marine with nothing but JP/SG and medspam take down 2 of 3 hives. He was on top of the third when the CC went down and there was no more medspam : (
Title: Your Comming Style
Post by: rad4Christ on January 10, 2004, 05:34:37 PM
I just played three games last night and I must say, "I LOVE GOOD MARINES!!!". We played Mineshaft, Tanith, and caged, and I won as comm. Now, the aliens weren't pushovers, and the marines worked their butt off, but I must say the satisfaction of not having to electrify a SINGLE node except PG hive locations was WONDERFUL!!! I'm telling you guys, you get a team that is constantly patrolling for you, you can have map denial without the waste of Elec, and tech up much faster!!!
Title: Your Comming Style
Post by: Paranoia-2MB on January 10, 2004, 08:13:54 PM
Hmmm

I think i'm a quick com.  It's good, but it has one major drawback.  It requires teamwork.  If you do have teamwork, you can take control of the map very quickly.

I usually drop 2 Ips..always 2.
TF and an Armory.

Sometimes I like being a sneaky com though.  Like I was 2 days ago.  Was on some server that use WB bots and my buddy and I went Marine.  We noticed something odd when we pressed tab.

We saw:
Marines:
Paranoia-2MB
Cj
Aliens:
too many names to remember, but there where 8 of them.

I tell my buddy to run off and since we are lanning, it's much easier to communicate.  He runs off and we try to find their hive.  We found out that it was biodome.  My friend gets inside one of the vents, I build a CC + IP + Armory, drop mines for security, drop 2 shotguns.  Go to the hive and we take it out. buhahah.  Needless to say, some of the people on the alien team where shouting "bull" and "wtf"
:) :lol:  B)
Title: Your Comming Style
Post by: Niteowl on January 12, 2004, 11:05:34 AM
just to revive a near dead thread :)

this is my observation of some of the more regular comms on LM

Holy Devil: types only.  upgrades quickly, no elect. wins quickly and efficiently. ebil as a rines, aliens, or comm. truly truly EEBIL!.

crack: types only. doesn't trust a marine farther than he can throw him in a full heavy kit. elects every rt and uses tfarms well. upgrades late. likes to steamify his desktop when he gets in the cc as of late.

Seth: really good at using and locking down areas effectively. rarely has to back track and kill hives he's already taken down. haven't seen him comm for a good long time.

CWAG: actually has a mic !! :o great for clan type esque games. uses multiple squads. likes the hive lockdown. haven't seen him in a chaotic pub tho :)

Me: commrage like crazy. erratic, crazy style. prefers throwing rines thorugh a PG into a skulk infested hive than pretty much anyother option. uses brute, large groups rather than subtle techniques and interesting siege locations.
Title: Your Comming Style
Post by: Black Mage on January 12, 2004, 01:30:05 PM
BM: gambit, goes for the early shotgun rush with one ip and an armory, all res goes to med/ammo spam.
(assuming i'm actually playing seriously, for fun i listen to the marines)
note: has won very few games, none after attempting this tactic
Title: Your Comming Style
Post by: rad4Christ on January 12, 2004, 05:09:17 PM
Just to give you an idea on the imbalance of 3.0, I commed 3 games on 2 new maps I had never played (actually one I played in end game, but never saw any more of the map than one hive), and won 2 of the 3. I didn't elec nodes, instead upgrading quickly. The marines were good and decent in the games I won (first game good, second game decent), but we won because of the sheer ease fo marines to win. Even on the game we lost, we took down a good many upgraded aliens with low level weapons.

If you can keep your marines out of base, and always actively pressuring aliens, you will come out on top almost every time. I think what really hurts commanders is when an alien team focus rushes a certain area, overtakes it, and the commander then avoids that area (like Central Processing on Caged). Instead, always KEEP PRESSURE on aliens. If they are focused on the 2 marines that continue to suicide rush Central, they won't bother the 5 marines capping nodes in Generator and Sewer. Then it's 5vs3 and the alien team is screwed. If skulks hit a node, go back to it. Remember, you can cap a node 2 more times with the res it costs to electrify that one node. Your marines should not "set it and forget it". They should be walking the map again and again to check for chokepoint WoL, alien res, or lone gorges going to their next node/hive. If the aliens think you're everwhere, they freak out, and spread themselves thin...

