Wheres The Trust!?!?!
Masterchief
Join Date: 2003-08-03 Member: 18817Members
<div class="IPBDescription">my comm-ing in 2.0</div> As many of you have noticed, mariens lose quite a bit in 2.0. In my efforts as comm I tried VERY hard to get marines to win. What I found to be the biggest downfall of marines is the lack of trust in the comm(or people not speaking english) When I comm I give orders, and rarly are they played out, or what i want done is insulted. The game always end up at a loss.
There have been, although, many games I have won as comm. and here are some things that greatly increase the marines chance of winning.
Team players, this game is all about teamwork, everygame I have won everyone covers eachothers back and they are very open about the situations they are in so that marines react accordingly(like building while others defend)
Another thing I enjoy is giving people group assighnments, this gives the marines a great deal of commeradery, which boosts moral and increases effectivness.(i had a group of 6 marines with LMGs take out a hive and almost get the second.) having a team work well together makes them happy and want to succede more often.
One last thing about being comm I have noticed win many hard faught games are the people on the ground, not everyone, but a rare exceptional few which I gladly welcome to play with me. These people fight hard on the ground and lead the marines as the comm cannot, these people show respect and faithfulness to the comm, and obay his orders, but also tell the other marines to "just do what the comm wants" leaders are very important for the marines in 2.0 right now because of the many people who think they can win the game themselfs.
All-in-All 2.0 is going to take some time to get to for most people, leadership and trust in the comm was never needed before, most games are lost by dickweeds not following comm orders and helping the team(or people who dont speak english) Thankyou to the few who believe in the comm because it makes things alot easier to lead 15 people to victory
and to the rest of you, please grow up stop asking for a big gun and do your part like everyone else, thanks ^ ^
There have been, although, many games I have won as comm. and here are some things that greatly increase the marines chance of winning.
Team players, this game is all about teamwork, everygame I have won everyone covers eachothers back and they are very open about the situations they are in so that marines react accordingly(like building while others defend)
Another thing I enjoy is giving people group assighnments, this gives the marines a great deal of commeradery, which boosts moral and increases effectivness.(i had a group of 6 marines with LMGs take out a hive and almost get the second.) having a team work well together makes them happy and want to succede more often.
One last thing about being comm I have noticed win many hard faught games are the people on the ground, not everyone, but a rare exceptional few which I gladly welcome to play with me. These people fight hard on the ground and lead the marines as the comm cannot, these people show respect and faithfulness to the comm, and obay his orders, but also tell the other marines to "just do what the comm wants" leaders are very important for the marines in 2.0 right now because of the many people who think they can win the game themselfs.
All-in-All 2.0 is going to take some time to get to for most people, leadership and trust in the comm was never needed before, most games are lost by dickweeds not following comm orders and helping the team(or people who dont speak english) Thankyou to the few who believe in the comm because it makes things alot easier to lead 15 people to victory
and to the rest of you, please grow up stop asking for a big gun and do your part like everyone else, thanks ^ ^
Comments
I think in NS 2.01 the marine voice should say "YOU SHOULD LISTEN st00pid" if the marine team looses based on certain stats that would determine if the problem was infact the marines.
Get Rodney Dangerfield to do it, or Megatron.
Get Rodney Dangerfield to do it, or Megatron. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Hahahahahahahahahah <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The only public game I saw marines win, I was com and I had luck having marines that followed orders... Then we could siege a hive, HMG the second and the third...
Basically i was playing fine, but after having an entire squad of HA/HMG (about 6 fully kitted up with level 3 guns and armour) wiped out by an Onos and a Fade and then finally had the 8-10 turrets, tf and phase wiped out, i started to get a bit tetchy. So we set up another phase and siege at another hive (we had 1 locked down already, so this was the second lock down), we took it. The whole marine team barring about 2 got wiped out shortly after. The other 2 ran away to get ammo. This made me turn against the armoury humpers. I told them that if there's somewhere under attack and i need marines NOW any armoury humping will result in me selling the armoury. So after a few attacks, a few lost outposts and res towers they were STILL persisting in armoury humping. So i recycled it, simple as that.
So after that i was doing a lot of ammo dropping to people in the field, but i don't mind that so much, i waypointed 2 marines to goto one of the locked down hives that was under attack (we lost the phase). They both got there, i dropped another phase (the tf + turrets were still active) and one built it, i constantly medspammed him but in the end the lerks gassed him. Then i realised that i waypointed <b>2</b> marines, when i asked where the other one was he said he didn't feel like building.
Needless to say i left the comm chair and also left them to their own devices. So one of them hopped in, dropped himself a HMG / JP and was killed soon thereafter.
So it would appear that even in 2.0, comming is frustrating and the marines show no respect to your efforts and wishes. GG marines.
But most of them don't even want to listen <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ended up he got kicked for being disruptive hehehhehe. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I had 4 or 5 HA+HMG GL SG (!!!) waiting in base for 4-5 minutes doing nothing.. they all had a waypoint... i begann to cry(not cry.. but speak loudly) and they wandered to the hive and captured it.
BUT, the comm has a REALY hard job atm. I would love to see some improvements. Like, when i build a building that not all marines have a waypoint to that building, or at least there should be a waypoint to deselect the marines. Or, when i select a marine i see in the blank space at the bottom hes name, armor/health and the waepons and also the ammo... i NEVER know wich marine has a waepon, and sometimes its even hard to tell wich waepon he has.
