When I comm on pubs, which very rarely happens, I just yell at my team to go where I want them to go. I only med a few certain people, usually the good players and the people that do what I tell them to. All the other players, including the 3 sitting in base with 0:4 ratios yelling for a shotty, can go to hell. Winning a pub game as comm does not mean you're a good commander. If your team actually listens to you, you should never lose a pub game.
<!--quoteo(post=1632191:date=Jun 7 2007, 01:58 PM:name=gumhat)--><div class='quotetop'>QUOTE(gumhat @ Jun 7 2007, 01:58 PM) [snapback]1632191[/snapback]</div><div class='quotemain'><!--quotec--> DURRRR 32 players attract players to stay in this dying game, do you honestly think new players go "oh this will be fun getting spawn camped with 6 other players THIS GAMES FUN" they stay in big servers cause it's more sociable than the small servers
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It's 32 player servers that encourage a "who cares what I do" mentality which makes marines more likely to run by nodes and creates alien players that have no idea what to do in isolated situations that better players will force. The fact that the response to a skill stack is to drop sensory 80% of the time is testament to the ignorance that goes on on those servers.
<!--quoteo(post=1632314:date=Jun 7 2007, 10:39 PM:name=Splinter_Steve)--><div class='quotetop'>QUOTE(Splinter_Steve @ Jun 7 2007, 10:39 PM) [snapback]1632314[/snapback]</div><div class='quotemain'><!--quotec--> The fact that the response to a skill stack is to drop sensory 80% of the time is testament to the ignorance that goes on on those servers. <!--QuoteEnd--></div><!--QuoteEEnd-->
The funny thing is it actually works more often than any other chamber during a skill stack. I will usually vote to go sensory if aliens have lost 3 or more games in a row. Because most of the time the stacks on a marine team do not include the commander, and I feel a good comm more important than good marines in the case of sensory.
I generally play public comming to improve my medding reaction times and ability to micromanage everything so that I can focus on scouting and tactical planning. Sure its fun as long as the team listens to you and doesn't eject you for no obivious reason, but it doesn't really offer any depth strategies or creative gameplay.
I think I go about 75% wins in pub, on pcws not even 25 %.
<!--quoteo(post=1632413:date=Jun 8 2007, 09:20 AM:name=KainTSA)--><div class='quotetop'>QUOTE(KainTSA @ Jun 8 2007, 09:20 AM) [snapback]1632413[/snapback]</div><div class='quotemain'><!--quotec--> The funny thing is it actually works more often than any other chamber during a skill stack. I will usually vote to go sensory if aliens have lost 3 or more games in a row. Because most of the time the stacks on a marine team do not include the commander, and I feel a good comm more important than good marines in the case of sensory. <!--QuoteEnd--></div><!--QuoteEEnd-->
People like to think it works better because cloaking gives them the impression that they can take good marines on by themselves. Once five minutes rolls around and the important marine upgrades are up, maybe with a tactical obs somewhere around the middle of the map, it very quickly becomes a spawn camp. If a commander is so bad that you can win with sensory and an 8 minute hive drop, you'll have just as much luck with any other chamber. Just like spit kills on pubs are just the comm's failure to med 99.5% of the time. When you fast forward an hour or two to a game where there aren't even any pub stars, idiots will still think one offense chamber makes them "BATTLE GORGE >:3" and that cloaking is the great equalizer. Then a decent commander still proceeds to roll over them. Watch the higher lifeforms get vaporized before reaching double digits, cheap skulk cloaking tactics only get you so far, and big pub aliens get worse and worse without realizing it.
But it does work. Decent marines quit out of frustration and the alien team is left with an easy win.
[Edit] Actually most of the time they wouldn't win the round, but I've read and heard sentiments that suggest that the real goal was to make those forementioned marines quit.
<!--quoteo(post=1632635:date=Jun 9 2007, 08:15 AM:name=tjosan)--><div class='quotetop'>QUOTE(tjosan @ Jun 9 2007, 08:15 AM) [snapback]1632635[/snapback]</div><div class='quotemain'><!--quotec--> But it does work. Decent marines quit out of frustration and the alien team is left with an easy win.
[Edit] Actually most of the time they wouldn't win the round, but I've read and heard sentiments that suggest that the real goal was to make those forementioned marines quit. <!--QuoteEnd--></div><!--QuoteEEnd-->
Probably closer to the truth. What a disgusting mentality.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Typically when I play pub Classic, the chance of me obeying a commander's orders without question is inversely proportional to how big of an idiot I think the commander is. If I am fairly certain the comm knows what he's doing, then I'll do everything the comm says.
A good litmus test is the beginning build order, and WHERE the structures are placed. If I see two IPS directly NEXT to the comm chair, then I know it's a new comm. If I see an armnory placed in such a way so that a skulk can hide behind it from the comm, then it's probably a new comm. If the obs isn't placed in a spot to get maximum coverage to see incoming aliens who wish to eat base, then it might be a new comm.
And hell, if I don't see Armor1 within 3 minutes, then it's DEFINITELY a new comm, barring a relocation strategy.