What do you think?
Title: Your Comming Style
Post by: Niteowl on January 12, 2004, 05:15:34 PM
ok, we've diverged from personal comm styles to 'things comms should do'. which is fine, since i always need to learn more.

but yes, this is the right ideas. esp about the redropping rts. it gets tiring chomping down the same rt 3 times :S
Title: Your Comming Style
Post by: lolfighter on January 13, 2004, 07:05:50 AM
My dilemma when playing marines, and the reason why I've always like aliens more (even back in 1.04 when we got our cute little Gorge hineys wupped), is related to the supreme weak spot of the marines: You're utterly dependent on the commander. As a matter of fact, without the help of the commander, you can't really do much: You can rambo off in hopes of killing the alien nodes, and that's pretty much it. Aliens are pretty much self-sufficient in that respect. You'll always have something to do: Protecting vital chokepoints, protecting the hive, running around to save nodes that are under attack, chomping down marine rts. And even when there's "nothing to do", you can still go marine hunting for rfk, getting to that higher lifeform faster.
But a marine can easily lapse into passivity if he's not being ordered around: No hivesight means that he doesn't know where the aliens are attacking, the inability to place structures or get himself equipment means that there's not much to do for him besides rambo off somewhere, which is where many of the rambos come from. At least that's always been MY problem. A comm that had specific plans for each single marine was a godsend: I didn't have to worry about tactical or strategical considerations for which I was ill-equipped, I could leave that to the commander, who had the much more overview.
Turns out that I've been wrong. There's ALWAYS something to do. If the comm isn't actively bossing you around, you're on patrol duty. Go check up on those nodes. Remember the turretfarm we placed in one of the hives in the beginning of the game? Go check up on it! Maybe the commander will place a PG there when you arrive, who knows? Maybe you'll discover that it's been taken down and a hive is going up?
A good marine will do all this on his own. I know that I'm not the only one who's had this problem, and I know that many still have it. A short reminder from time to time to the idle marines to simply go and patrol your turf might work well, and ease the workload of you commanders some.
Title: Your Comming Style
Post by: crack on January 13, 2004, 08:26:56 AM
Quote
crack: types only. doesn't trust a marine farther than he can throw him in a full heavy kit. elects every rt and uses tfarms well. upgrades late. likes to steamify his desktop when he gets in the cc as of late.
HEY!  :(
Well I still get wins most of the time, i think i only lost about 3 and counting. The reason i get ups late is to get more rts and eletricify them. Which is more res for us. I have started to get ups at around 6 mins now which is alot more sooner then 10 mins. If my marines are bad which most of the time they arnt i will start earlier. If i have 3 rts ill start ups at 10 mins. 5+ ill start at 6mins just depends if i have enough to spend on MT and upgraded armory which always come at 5mins at least.
Title: Your Comming Style
Post by: Niteowl on January 13, 2004, 09:38:44 AM
Quote
Quote
crack: types only. doesn't trust a marine farther than he can throw him in a full heavy kit. elects every rt and uses tfarms well. upgrades late. likes to steamify his desktop when he gets in the cc as of late.
HEY!  :(
Well I still get wins most of the time, i think i only lost about 3 and counting. The reason i get ups late is to get more rts and eletricify them. Which is more res for us. I have started to get ups at around 6 mins now which is alot more sooner then 10 mins. If my marines are bad which most of the time they arnt i will start earlier. If i have 3 rts ill start ups at 10 mins. 5+ ill start at 6mins just depends if i have enough to spend on MT and upgraded armory which always come at 5mins at least.
i'm not saying its bad crack.
Title: Your Comming Style
Post by: Isamil on January 21, 2004, 04:15:28 PM
Topics a bit old, but oh well.
Annoying comm story about bast.  I was comm(duh), and the game started out with truce, but that didn't matter to much.  We were doing fairly well I guess, I got the whole team with HA and HMG, but the aliens had 3 hives and onos and stuff(They died preaty fast though).  We went to feedwater and took down the hive with just HMG fire(That was good, game seemed to be going well at the momment).  Now they are heading to refinary, and here is the problem.  Onos(Just 1) comes to base.  Chews up the PG(Not that it really mattered, my only PG was in atmos).  I'm yelling at my team to "GET TO BASE, ONOS!!!", and guess what!  I manage to get ONE(Out of like 5 HA guys) to stop attacking this one RT and come back to base.  He actully killed the onos(HMG is teh win).  I'm a bit annoyed at my team.  Then another onos comes, guy dies.  Still screaming at my team to get back to base, yet again I get ONE guy to leave, and he dies in Atmos.  Rest of the team is still waiting around with this RT, and I have made it quite clear to them that I want them to get to base really bad.  They all die, base dies, we lose.  It was looking to be a preaty good game to, until my team stopped listening.
Title: Your Comming Style
Post by: Niteowl on February 17, 2005, 11:52:52 AM
really old post. bumping for anyone wanting to get bettter or learn the Chair O' PAIN!
Title: Your Comming Style
Post by: rad4Christ on February 17, 2005, 01:32:15 PM
Well, considering my strat was elec everything in sight back then, I don't think this is a good reference :p
Title: Your Comming Style
Post by: Mr.Bill on February 17, 2005, 04:35:52 PM
Get Ips, Armory
Get Rts
Get arms lab + obs
Tech up
Realize relocating to a vent was not an idea
Recycle base cept ips and obs
Bacon until res is all gone
recycle ips
Relocate to hive
Find a pit
Jump in it
Win






