Commanding Public Servers 101
SuB
AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
<div class="IPBDescription">Why it’s all about people skills!</div> <span style='font-size:13pt;line-height:100%'><b>Commanding Public Servers 101</b></span>
<span style='font-size:11pt;line-height:100%'><i>Why it’s all about people skills!</i></span>
The following are my thoughts and the essential ingredients for a good commander on public NS servers. Since I think a good commander is basically the key to a fun marine game of NS (and to a large extent the key to a fun alien game as well, seeing as I doubt anyone has ever cited a pushover as one of their matches to remember), if I didn't feel it was so pertinent I'd probably not say anything as I'm certainly not in a class worthy of passing on 'expert' advice on the matter. If you want to rest assured that you're getting advice from seasoned professionals, ask Elb, Marti or -evil (fellow Aussie NSers).
This guide isn’t about strategy, it is about the human and psychological side of comming that is all too often neglected as the most important ingredient in rallying your field soldiers together to achieve a common cause.
Most people are very eager to listen to a commander who comes across as knowing what they are on about, all the while giving focus, direction and overall coordination to the marine team.
<span style='font-size:12pt;line-height:100%'><b>The essential ingredient!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
First and foremost, you <b>NEED</b> a microphone. It doesn't just help, but it can be the deciding factor in winning a game. Text messages from the commander simply get lost in the fray, and they are impractical to type when you need urgency in the matter and are required to focus on other things.
Not only that, but without a constant, aural presence by the person leading the action, people are more inclined to go off and do their own thing because they assume the person above is not paying attention and not directing the action. For the most part, commanders without a microphone will lose, unless of course their team is decidedly better than the other and can position themselves appropriately and only really rely on the commander to drop the right things at the right time.
You need to use this microphone... a lot. Arguably the best games of NS I've had have been with a responsive commander who communicates his plan and interacts with his troops.
Often times a good sense of humour and an ability to make the situation fun can be of great merit. It's this that gives the feeling to the field that the person in the chair is actually focused on what’s best for the team, instead of idling away in his or her own little world.
Most players are exceedingly eager to follow commanders who know what they're doing and communicate their game plan to the troops. When a comm can rally his troop’s together, get them all in the right place at the right time, some quite cinematic and action packed moments ensue.
<span style='font-size:12pt;line-height:100%'><b>Keep your team in the loop!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Keep your team updated on what you are building and the upgrades you are researching. The new version of NS aids in this as what you’re placing and researching gets listed for everyone to see, but keep them updated on the progress of this research as well. Letting your team know that a certain level of armour or weapons is almost done lets them know that things are progressing.
Give them status updates on the res nodes you hold.
Congratulate players doing the backup of the team by guarding areas dutifully even though they might not be in the thick of the action.
Congratulate your team all round when everyone is doing well and following your waypoints. Encourage them as a whole and personally! For the most part, if certain players are getting cited by the commander as doing a great job, there’s something subconscious in most people that will want their name mentioned as well, so they’ll do their best to listen to you. Being a commander in NS on pubs is as much an indication of your people skills as anything else.
Think about what you want from above that compels you to follow orders, reverse the roles and come across in a calm, relaxed and decisive way.
<span style='font-size:12pt;line-height:100%'><b>Make your team part of the decision process!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Most players of NS are extremely eager to follow a comm who really seems like he's paying attention. Ask them what upgrades they'd find the most use and research them. I'll generally go Armour 1 first for example, but I'll ask my marines most of the time which of damage or armour they'd like first, as some crack shot teams will do far better early game with the extra umph in their clips that Damage 1 provides. Encourage feedback from the field about what the best way to attack is and then **** this for yourself with scans and recon.
<span style='font-size:12pt;line-height:100%'><b>Watch that spam!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
All too often I’ve seen comm’s over spam meds and ammo early on in futile situations, which might be OK towards the end game if you’re flowing in res, but early it can be the deciding factor on whether or not you win the game, as you need to get upgrades going ASAP.
Early on, only medpack if it is absolutely essential, and the success of the medpackees will have a significant bearing on the game plan. Remember to tell your troops that you will only medpack where it’s going to count so they don’t think if whining about it on the field that it’s because you’re being unresponsive. Most competent marines will appreciate a commander who realises the value of those 2 res drops more than keeping any one marine alive for a little bit longer.
