Puppet Comm-ing ?

MoonMoon Join Date: 2002-11-16 Member: 8873Members
<div class="IPBDescription">Just say no !</div> I haven't Commd many games but of the few that I have (usually because no-one else wanted the thankless job) usually one or two players would do the following: They would run around the map trying to implement their own strategy, using me as nothing more than a med-pack dispenser. "Do this Comm... Do that Comm..." seems like a reversal of roles to me ?

How many have had similar experiences ? Did you win ? Were you ejected because you did not wish to be a puppet ? Did you manage to get those players to fall in line, if so, how ?

Comments

  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Most "do this do that" comments can be avoided by occasionally telling your team a basic overview of your strategy. If people know you *have* a plan, they will be less likely to try to tell you everything to do.
  • SentrySteveSentrySteve .txt Join Date: 2002-03-09 Member: 290Members, Constellation
    Ahnteis makes a great point. When I am com, I am such a hardass. I keep tally of who just recently did what for me when I asked them to. Those who do not do as I say, get no health packs, ammo, weapons, etc. The ones that do what I ask get everything they ask for. This works about 50% of the time -- all you need is like 2 to 3 guys who have been doing what you ask, then others will see them walking out with HA/HMG then wonder why they arnt listening to you -- and begin to listen for thier own personal benefit. Sometimes I get ejected when no one listens becuase I refuse to give anyone anything - sometimes its _just_ what the team needed to puill off a win.
  • EvisceratorEviscerator Join Date: 2003-02-24 Member: 13946Members, Constellation
    One thing to entice your marines to obey your orders is to tell them exactly what SentrySteve was doing... keeping a tally of who was disciplined and followed orders. If you say early on that "those who follow orders will be rewarded" it might give some incentive for the rambos to reign themselves in. If not, just ignore them and use your good marines. If you get ejected by a bunch of armchair commanders, well... it's probably better that way since you weren't going to be effective anyways. Go out and practice your aim <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    All good points guys. Thanks for the thoughtful replies.

    I think part of my problem is not having a mic. No voice communication makes it difficult for me to get a plan across quickly while taking care of other Comm-related activities.

    It looks like 1.1 is revising the comm-interface which is great ... might make it just that much easier and pain-free <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    I usualy tell them what I am going to do over voice comm, and ask for thier input and suggestions. Makes them feel like they are helping rather then simply meatshields for me to put in front of expensive siege bases.

    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    I personally always call for a public vote to eject comm if they don't have a mic, in my experience of playing both as marine and comm, it makes a world of difference in terms of performance.
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    I find that some of the strongest marine wins occur when all the marines know what the Comm is planning. It allows marines to take over a bit of the more menial tasks rather than having the comm do them.

    THis prevents GOLEM marines. Golem marines are mindless automatons that can only do what the commander tells them to do, and then wait for orders once that task is done.

    So, as a suggestion to commanders, rather than telling your marines to go build a res node in foreboding antechamber, tell them that you are planning to control Power Silo. That way you can drop the res node in front of marines as they are heading there. Once they are finished with that they will know what task they have to do next, Get to power silo. It requires no further commands and makes marines more efficient.
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