-Bast , the aliens start at Feedwater and quickly drop a sensory at Atmospheric. Seeing that my marines have no chances I order them to go to junction and build a node at Engine. 2 of them (the most skilled ones) aknowledge this , but fail prey to gorges and lerks obviously keen on building a 3rd hive. I tell <i>everyone</i> to go to junction but no ! They keep dying in vain at the starting elevator foolishly running into cloaked skulks and OCs.Again , 2-3 marines reach Junction , I drop them a TF but then it's Onos time. I try to save the courageous marines from acidic death by keeping the Junction airlock closed , but meanwhile the other n00b marines moan and whine for an HMG... some of them even asking ammo <i>right before</i> the armory , asking for medpacks all the time ect. With only one actually competent marine , sieging Engine from the vents fails to a skulk and the lerks spore the team continuously and destroy the base TF.
-Lost , we manage to lock/semi-relocate at the Equilibrium Regulation hive. Again , 2 or 3 decent marines at most , while the alien team is filled with skilled players because of the n00b marine stackers. One elite skulk/fade tries to munch at the comm chair , unharmed by nearby armory humpers who don't even pay attention. I tell them to defend the CC , nothing , I have to logout and kill the skulk myself (or get owned by the fade) , then they don't bother welding it...
One player keeps annoying everyone by voicespamming (and I mean , this is worse than just music tunes - he was yelling stupid things nonstop for the whole game) and he and several others whine for shotguns and HMGs as soon as I drop one...
They fail to hold Temperature Controll with elec nodes , elec TF and several turrets while they have HA , shotguns , HMGs and GLs... many of them get devoured as they don't know to chase the onos. Though we have problems with fades and onos regularly visiting the 2 bases , we manage to accumulate enough res. But they don't ever weld structures and we lose the observatory , protolab and advanced armory...
After the protolab is rebuilt I immediately spend the res on bunches of HA/welders/ect... but even though they have maximal battle gear , they don't move from the base. I tell them , meet at the 2nd base , nothing.
They just stay in place.
And they weren't even AFK , no , they were armory humping or jumping around for no reason. I tell them to phase immediately as a new wave of attackers threaten the hive base , nothing. I spam waypoints to the hive room , nothing. I text spam PHASE TO 2ND BASE , 1 or 2 phase in and get whacked by Onos. About 5 armed HAs wait at the base for no reason at all. The phase goes down and I'm in a blind rage to the point of insulting the incompetent marines... After a while I re-equip the respawned marines and shout them to take the hive back , finally they start moving and dislodge the building crew with ease. I drop the phase , node and TF again , but the smart aliens attack the base.
They finished the CC.
The 7 HAs hardly stay grouped and don't even make it to the Cargo hive , in fact the aliens hold and exterminate them at Temperature Control. If they had used their welders a bit and focused fire on the Fades and Onos charging them , they might have won the game. But they were total n00bs...
I've only played about 3 games so I guess I'll need to play more. =/
-JohnnySmash
I've only played about 3 games so I guess I'll need to play more. =/
-JohnnySmash <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As far as marines go, the more inexperienced you are and the more dependant you are on the commander and being waypointed the less you'll find you have things to do. Basically, play more, follow orders, do all the crappy little jobs like base defence, you'll get better and better and soon you'll find you're the first one to get the new kit and the fun jobs to do. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It's all about experience and trust, if the commander doesn't know you or is unsure about your skills then you'll find him/her relying on you less than players he/she knows.
I've only played about 3 games so I guess I'll need to play more. =/
-JohnnySmash <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
In addition to what esuna suggested, I'd like to offer up a tid-bit of advice. If you're standing around in base and not getting any instructions, wait until there's 2-3 other marines in base that move away as a group (or stretched out line of marines, same thing). When you see those marines leave (and you havnt been given orders by the comm to stay in base) follow them. Keep up with them, watch their backs and "guard" them while they do the incredibly important stuff like, uh, building things. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
By going out with a group of marines, you'll get more exposure to the game (learn the maps, tricks and such) while the comm notices you. The fact that you're playing smart (sticking with other marines, supporting the group, being a team player, etc.) will stick in a comm's mind and you'll get more attention/order/goodies, etc.
Also, while it may not be very exciting, join a server with no one in it and just run around. Learn the maps so that when someone says they need backup at "Double node Refinery", Temp Control or sewer hive. Knowing where you are, how to get where you need to be and how best to help the team will definatly make you a better player and noticed by both teams in a game.
I had a game in the [taco] server, with 2 of my friends and a couple of taco guys on the marine team. Everyone followed orders, even the deviants since they saw the leaders all obeying, and before you knew it, we had over half the res sites on the map, and a hive locked down. HA came pouring in, and the Hives fell in seconds as the aliens could only afford skulks after us <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
With the new focus on resources, teamwork is so much more important. Time is of the essence in the early game, and everyone has to be at the waypoint, ASAP.
Sure, sometimes the said listening marines couldn't shoot worth beans, but at least they went to my waypoints. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That being said, all my games last for like an hour and usually end up being mass HA vs 2 hive aliens. Heh
Rhuadin