Of course, that said, there are some marines who are worth keeping alive as they can have a significant bearing on their own, but this is certainly the exception and not the rule.
Also, medpacking accurately is about anticipation… drop the meds in-front of where you expect the marines to move so they run over them and you don’t waste meds that get left behind.
<span style='font-size:12pt;line-height:100%'><b>Focus on what counts!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Most importantly of all, focus on the objective at hand. You have no other objective than to get the alien hives down and deny them res. You of course have tactical objectives to achieve these aims, but never forget that you're aim is to gain the strength needed (and not much more) to down those hives.
I've seen far too many commanders take a number of nodes and perhaps a hive, turret them extensively, only to be swamped by onos because they've left the other side to do their own thing for too long. You must remember that it is a race against the clock, and the quicker you can gain the strength needed to take down the hives, the better. Stay focused on that. Don't cap 5 nodes, endlessly secure the locations, only to find out that all 3 hives are up and you've suddenly lost all your nodes to onos. You have to keep the pressure up early, so they are fighting you off their territory instead of being left to their own devices to take down your nodes. All to often I've seen (and comm’d) games where a sufficient level of tech is reached to finish the game, but just as you get there, all your nodes are disappearing and you no longer have the res to hand any of your kits out.
Kitting up people in dribs and drabs doesn't apply nearly as much pressure as handing out kits to a larger group all at once, and decisively directing them together and keep on their case about staying together.
This extends to your way pointing, and when you have a big group of marines moving together, place the waypoints in front of them, and keep moving them along the path you want them to travel as they move, instead of just setting it for the end location. This helps new and old players alike take the same path as each other and stick as a group.
<span style='font-size:12pt;line-height:100%'><b>Things that really help!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Above and beyond anything else, damage and armour upgrades are the most valuable thing you have at your disposal on a public server, as the investment you make is represented in every marine from that point on, every time they spawn. Upgrades are king, and much more valuable than individual guns, HA kits or JPs.
Often times placing an arms lab straight off with starting res and getting first level weapons or armor going has helped immensely. That extra step up not only helps your marines have the upper hand early on, it will generally result in a faster influx of res as well from res-for-kills.
Phase gates are also an incredible help on public servers as you can funnel people around the map from the points that you desire and encourage map control and scouting as a result. They also mean that you can rely on one lone rambo to set up a phase gate somewhere and then seconds later have your entire team there.
Sieges are, given the res, a tremendous help for marines on public server. If you let a large group of marines, even fully kitted HA, unless they keep their **** together, chaos will ensue. By placing a siege outside the hive you keep your troops in one place, defending the sieges instead of being thrown into the thick of the action where they will most likely get themselves killed if they’re not looking after each other properly and staggering their reload. That said, if you have the aliens down to one hive and few nodes and the hive is not infested with OCs, don’t make the aliens suffer the pain of sitting through a siege… drop shotties and send your troops in to finish off the job.
Direct groups of rines to be constantly knifing res nodes. Shotties make quick work of nodes, but I’ve generally found as soon as shotties get on the field most will want to use them for fending off or hunting down unfriendly Kharra, which is fine, but you still need people taking those nodes down.
When you have a few marines all asking for ammo, drop an armory… at 15 res they are a much more cost effective solution than spamming ammo packs, and you can even throw down a few mines or give out some welders in the process.
<span style='font-size:12pt;line-height:100%'><b>Keep your marines focused!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
One sure fire way to get things into disarray is to ask too much of your marines. Asking your team to be in 5 places at once generally just results in chaos. The best thing you can do is keep everyone focused on the same thing. Asking everyone to be in one spot with a global waypoint you generally have a much better chance of getting at least 40% of your team there.
When you notice that there are two groups on the map, assign them each to a squad and tell your marines that these two focused groups are pleasing you immensely, and get them doing different, focused tasks.
Where marines are in a big group, tell them as such and express your satisfaction with this. There’s something quite beautiful about seeing large groups of marines travelling together, and when it happens, say “OMG, this is magic… a large group of marines all working together… you guys rock!”, and generally you’ll find they’ll keep themselves together much more effectively.
Finally, don’t rely on location names alone. Even experienced players sometimes have problems remembering where to go, and waypoints are essential in keeping people focused.
<span style='font-size:12pt;line-height:100%'><b>Reward your marines!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
I’ve found, even if you win the game using LA + LMG, people never find it very satisfying because they haven’t had a chance to use bigger, beefier guns. Even if it’s not required because you’re sufficiently upgraded, handing out guns warms people to the comm much more.