Best. Strat. Evar.
Title: Your Comming Style
Post by: LowCrawler on February 17, 2005, 07:19:59 PM
i looooove locking down hives.

if not an actual lockdown, electrify something, it has a psychological effect, makes things afraid of it. I like to turret farm because i usually end up with tons of res, and again, turret farming, while not always good at actually KILLING things, is a great deterrent. My main thing is to be "proactive, not reactive" locking down those hives is way more important than a few rts, and im perfectly fine with being strapped and having a 2hive lockdown. The res will come on its own.

I do have a thing about not dropping meds a whole lot... unless theyre requested, or if i like you and am  naturally paying attention. Otherwise i just forget youre even there and watch you die... but its normally not a problem.

get early phasetech

people always are afraid of early fades, but the best counter ive found is to make them move. If you attack in 3 or 4 places at once with pairs of marines, then the fade can't defend them all at once. and a live fade is just as good as a dead one when he cant really make any impact
Since im usually loaded, i like to keep stax of equipment on the ground as much as possible, i hate "comm gimme a jp" every ten seconds... it distracts me from what im doing.

I love to siege, and i love love love dropping lots and lots of siege cannons.

nothing is better than

*ping babababbabababababababababaOOOOMMMM* hive down. 18 sieges ftw.



edit: ooooops wrong button someone delete that down there.
Title: Your Comming Style
Post by: SwiftSpear on February 17, 2005, 07:38:42 PM
My comming goes like this
1.  Ip's Armory obs and maby Tfac
2.  Motion tracking + arms lab
3.  Phase tech + upgrade armory + armor 1
4.  Shotties if fades are on the map, otherwize push weapons to as late a possible, upgrade to L3 weapons ASAP, PG bases in good spots around map stradleing elec RTs
5.  Fail at setting up siege bases and taking down hives
6.  Lose the game
Title: Your Comming Style
Post by: Manta on February 17, 2005, 09:50:21 PM
My starting build:

1. IP, Armory
2. Second IP (if needed)/Arms Lab/Obs
3. RTs close to base

Following that:

4. Arms Lab/Obs (whichever one I didn't get)
5. One more RT
6. Upgrade Armory
7. Hopefully, Phase Tech is done, so a PG in base and a hive.
8. Proto Lab or guns, depending on the current situation

My actual strategy isn't very good, since I haven't commed lately. I don't know the inside-outs of commanding, as well as the little tricks and basic strats that good commanders use. I also tend to forget things, which is bad if I'm trying to get things built. My pace is moderate, usually as fast as my marines can move.
Title: Your Comming Style
Post by: 2_of_8 on February 18, 2005, 07:51:48 PM
1. IP
2. Armoury
3. As many RTs as I can get before... approximately 2 minutes
4. Obs (for bacon - when I comm, aliens just LOVE rushing my base)
5. Phase tech
6. Arms Lab (this might be switched with obs+phasetech if my marines like to die a lot)
7. Armour 1
All the time: take down their nodes

Then it just depends on how well you're doing. You might need to recap res nodes, or make a full-on assault on a hive, or sneak a phase gate in the hive. I don't spend res on locking down any location; I put a res node and a phase gate next to it. However, most of the time, this doesn't work; I don't respond fast enough.
Title: Your Comming Style
Post by: LochNess on February 19, 2005, 12:18:12 AM
2 olde E's + some vodka + once in a month internet = feudalistic leader with a early power strat to crush!!!

if mic is available, i fear those that have to listen  :D
Title: Your Comming Style
Post by: Niteowl on February 19, 2005, 03:18:34 AM
Quote
1. IP
2. Armoury
3. As many RTs as I can get before... approximately 2 minutes
4. Obs (for bacon - when I comm, aliens just LOVE rushing my base)
5. Phase tech
6. Arms Lab (this might be switched with obs+phasetech if my marines like to die a lot)
7. Armour 1
All the time: take down their nodes

