1337 Comm V Normal Comm
monster
Join Date: 2003-02-12 Member: 13443Members
<div class="IPBDescription">wats the difference?</div> wats the difference between a '1337' comm and an 'average' comm..
okies.. only thing i can tell between a 'average' and 'noob' is that one has tactics and other doesn't..
piece of cake.. ne1 can get out of the 'noob' section pretty fast..
just watch a comm's build order and strat & copy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (or read thru this forum)
and other thing is that one has fast reactions.. and the noob doesn't..
not really reactions.. just lots of keybinds and some past RTS minimap scrolling xperience <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
TF placing/ phase gate / getting RPs/ upgradin lvl1 armour/ MT / etc.. they all basically 'average' stuff now..
<b> So wat makes a comm 1337? </b>
and basically once u reach the point of knowing all the tactics on this forum and hav all ur keybinds memorized...
how do u get become a better comm??
okies.. only thing i can tell between a 'average' and 'noob' is that one has tactics and other doesn't..
piece of cake.. ne1 can get out of the 'noob' section pretty fast..
just watch a comm's build order and strat & copy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (or read thru this forum)
and other thing is that one has fast reactions.. and the noob doesn't..
not really reactions.. just lots of keybinds and some past RTS minimap scrolling xperience <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
TF placing/ phase gate / getting RPs/ upgradin lvl1 armour/ MT / etc.. they all basically 'average' stuff now..
<b> So wat makes a comm 1337? </b>
and basically once u reach the point of knowing all the tactics on this forum and hav all ur keybinds memorized...
how do u get become a better comm??
Comments
The skilled com has a plan in mind. He knows what sorts of strats he likes, and possibly what strats he will try for this game. However, he also knows not to get caught up on one strat if it's failing, and to be flexible.
The skilled com knows his final goal is to eradicate all hives. This is generally accomplished either by rushing, building, or a combination of the two.
- Rushing means to move quickly to a hive location, and defeat it using the element of suprise. A mini is not created. Upgraded or unupgraded marines attack the hive repeadly (with possibly assistance from a phase gate, allthough that is the only building placed) until it dies.
- Building up is the other extreme. The commander does not move directly into a hive. Instead he makes a full minibase outside, possibly at a node if he can, and then puts pressure on it using phasing marines, tech, and siege turrets until it falls.
know a good plan to attack the hive with.
A skilled commander secures a single hive at the start of the game, allways. This prevents the aliens from gaining Onos and fubaring the marines. There are some strats (fast starting rushes, intensive rescource camping) that do not take hives and focus on a quick techup and defeat of enemy skulks at the first hive. These are not reccomended for public games. Relocaing to a hive is a viable strat, depending on the hive being secured.
Then skilled commander has done this before, and knows what he's doing. Nothing can replace experence in the chair. Even the smartest RTS player won't play perfectly his first game as com, and probally won't win, either.
Get in that chair and keep practicing, skilled commanders in pubs are lacking in NS. We need every one we can get.
When reading through this board (and I have been for a week or so) I see some ideas for strategy and tactics. If I play them, and succeed on one server, and then try them on another - chances are that alot of the players there will call me a "noob comm" - because they havent seen that strat before - and eventhough I usually win, I cant win with a team that doesnt trust their comm.
"A chain is only as strong as the weakest link"
In my eyes you are a "n00b comm" if you have no basic idea when you start - as soon as you have a plan, when you try to follow a strat, then you are a just a "comm"- and if your strat is good, you will be a "1337 comm" if your team backs you up.
Keeps the overall picture of what is going on in his head without any problems.
Doesn't use formulaic stratagys.
Has near perfect building placement.
Uses every scrap of intel available and uses it propperly.
Always trys to win and never gives up.
BlueGhost
A l337 commander knows EXACTLY what he is doing at all times.He doesnt sit there wondering "should i take 1 more RT or go for the hive?".He can make split second GOOD decisions.He can multi-task amazingly well.....for example,while building an expansion,he can drop a medpack in the main base within 10 seconds of the text appearing.He knows exactly how many turrets will be needed,the most effective turret placement for each location in each map,when to get seige,when to gamble that the aliens wont try this or that.He can predict the alien strategy after a short while.He should constantly remind the marines with waypoints and text/voice of what their current orders are.New marines who join should know within seconds what the team is doing/should be doing.
Once i met this lamer.He was repeatedly going round saying that the whole server(except him and his friends) sucked.When i commented that the commander couldnt do anything if marines wouldnt obey orders,he repeatedly insisted that it was the COMMANDER's fault for not getting the marines to obey him.He even quoted Sun Tzu,which we all know doesnt count in a GAME.There is no "make marines obey orders" button for commander to press,sorry.The commander is and can never be at fault for the marine's inability to take orders.PARTICULARY if the marines are trying to blackmail the commander by saying "give us ha/hmg and we will listen to you,if you dont take care of us,we wont.".