Part of your job as the commander is to make the game fun for marines, and you’re much more likely to be congratulated if you’ve done this well.
Further from that, mentally note the marines most aptly following your orders and capping, re-capping and taking down node. Reward these guys, as they deserve it and will feel much more appreciated!
<span style='font-size:12pt;line-height:100%'><b>It’s all about the people skills!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Coming public servers is a test of your ability to rally people together for a common cause more than it is about strategy. It’s useless having a beautiful strategy if you haven’t got people behind you, trusting what you’re saying and eager to follow your orders.
Always remember this!
Coming public servers successfully can be an extremely rewarding experience, and we need more decent comms who posses the ability to rally their troops, lest NS dies. The number of decent comms in NS will have the most significant bearing on its future success, above and beyond anything else.
To that end, if you do get a decent comm, please express your appreciation. Coming can be extremely demanding and rewarding, but a lot of that can be lost if you don’t receive any thanks for your efforts at the end of the game. A simple “gw comm!” from a few people can make all the difference!
Now, get a microphone, get your head around what counts, jump in the chair, and have some fun! =D
- [SuB]
<span style='font-size:11pt;line-height:100%'><i>Why it’s all about people skills!</i></span>
The following are my thoughts and the essential ingredients for a good commander on public NS servers. Since I think a good commander is basically the key to a fun marine game of NS (and to a large extent the key to a fun alien game as well, seeing as I doubt anyone has ever cited a pushover as one of their matches to remember), if I didn't feel it was so pertinent I'd probably not say anything as I'm certainly not in a class worthy of passing on 'expert' advice on the matter. If you want to rest assured that you're getting advice from seasoned professionals, ask Elb, Marti or -evil (fellow Aussie NSers).
This guide isn’t about strategy, it is about the human and psychological side of comming that is all too often neglected as the most important ingredient in rallying your field soldiers together to achieve a common cause.
Most people are very eager to listen to a commander who comes across as knowing what they are on about, all the while giving focus, direction and overall coordination to the marine team.
<span style='font-size:12pt;line-height:100%'><b>The essential ingredient!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
First and foremost, you <b>NEED</b> a microphone. It doesn't just help, but it can be the deciding factor in winning a game. Text messages from the commander simply get lost in the fray, and they are impractical to type when you need urgency in the matter and are required to focus on other things.
Not only that, but without a constant, aural presence by the person leading the action, people are more inclined to go off and do their own thing because they assume the person above is not paying attention and not directing the action. For the most part, commanders without a microphone will lose, unless of course their team is decidedly better than the other and can position themselves appropriately and only really rely on the commander to drop the right things at the right time.
You need to use this microphone... a lot. Arguably the best games of NS I've had have been with a responsive commander who communicates his plan and interacts with his troops.
Often times a good sense of humour and an ability to make the situation fun can be of great merit. It's this that gives the feeling to the field that the person in the chair is actually focused on what’s best for the team, instead of idling away in his or her own little world.
Most players are exceedingly eager to follow commanders who know what they're doing and communicate their game plan to the troops. When a comm can rally his troop’s together, get them all in the right place at the right time, some quite cinematic and action packed moments ensue.
<span style='font-size:12pt;line-height:100%'><b>Keep your team in the loop!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Keep your team updated on what you are building and the upgrades you are researching. The new version of NS aids in this as what you’re placing and researching gets listed for everyone to see, but keep them updated on the progress of this research as well. Letting your team know that a certain level of armour or weapons is almost done lets them know that things are progressing.
Give them status updates on the res nodes you hold.
Congratulate players doing the backup of the team by guarding areas dutifully even though they might not be in the thick of the action.
Congratulate your team all round when everyone is doing well and following your waypoints. Encourage them as a whole and personally! For the most part, if certain players are getting cited by the commander as doing a great job, there’s something subconscious in most people that will want their name mentioned as well, so they’ll do their best to listen to you. Being a commander in NS on pubs is as much an indication of your people skills as anything else.
Think about what you want from above that compels you to follow orders, reverse the roles and come across in a calm, relaxed and decisive way.