Then it just depends on how well you're doing. You might need to recap res nodes, or make a full-on assault on a hive, or sneak a phase gate in the hive. I don't spend res on locking down any location; I put a res node and a phase gate next to it. However, most of the time, this doesn't work; I don't respond fast enough.
[snapback]41035[/snapback]
I know you asked for my input before, so here is my critique. If your marines are getting owned, try and get upgrades sooner, rather than later.
For example:
1. IP
2. Armory
3. RT
4. Arms Lab
5. a1
6. RT

You should have your AL hotkeyed and constantly check it to see if research is done and your rines are ready for another upgrade.
Title: Your Comming Style
Post by: SwiftSpear on February 19, 2005, 04:49:51 AM
I found a new secret for comming victory earlier today...  Have temm on your team and force the marines to do whatever he says.

God knows I'm the last person in the world to belive that it would work, but it does.
Title: Your Comming Style
Post by: lolfighter on February 19, 2005, 07:22:39 AM
"Now touch me! Down there!"

"Uhh, Commander, Temm is telling us to..."

"You heard the man. Temm is my Field Commander™! Do as he says!"
Title: Your Comming Style
Post by: TheAdj on February 21, 2005, 02:17:04 PM
Most people have read my comm article posted here somewhere already, so they know how I play for the most part.  My main objective in the first five minutes of the game is nothing more than pushing marines out as far and fast as possible and letting the lesser skilled players that die cap my closest RTs while the others get to alien RTs.  I don't bother with defense of any type because of the need for marines to immediately expand as fast as possible.  I can defend base alone against most attackers, and once the armory is done I can hold it alone against anything short of multiple fades or onos.  If adv armory tech and 2/1 upgrades doesn't win the game, I push armor2 and proto tech.  Depending on the skill of my marines I go HA for newbies or JP for skilled players on most maps.  Certain maps need HA or need JP, in which case I use those despite player skill.  I never lock down hives unless the game is VERY pitched and it's impossible to keep the aliens from moving from hive to hive by normal means.  It's worthless to even defend resource towers with anything but marines, everything else isn't cost effective at all.  I stay mobile and constantly move people to the hot spots, and it very rarely fails.
Title: Your Comming Style
Post by: duherman on February 21, 2005, 09:13:51 PM
When I comm I usually place the structures and places that make them look good and organized matter. Even though am new to the role of comm, I'm quite experienced. From trying or watching, it always works out.
Title: Your Comming Style
Post by: Niteowl on February 21, 2005, 10:35:25 PM
MOBILE! AGILE! HOSTILE!
Title: Your Comming Style
Post by: Rath on February 21, 2005, 11:58:03 PM
My comm strat:  Get in chair,  build ip, get pwned.

I do like ADJ's style of comming.  When I'm alien, that is one of the meanest things for rines to do early game.
Title: Your Comming Style
Post by: SgtFury on February 22, 2005, 05:28:56 AM
Question:

When as a commander you "expand" and go for the res whats the best way to defend the base once they have a fade who pops in and out and keeps taking things out.

I ask this not for myself (of course) but I see this happening alot when marines try to expand quickly. No marines near base to stop it and res too low to beacon.

Title: Your Comming Style
Post by: SwiftSpear on February 22, 2005, 07:47:11 PM
Quote
Question:

When as a commander you "expand" and go for the res whats the best way to defend the base once they have a fade who pops in and out and keeps taking things out.

I ask this not for myself (of course) but I see this happening alot when marines try to expand quickly. No marines near base to stop it and res too low to beacon.
[snapback]41323[/snapback]
you need to have weapons one by the time the first fades come on the map, shotties without weapons 1 = not dead fades.  You have to play it by ear a bit, but if you really feel the base is being pressured, really the only good option is a beacon and dropping shotties on all your marines.  The fade will think twice about ignoring a team full of shottied marines on thier way to a hive.
Title: Your Comming Style
Post by: Niteowl on February 23, 2005, 09:33:32 AM
Quote
you need to have weapons one by the time the first fades come on the map, shotties without weapons 1 = not dead fades.  You have to play it by ear a bit, but if you really feel the base is being pressured, really the only good option is a beacon and dropping shotties on all your marines.  The fade will think twice about ignoring a team full of shottied marines on thier way to a hive.
[snapback]41405[/snapback]

http://manual.nsguides.org/basic/damageCalculator.htm (http://manual.nsguides.org/basic/damageCalculator.htm)