Click each annoying marine, and then right click him.
You just told him to defend himself (which is all he's gonna be doing anyway) unfortunatly the waypoint on his screen will make it nigh on impossible to see anything...... oops.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
BlueGhost
Click each annoying marine, and then right click him.
You just told him to defend himself (which is all he's gonna be doing anyway) unfortunatly the waypoint on his screen will make it nigh on impossible to see anything...... oops.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
BlueGhost <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Excellent!
Next NS game when i comm i will definately do that.
If I have marines on my team who don't chatter much and obey orders unquestioningly, I don't pay them much attention (in terms of health or equipment). I'm deeply indebted to them, they're the guys who win my games, but they do well enough without my help. I pay attention to the problem marines.
Also, it is very important to determine who will get the first suits of heavy equipment you give out. If these people die, you're headed on the road to a loss. If they live long enough to equip the rest of the team, you're in very good shape. That's why I usually figure out who the guys are with the most deaths and give them nothing! Give the stuff to the guys who hang back in fear. The most value in the first jetpack or HA is the fear they inspire in the aliens.
The skilled com has a plan in mind. He knows what sorts of strats he likes, and possibly what strats he will try for this game. However, he also knows not to get caught up on one strat if it's failing, and to be flexible.
The skilled com knows his final goal is to eradicate all hives. This is generally accomplished either by rushing, building, or a combination of the two.
- Rushing means to move quickly to a hive location, and defeat it using the element of suprise. A mini is not created. Upgraded or unupgraded marines attack the hive repeadly (with possibly assistance from a phase gate, allthough that is the only building placed) until it dies.
- Building up is the other extreme. The commander does not move directly into a hive. Instead he makes a full minibase outside, possibly at a node if he can, and then puts pressure on it using phasing marines, tech, and siege turrets until it falls.
know a good plan to attack the hive with.
A skilled commander secures a single hive at the start of the game, allways. This prevents the aliens from gaining Onos and fubaring the marines. There are some strats (fast starting rushes, intensive rescource camping) that do not take hives and focus on a quick techup and defeat of enemy skulks at the first hive. These are not reccomended for public games. Relocaing to a hive is a viable strat, depending on the hive being secured.
Then skilled commander has done this before, and knows what he's doing. Nothing can replace experence in the chair. Even the smartest RTS player won't play perfectly his first game as com, and probally won't win, either.
Get in that chair and keep practicing, skilled commanders in pubs are lacking in NS. We need every one we can get. <!--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-->A skilled commander secures a single hive at the start of the game, allways. This prevents the aliens from gaining Onos and fubaring the marines<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Why? Marines don't lose to Onos. They lose to wellfed Fades and Lerks. If you aren't doing a highly risky (post 1.04) two hive rush, then there's very little reason to secure a single hive. That strategy leads you down the "have two res points while constantly charging second hive while the aliens have all the res points" path which ends in you spending tons of resources keeping your marines alive and not upgrading, which then involves Fades and LErks wiping you out.
If you are going to secure a Hive, secure the INITIAL Alien Hive (i.e. primary hive rush). If you aren't going to do that or it fails, then its time to play resource ownage. Half the team goes offensive, killing Gorges and Alien res, generally keeping the skulks on the defensive, while a small defense team runs around and caps res points. All you really need is to have 3 res points chunking out res while keeping the Aliens to 1 res point. No hive is going up for a while with only 1 res point, and as soon as that hive goes up there's still not going to be the insta-spawn Fades.
I could care less if the Aliens have two hives if I have 6 res points. I could drop insta-turret farms and insta-equip the entire team at that point.
For experienced teams, the game is either RUSHRUSHRUSH or res control.
<!--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-->I could care less if the Aliens have two hives if I have 6 res points. I could drop insta-turret farms and insta-equip the entire team at that point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->At the same time, you could care less if the ALIENS had 6 RN's if you control both Hives.
It's a pretty delicate formula, and takes a ton of practice. You'll get it eventually though (hint: voicecomm helps a TON toward your credibility).
thx chopper dave..
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
was the kind of answer i was looking for <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
but reading other ppl's posts.. u all go and say that u REWARD ppl and u PUNISH others (by not giving them stuff)..
but wouldn't the PUNISHING part = they hate u = charisma/reputation gone = not-so-leet comm nemore??
Problem I see with that is that one attack on one resource nozzle leaves another undefended.
