Who Says Commanding Is Hard?
Windelkron
Join Date: 2002-04-11 Member: 419Members
<div class="IPBDescription">My first command -- a success!</div> Woohoo! I won the game for my group of loyal marines.
It was really a cinch. The one thing that I really utilized was the vents. In fact, the aliens had the Airlock right up until the ending of the game (I had been using the vents most of the time to get my troops out).
I took refinery with a small phase/seige setup, and I took feedwater with a similar setup (but in the small RN room underneath it). To take out the aliens' starting hive, I had 2 loyal marines (I had to get the good ones) jetpack into the vents, and set up a turret base. Two seiges and two sentries posted in the vents flanking the Engine Room Hive did the trick -- the aliens barely had a chance of taking out the seiges (then again, they weren't very motivated once their hive started getting seiged). After the seiging started, I gave the go-ahead to all my marines to do whatever they wanted. What was funny is that one of the loyal marines who set up the turret base had an HMG and was zipping around... until he ran out of ammo. It was hilarious. I heard "click click click" and he was screaming over voice comm: "I'm hiding over here! I NEED AMMO!" Instead, I broadcasted in mm1: EDDIE IS HIDING ON THE CATWALK! It was hilarious. I gave them at least a little fun before they all died <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
It was really a cinch. The one thing that I really utilized was the vents. In fact, the aliens had the Airlock right up until the ending of the game (I had been using the vents most of the time to get my troops out).
I took refinery with a small phase/seige setup, and I took feedwater with a similar setup (but in the small RN room underneath it). To take out the aliens' starting hive, I had 2 loyal marines (I had to get the good ones) jetpack into the vents, and set up a turret base. Two seiges and two sentries posted in the vents flanking the Engine Room Hive did the trick -- the aliens barely had a chance of taking out the seiges (then again, they weren't very motivated once their hive started getting seiged). After the seiging started, I gave the go-ahead to all my marines to do whatever they wanted. What was funny is that one of the loyal marines who set up the turret base had an HMG and was zipping around... until he ran out of ammo. It was hilarious. I heard "click click click" and he was screaming over voice comm: "I'm hiding over here! I NEED AMMO!" Instead, I broadcasted in mm1: EDDIE IS HIDING ON THE CATWALK! It was hilarious. I gave them at least a little fun before they all died <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
I kicked so much **** they mistook me for a playtester.
When commanding sometimes i get really positive comments. They tend to like you alot when you win alot of the games.
Its funny.
Caged is a harder one if you dont siege the hives, if you occupy them you dont get the res, and if you try the skulks usually take them out before they even get 22 res.
I think Ns_nothing is the easiest to win. Its not even funny how many choke points you can take. Take like 3 and you can grab every node on the map except for 1. I had like 200 res when the game ended, i couldnt spend it fast enough.
Good times...good times.
now i dont comm unless i have to. its too stressful, although rumor has it i'm good at it.
Being a commander is fun expirience though!. Everyone should play as one.
However, such like in Real life there is bad days & good days and days when everything goes wrong <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->. "no commander" text flashing in status is kinda common in public games at least, dont be afraid of the challange even if your newbie/expirienced player. The others in your team should be cool enough to help you out.
Small story from a game 4 days ago. Post below mine says about information overload, which kinda reminds my last game <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. I'm writing things as i remember them (not very well). I'm just going to number the players, and cut the boring parts. It may not seem like overload but imagine that all this happens very fast.
Marine1(near sewer vestipule): RT here please
Marine2(in sewer hive): Waiting for orders
Marine3(in base): more turrets pls
Marine4(radio msged): Wheres those orders?
Marine1: Enemy spotted!
Marine1: Backup!
Marine2: coming asap
Marine4 died.
Marine 3: Going to sewers, comm.
Comm: Their hive is in ventilation
Marine1 died.
Marine2( injured): MedPack!!
Marine4( respawned): Gimme hmg!
Marine5 & Marine6 & Marine7(ventilation): phase/tf here comm!
Comm: Wait there! We have to gain resources
Marine5 died.
Marine6: Medpack!!
Comm: Where are you guys!!!! Get back there!
Marine7: I dunno!
Marine6: rolf
Comm: sigh
[marine2, 1 and 3, 4 ] were all in diffrent locations asking for medpacks.
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->. I had fun though
I suffer infomation overload as a commander. I just can't command!
,
What can I say? I prefer shooting stuff.
Eater.
Hold the RP as much as you like. Withhold heavier weapons/armor to the rambos. They can still votekick you from the chair, and jump in in-turn to drop themselves HA/HMG before jumping out again. And you know what? They'll STILL blame you when (not 'if') they lose, even if they ignored EVERY waypoint you handed down, didn't build a d*mn thing, and ramboed off because they had '1337 5k1llz'... at dying over and over, then requesting heavy weapons every time they respawn.
Honestly, the Comm needs a disciplinary action method. Even if it's so simple as taking a gun away from a ramboing Marine, or slapping them. Sadly, gun-removal would be exploitable, unless it happened along the same lines as building removal... waiting X seconds (5-15) before it completes and gives you back a small fraction of the initial investment. Also, ONLY allow heavy weaponry (not the LMG) and armor-types to be recycled. What the Comm giveth, he can taketh away if you're being a lame-eth.
ROFL <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Still, the team wouldn't have made it without you, I've seen plenty of rookie, and some experienced, commanders screw bast up royally.
I usually command one game per mapchange and although they usually end up in wins, the job of commanding isn't always that fun. You see, wether or not you enjoy commanding a game depends solely on the marines you command. You seem to have been lucky, having at least two loyal marines on your team and not just a group of rambos.
As for the stress, it dies down after you've commanded a few games. Sometimes, late at night, I more or less sleep through a game that's going alright and let the marines do the work. Sure, it'll take a bit longer but hey, everyone doesn't approve of a quick endgame either.
Let me also inform you all of the disciplinary action there is. Left click on the troublesome soldier, then right click on him. This will give him the 'guard self' waypoint which will effectively block his view if he reverses, strafes or looks up. It might not sound like much but having a big bright icon slammed up your screen when you're adjusting your darkness perception sure is annoying. They have to reconnect to the server to fix it, too. I came across this disciplinary action when a commander, by mistake, i hope, gave me such a wp and I couldn't get it through to him that I wanted him to take it away, since he didn't know how to place waypoints, really. To remove the 'guard self' wp, just give the marine in question a new wp.