Well, I'm not sure about that assessment of w1. w1 and w0 both get you the fade dead in 4 shots. I'd rather have an hmg in the field to kill the fleeing fade than w1 sg.
Title: Your Comming Style
Post by: duherman on February 23, 2005, 09:00:52 PM
Temm harrasses you if you don't compensate to what he says.
Title: Your Comming Style
Post by: Niteowl on February 24, 2005, 10:47:03 AM
Quote
Temm harrasses you if you don't compensate to what he says.
[snapback]41512[/snapback]
Compensate? You have to pay him money  for what he says? huh?
Title: Your Comming Style
Post by: Legionnaired on February 24, 2005, 11:55:39 AM
Quote
Quote
1. IP
2. Armoury
3. As many RTs as I can get before... approximately 2 minutes
4. Obs (for bacon - when I comm, aliens just LOVE rushing my base)
5. Phase tech
6. Arms Lab (this might be switched with obs+phasetech if my marines like to die a lot)
7. Armour 1
All the time: take down their nodes

Then it just depends on how well you're doing. You might need to recap res nodes, or make a full-on assault on a hive, or sneak a phase gate in the hive. I don't spend res on locking down any location; I put a res node and a phase gate next to it. However, most of the time, this doesn't work; I don't respond fast enough.
[snapback]41035[/snapback]
I know you asked for my input before, so here is my critique. If your marines are getting owned, try and get upgrades sooner, rather than later.
For example:
1. IP
2. Armory
3. RT
4. Arms Lab
5. a1
6. RT

You should have your AL hotkeyed and constantly check it to see if research is done and your rines are ready for another upgrade.
[snapback]41062[/snapback]


While you're at it, hotkey your IP and armory too. If you have VoX, You'll only need one slot for all your marines, AL, Obs. Hotkeying these structures serves as a warning if you get attacked in base
Title: Your Comming Style
Post by: Mr.Ben on February 26, 2005, 07:26:29 AM
If it were a PCW then i use the opening minute or so to secure RTs. Once i have about 4 rts and a1 goes up then i'm looking to start pressuring alien rts. Generally 1 shotgun will be dropped to speed everything up and then I place a PG in the second hive before it goes up.

If i fail in denying second hive then i put down 3/4 shottys and welders and try and get a PG at a key junction, the rest of the team will then get hmgs and we'll push through to the hive location where the shotties take it down whilst the hmgs stop any fades.

If the PG goes up then what happens next depends a lot on the aliens. You can expect added pressure on your RTs at this time so defending them is a priority and recapping can often take several marines if their fades around. The aim is just to sit back and hold my RTs, tech up some more and hopefully kill some fades. If the aliens recap or drop a different hive then we push out and keep that whilst still holding our PG so we have something to fall back on before I push on the last hive.

My build order is: IP, ARMOURY, ARMS LAB -> A1 RT, RT, RT, RT. (Starting res gone)
Advanced armoury, a shotgun (maybe)  weapons1, PG, obs.
After this i go for weapons 2 and MT asap.

Comming is a public is generally a less organised version of the above.
Title: Your Comming Style
Post by: NewBorn on February 26, 2005, 10:34:37 PM
I change my comm style alot (I like to try new things). The one i've decided on most recently is hitting there nodes early (if we get to a hive area,I electic res, NO turrets) upgrade weapons/armor FAST (sometimes results in 8min armory upgrade, but lvl 2 weapon/armor shotties are pretty damn good)

things i need to work on: Electrifying non essencially placed res, base defense, jumping out of chair, understanding the rines position in battle ("HURRY BUILD!!", when there getting rushed/harrassed by many skulks), Getting to into what rines are doing and forgetting to upgrade when and what i should.

P.S: I am open to comments about my comming style(s), In fact i would love to hear what you guys think.
Title: Your Comming Style
Post by: Azazeal on February 27, 2005, 12:52:00 AM
Honestly Newborn, i like your comming style, probly from playing with you alot, it shows in the way that i am comming, even tho im still....intimidated by the chair, i think you are a fine comm
Title: Your Comming Style
Post by: TheAdj on February 27, 2005, 03:05:15 PM
Quote
Question:

When as a commander you "expand" and go for the res whats the best way to defend the base once they have a fade who pops in and out and keeps taking things out.