That said, at the beginning of the game, I'll build a node if I'm the only one nearby, but otherwise I'll go for pressuring nodes and securing strategic spots. The aliens can HAVE Nano (double res in ns_veil) if it means we take out Overlook and that res outside of the right hive (I forgot the name. Not Subsector and not Cargo.) and establish a foothold at The Dome or some other critical location.
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
<!--quoteo(post=1632635:date=Jun 9 2007, 08:15 AM:name=tjosan)--><div class='quotetop'>QUOTE(tjosan @ Jun 9 2007, 08:15 AM) [snapback]1632635[/snapback]</div><div class='quotemain'><!--quotec--> But it does work. Decent marines quit out of frustration and the alien team is left with an easy win.
[Edit] Actually most of the time they wouldn't win the round, but I've read and heard sentiments that suggest that the real goal was to make those forementioned marines quit. <!--QuoteEnd--></div><!--QuoteEEnd-->
That's exactly what it is. It is a play of the cards to see if there is a downcomm in the chair that is bad enough so that he doesn't know how to counter the sensory, doesn't scan, and doesn't med - which is very common.
That being said, commanding in pubs is either a) steamrolling with the stack or b) babysitting 9-16 infants who can't aim or think to save their lives. It's good when it's one or the other, because then you know when to stay or quit. Anything in between gets frustrating, because then you get taken in by the hope of maybe winning a difficult round.
Comments
DURRRR 32 players attract players to stay in this dying game, do you honestly think new players go "oh this will be fun getting spawn camped with 6 other players THIS GAMES FUN" they stay in big servers cause it's more sociable than the small servers
<!--QuoteEnd--></div><!--QuoteEEnd-->
It's 32 player servers that encourage a "who cares what I do" mentality which makes marines more likely to run by nodes and creates alien players that have no idea what to do in isolated situations that better players will force. The fact that the response to a skill stack is to drop sensory 80% of the time is testament to the ignorance that goes on on those servers.
The fact that the response to a skill stack is to drop sensory 80% of the time is testament to the ignorance that goes on on those servers.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The funny thing is it actually works more often than any other chamber during a skill stack. I will usually vote to go sensory if aliens have lost 3 or more games in a row. Because most of the time the stacks on a marine team do not include the commander, and I feel a good comm more important than good marines in the case of sensory.
I think I go about 75% wins in pub, on pcws not even 25 %.
The funny thing is it actually works more often than any other chamber during a skill stack. I will usually vote to go sensory if aliens have lost 3 or more games in a row. Because most of the time the stacks on a marine team do not include the commander, and I feel a good comm more important than good marines in the case of sensory.
<!--QuoteEnd--></div><!--QuoteEEnd-->
People like to think it works better because cloaking gives them the impression that they can take good marines on by themselves. Once five minutes rolls around and the important marine upgrades are up, maybe with a tactical obs somewhere around the middle of the map, it very quickly becomes a spawn camp. If a commander is so bad that you can win with sensory and an 8 minute hive drop, you'll have just as much luck with any other chamber. Just like spit kills on pubs are just the comm's failure to med 99.5% of the time. When you fast forward an hour or two to a game where there aren't even any pub stars, idiots will still think one offense chamber makes them "BATTLE GORGE >:3" and that cloaking is the great equalizer. Then a decent commander still proceeds to roll over them. Watch the higher lifeforms get vaporized before reaching double digits, cheap skulk cloaking tactics only get you so far, and big pub aliens get worse and worse without realizing it.
[Edit] Actually most of the time they wouldn't win the round, but I've read and heard sentiments that suggest that the real goal was to make those forementioned marines quit.
But it does work. Decent marines quit out of frustration and the alien team is left with an easy win.
[Edit] Actually most of the time they wouldn't win the round, but I've read and heard sentiments that suggest that the real goal was to make those forementioned marines quit.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably closer to the truth. What a disgusting mentality.
A good litmus test is the beginning build order, and WHERE the structures are placed. If I see two IPS directly NEXT to the comm chair, then I know it's a new comm. If I see an armnory placed in such a way so that a skulk can hide behind it from the comm, then it's probably a new comm. If the obs isn't placed in a spot to get maximum coverage to see incoming aliens who wish to eat base, then it might be a new comm.
And hell, if I don't see Armor1 within 3 minutes, then it's DEFINITELY a new comm, barring a relocation strategy.
That said, at the beginning of the game, I'll build a node if I'm the only one nearby, but otherwise I'll go for pressuring nodes and securing strategic spots. The aliens can HAVE Nano (double res in ns_veil) if it means we take out Overlook and that res outside of the right hive (I forgot the name. Not Subsector and not Cargo.) and establish a foothold at The Dome or some other critical location.
But it does work. Decent marines quit out of frustration and the alien team is left with an easy win.
[Edit] Actually most of the time they wouldn't win the round, but I've read and heard sentiments that suggest that the real goal was to make those forementioned marines quit.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's exactly what it is. It is a play of the cards to see if there is a downcomm in the chair that is bad enough so that he doesn't know how to counter the sensory, doesn't scan, and doesn't med - which is very common.
That being said, commanding in pubs is either a) steamrolling with the stack or b) babysitting 9-16 infants who can't aim or think to save their lives. It's good when it's one or the other, because then you know when to stay or quit. Anything in between gets frustrating, because then you get taken in by the hope of maybe winning a difficult round.