Im not going to give a 1st time newbie ha/hmg just so that he will obey my orders when i can give someone that i know and respect and who doesnt need me to "bribe" him to get him to follow orders.
"Lucid, i need you to cap me a nipple at station access."
"Where's my man Jo3 h4x0r? i need him to weld that phase."
"Yo NSplayer, I'm countin on you to help the team win this one. If you can camp this corner we can hit that fade from both sides."
I consider myself a decent comm but when I show a positive and caring attitude toward my marines i get comments that i don't think my skills are worthy of. I've commed losing games where the marines said i was a kick*** comm anyway.
oh and when you can't fufill a marines request try and kindly explain why so they don't get frustrated
Moving on to the other category of commanders that lack communication skills... The ones that see their job as only to get things building, but not direct the team with even waypoints or chat. Come on now! In three of the games that I played yesterday, the only order that a commander would give was to build defenses in the base. No, "You three attack here while two others guard here." No, "Hey, check your six because I read movement." No anything. This is NOT how a commander role should be played.
So how should it be played? I agree with several of the posters here already that the commander should show incredible attention to his marines. Make the most of the abilities and resources at your disposal. You have voice-comm, use it. As marines are walking into a room that you had motion in, let them know where it was, so that they can be prepared for it. A prepared marine generally means an alive marine, and an alive marine is a happy marine. You have waypoints, use them. Newer players especially can get turned around, even with that minimap up there to help them. Give them a destination, not just in words, but with something that they can see on their screen. Trust me, it helps out a lot. You are able to select more than one marine at a time. Jeez, that sounds like common sense. Drag a box over your marines and send them on a common task. I'm preaching to the choir here, but marines are MADE to be team players.
Anyways, I've gone on enough. One last thing. The definition of a leader is one who is able to coordinate a group of individuals to perform a task in an efficient and timely manner. More of us need to learn that.
Perhaps not, but next time you play with the same marines - they know that if they do what you tell them, they have a better chance to succeed.
I dont know about you guys, but I have 4-6 favourite servers I play on. And I know a handfull of players there that will make a huge difference (and will be a pain to have as an enemy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
So it all comes down to respect, and reputation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And if I, and 3-4 others play as a team, we can usually get more to follow suit. Makes the game alot more fun.
(and its a thrill to be on the oposite team as the other good players, and then ruin their plans <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
And how exactly does charisma show itself?
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Having charisma means being able to gain your soldiers trust, and being able to manipulate them without them realizing it =). Doing certain things will net you brownie points amongst marine players. For example, if you can supply them with health or ammo before they even ask for it - and if they do, mere seconds following the request - then they'll like you better. Constantly issuing decent orders, whether through the interface or through voicecomm, nets you trust amongst player as well. Also, if you can constantly give marines something to do and make them feel important (i.e. addressing them by name, giving individual orders, allowing them to constantly take part in action) will give you more response from marine teams. Telling marines to defend a single location = bad. Telling them to build a phase gate, a few turrets, then harass nearby alien resources/hives as much as possible = good.
That's just in my own experience (but who's to say I'm a 1337 commander, no one I guess...)
mainly because marines don't know a com is holding all the res points, researching several upgrades, and coordinating a strike on a hive unless they are told. it's easy to forget with overhead view, that marines see a relatively small picture. especially early game
of course lots of times a great com won't be recognised, because no matter how good he is, if he only has two marines in the field while the rest are sitting in spawn begging for equipment there's not much he can do. even if he's got over 100 resourses it is unlikely that giving them what they want will help the game for him very much, as they generally tend to loose it and continue to not follow orders and then beg for it again without leaving spawn
On my favourite servers,there are usually about 4 people on a GOOD day that keeps pretending not to understand english.
Excuse me,but no one believes that you cant speak the "international" language of earth.PARTICULARLY if you are living in a city-state like Singapore.
The only exception are the koreans who we all know refuses to teach english in school because of some crap invovling "western influence".
Not the point though.The point is something like this :
Me : A,guard main base please.
*A runs out to somewhere*
Me : A guard main base!
*A continues running all over the map ignoring waypoints*
Me : Wtf A guard main base!
*A continues pretending not to understand english*.
I developed a "reputation" of sorts by commanding and making little to no mistakes.Not "bribery".How good a commander is isnt measured by how many wins he has....why?Because of the marines.We always have people going "OMG OMG I WANT COOLZ STUFFZ!!!!!" or "OMG OMG LOOK AT HOW MANY M4D KILLZ I HAVE!!!!!".
Incidentally i have never realised why people refuse to ask me for medpacks when "the coast is clear".Its very weird.Do they really want to die while securing a hive or expansion?!