I ask this not for myself (of course) but I see this happening alot when marines try to expand quickly. No marines near base to stop it and res too low to beacon.
[snapback]41323[/snapback]

This is why I go for fast HMGs every game I play.  I drop myself a HMG right away and use that in combination with the obs to hop out as aliens move into base and cut them down.  Even fades will run from a HMG in base, especially if you can get a good bead on the fade as you hop out and track him around.  You need to defend  base yourself as the commander, that is your job once the game is rolling.  Voicecomm allows you to do your job in the chair, tell marines where and what to do, and defend base all without breaking a sweat or having to pause.  Seamless integration of all of these is what lets your marines focus on what they need to do while you keep the aliens pinned down outside base and helpless to stop your marines moving around.  

The main thing to worry about is the smart fade.  This fade will never leave marine start, it constantly harasses the crap out of marine start.  It takes an ambush of some type to get this fade.  Read my fade-killer article, I talk about this some.
Title: Your Comming Style
Post by: fatty on February 27, 2005, 10:55:46 PM
Quote
I change my comm style alot (I like to try new things). The one i've decided on most recently is hitting there nodes early (if we get to a hive area,I electic res, NO turrets) upgrade weapons/armor FAST (sometimes results in 8min armory upgrade, but lvl 2 weapon/armor shotties are pretty damn good)

things i need to work on: Electrifying non essencially placed res, base defense, jumping out of chair, understanding the rines position in battle ("HURRY BUILD!!", when there getting rushed/harrassed by many skulks), Getting to into what rines are doing and forgetting to upgrade when and what i should.

P.S: I am open to comments about my comming style(s), In fact i would love to hear what you guys think.
[snapback]41834[/snapback]
your pretty good except NOT ENOUGH MEDS / AMMO . Click that little icon or it makes baby jesus cry.
Title: Your Comming Style
Post by: SwiftSpear on February 28, 2005, 12:02:13 AM
Quote
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I change my comm style alot (I like to try new things). The one i've decided on most recently is hitting there nodes early (if we get to a hive area,I electic res, NO turrets) upgrade weapons/armor FAST (sometimes results in 8min armory upgrade, but lvl 2 weapon/armor shotties are pretty damn good)

things i need to work on: Electrifying non essencially placed res, base defense, jumping out of chair, understanding the rines position in battle ("HURRY BUILD!!", when there getting rushed/harrassed by many skulks), Getting to into what rines are doing and forgetting to upgrade when and what i should.

P.S: I am open to comments about my comming style(s), In fact i would love to hear what you guys think.
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your pretty good except NOT ENOUGH MEDS / AMMO . Click that little icon or it makes baby jesus cry.
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That would be my one complaint too.  You're slower then I am at responding to med/ammo calls... which is a very very bad thing  :angry:
Title: Your Comming Style
Post by: Mr.Ben on February 28, 2005, 03:35:29 AM
Fatty, when the hell was the last time i commed you? :p
Title: Your Comming Style
Post by: 2_of_8 on February 28, 2005, 08:16:32 AM
Ah yes, requests for medpacks/ammo. I tend to respond to these within one second, usually less. There are times when a marine calls for a medpack maybe after one bite, or two. Sometimes they call a bit earlier, then I am ready to drop them whenever needed.
Order requests, I go to these within 2 seconds. Medpacks and ammo first, though.

During a siege or other important time, I still respond to these calls quite quickly, as they are still just as vital to the marines during that time as any other.
Title: Your Comming Style
Post by: SgtFury on February 28, 2005, 08:23:33 AM
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Question:

When as a commander you "expand" and go for the res whats the best way to defend the base once they have a fade who pops in and out and keeps taking things out.

I ask this not for myself (of course) but I see this happening alot when marines try to expand quickly. No marines near base to stop it and res too low to beacon.
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This is why I go for fast HMGs every game I play.  I drop myself a HMG right away and use that in combination with the obs to hop out as aliens move into base and cut them down.  Even fades will run from a HMG in base, especially if you can get a good bead on the fade as you hop out and track him around.  You need to defend  base yourself as the commander, that is your job once the game is rolling.  Voicecomm allows you to do your job in the chair, tell marines where and what to do, and defend base all without breaking a sweat or having to pause.  Seamless integration of all of these is what lets your marines focus on what they need to do while you keep the aliens pinned down outside base and helpless to stop your marines moving around.  

The main thing to worry about is the smart fade.  This fade will never leave marine start, it constantly harasses the crap out of marine start.  It takes an ambush of some type to get this fade.  Read my fade-killer article, I talk about this some.
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Sounds a good plan Adj but yeah its those smart fades that are the most annoying.