Some Commanding Thoughts...
Doombringer
Join Date: 2002-11-15 Member: 8679Members, Constellation
Well, I finally did it - I won a game as a marine commander. Now, I didn't enter this game aiming to be a commander; I took the chair because nobody else dared to. Originally, I just wanted to put some IPs and an armory up to give us a fighting chance against the inevitable skulk rush. Then, my tenure as commander was extended as my marines - a competent bunch - finished building our observator, turret factory, and turrets in base. Like clockwork, they moved on an available hive, managing themselves while enroute with minimal supervision from yours truly. I requested one soldier remain behind at base to build a phase gate while the others stormed forward towards the hive, and he did, making securing the hive a breeze with anoher gate being built there.
Suffice it to say, we moved onward and upward and dominated. By the end of the game, we had all weapon and armor upgrades, HA, HMGs, JPs, and more. It was a great game.
So, here are Doomy's Commanding Tips:
<b>1. Never let your marines stray.</b> Try to keep them on target and in groups. Unfortunately, you'll probably always have one or two stragglers, so put them to good use. Use them as scouts to find enemy towers or resource nodes early in the game (before motion tracking or sensor sweep). Have them build a resource tower in some out-of-the-way corner of the map if they're so hell bent on going solo.
<b>2. Turrets are not always your friend.</b> Sometimes, a marine base can be defended by marines alone at the start of the game. Those initial RPs can be better spent on whatever it takes to move to an available hive - resource towers on the way, health and ammo for the troops, etc. If the skulk rushes are particularly lethal, break down and build a turret factory and cover your IPs and comm chair.
<b>3. The observatory is your friend!</b> Building an observatory at start is one of my favorite tactics. Once it is online, it allows phase gates to be built - and we all should know how much of a lifesaver those can be. Plus, an early jump to motion tracking is beneficial to remove the skulk's powerful advantage: surprise. Costly or not, motion tracking is always worth it. Distress beacon helps in a pinch, too.
<b>4. Resource towers can be expendable.</b> Someone wrote a post on the general discussion forum about this, though I can't find it. The gist of it was that if a resource tower remains online and collecting for at least 3 or so minutes, it makes up for its initial cost. You do not need to defend every resource tower with a turret factory and turrets! This is especially true for resource nodes located on a route between two locations you already have secured.
<b>5. Guage the skill of your marines.</b> Your marines are either experienced or not - you have to find this out. Those that can handle themselves on a solo mission and appear to have a working knowledge of the game (layout of the maps, use of voice-comm, ability to manage other marines in the field) should be your first pick to keep healthy and armed. A good commander can give orders, a great commander can listen to suggestions.
<b>6. Above all, do not practice commanding on large, public games.</b> It is frustrating for other players to lose a game because a commander does not know what they are doing. Please, learn the commander interface in small games (2 or 3 players). Ask the other team to let you learn the game rather than actually fight. More often than not, the 1 or 2 persons on the other team will allow this. Just remember, your game may fill up with players looking for an actual match, so be prepared to step down and get out of the chair.
Even if you think you suck as commander, you can and will get better. I'm living proof. I usually play as a grunt (and moan about bad commanders). Very seldom do I take the chair, and usually it's only in desperation. However, when you are a grunt, pay attention to how your commander commands. If you win, he - and your team - did something right. Think back to what he built and where, and how the game was played. That's the best lesson you'll have.
Suffice it to say, we moved onward and upward and dominated. By the end of the game, we had all weapon and armor upgrades, HA, HMGs, JPs, and more. It was a great game.
So, here are Doomy's Commanding Tips:
<b>1. Never let your marines stray.</b> Try to keep them on target and in groups. Unfortunately, you'll probably always have one or two stragglers, so put them to good use. Use them as scouts to find enemy towers or resource nodes early in the game (before motion tracking or sensor sweep). Have them build a resource tower in some out-of-the-way corner of the map if they're so hell bent on going solo.
<b>2. Turrets are not always your friend.</b> Sometimes, a marine base can be defended by marines alone at the start of the game. Those initial RPs can be better spent on whatever it takes to move to an available hive - resource towers on the way, health and ammo for the troops, etc. If the skulk rushes are particularly lethal, break down and build a turret factory and cover your IPs and comm chair.
<b>3. The observatory is your friend!</b> Building an observatory at start is one of my favorite tactics. Once it is online, it allows phase gates to be built - and we all should know how much of a lifesaver those can be. Plus, an early jump to motion tracking is beneficial to remove the skulk's powerful advantage: surprise. Costly or not, motion tracking is always worth it. Distress beacon helps in a pinch, too.
<b>4. Resource towers can be expendable.</b> Someone wrote a post on the general discussion forum about this, though I can't find it. The gist of it was that if a resource tower remains online and collecting for at least 3 or so minutes, it makes up for its initial cost. You do not need to defend every resource tower with a turret factory and turrets! This is especially true for resource nodes located on a route between two locations you already have secured.
<b>5. Guage the skill of your marines.</b> Your marines are either experienced or not - you have to find this out. Those that can handle themselves on a solo mission and appear to have a working knowledge of the game (layout of the maps, use of voice-comm, ability to manage other marines in the field) should be your first pick to keep healthy and armed. A good commander can give orders, a great commander can listen to suggestions.
<b>6. Above all, do not practice commanding on large, public games.</b> It is frustrating for other players to lose a game because a commander does not know what they are doing. Please, learn the commander interface in small games (2 or 3 players). Ask the other team to let you learn the game rather than actually fight. More often than not, the 1 or 2 persons on the other team will allow this. Just remember, your game may fill up with players looking for an actual match, so be prepared to step down and get out of the chair.
Even if you think you suck as commander, you can and will get better. I'm living proof. I usually play as a grunt (and moan about bad commanders). Very seldom do I take the chair, and usually it's only in desperation. However, when you are a grunt, pay attention to how your commander commands. If you win, he - and your team - did something right. Think back to what he built and where, and how the game was played. That's the best lesson you'll have.
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