<span style='font-size:12pt;line-height:100%'><b>Make your team part of the decision process!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Most players of NS are extremely eager to follow a comm who really seems like he's paying attention. Ask them what upgrades they'd find the most use and research them. I'll generally go Armour 1 first for example, but I'll ask my marines most of the time which of damage or armour they'd like first, as some crack shot teams will do far better early game with the extra umph in their clips that Damage 1 provides. Encourage feedback from the field about what the best way to attack is and then **** this for yourself with scans and recon.
<span style='font-size:12pt;line-height:100%'><b>Watch that spam!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
All too often I’ve seen comm’s over spam meds and ammo early on in futile situations, which might be OK towards the end game if you’re flowing in res, but early it can be the deciding factor on whether or not you win the game, as you need to get upgrades going ASAP.
Early on, only medpack if it is absolutely essential, and the success of the medpackees will have a significant bearing on the game plan. Remember to tell your troops that you will only medpack where it’s going to count so they don’t think if whining about it on the field that it’s because you’re being unresponsive. Most competent marines will appreciate a commander who realises the value of those 2 res drops more than keeping any one marine alive for a little bit longer.
Of course, that said, there are some marines who are worth keeping alive as they can have a significant bearing on their own, but this is certainly the exception and not the rule.
Also, medpacking accurately is about anticipation… drop the meds in-front of where you expect the marines to move so they run over them and you don’t waste meds that get left behind.
<span style='font-size:12pt;line-height:100%'><b>Focus on what counts!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Most importantly of all, focus on the objective at hand. You have no other objective than to get the alien hives down and deny them res. You of course have tactical objectives to achieve these aims, but never forget that you're aim is to gain the strength needed (and not much more) to down those hives.
I've seen far too many commanders take a number of nodes and perhaps a hive, turret them extensively, only to be swamped by onos because they've left the other side to do their own thing for too long. You must remember that it is a race against the clock, and the quicker you can gain the strength needed to take down the hives, the better. Stay focused on that. Don't cap 5 nodes, endlessly secure the locations, only to find out that all 3 hives are up and you've suddenly lost all your nodes to onos. You have to keep the pressure up early, so they are fighting you off their territory instead of being left to their own devices to take down your nodes. All to often I've seen (and comm’d) games where a sufficient level of tech is reached to finish the game, but just as you get there, all your nodes are disappearing and you no longer have the res to hand any of your kits out.
Kitting up people in dribs and drabs doesn't apply nearly as much pressure as handing out kits to a larger group all at once, and decisively directing them together and keep on their case about staying together.
This extends to your way pointing, and when you have a big group of marines moving together, place the waypoints in front of them, and keep moving them along the path you want them to travel as they move, instead of just setting it for the end location. This helps new and old players alike take the same path as each other and stick as a group.
<span style='font-size:12pt;line-height:100%'><b>Things that really help!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Above and beyond anything else, damage and armour upgrades are the most valuable thing you have at your disposal on a public server, as the investment you make is represented in every marine from that point on, every time they spawn. Upgrades are king, and much more valuable than individual guns, HA kits or JPs.
Often times placing an arms lab straight off with starting res and getting first level weapons or armor going has helped immensely. That extra step up not only helps your marines have the upper hand early on, it will generally result in a faster influx of res as well from res-for-kills.
Phase gates are also an incredible help on public servers as you can funnel people around the map from the points that you desire and encourage map control and scouting as a result. They also mean that you can rely on one lone rambo to set up a phase gate somewhere and then seconds later have your entire team there.
Sieges are, given the res, a tremendous help for marines on public server. If you let a large group of marines, even fully kitted HA, unless they keep their **** together, chaos will ensue. By placing a siege outside the hive you keep your troops in one place, defending the sieges instead of being thrown into the thick of the action where they will most likely get themselves killed if they’re not looking after each other properly and staggering their reload. That said, if you have the aliens down to one hive and few nodes and the hive is not infested with OCs, don’t make the aliens suffer the pain of sitting through a siege… drop shotties and send your troops in to finish off the job.
Direct groups of rines to be constantly knifing res nodes. Shotties make quick work of nodes, but I’ve generally found as soon as shotties get on the field most will want to use them for fending off or hunting down unfriendly Kharra, which is fine, but you still need people taking those nodes down.
When you have a few marines all asking for ammo, drop an armory… at 15 res they are a much more cost effective solution than spamming ammo packs, and you can even throw down a few mines or give out some welders in the process.
<span style='font-size:12pt;line-height:100%'><b>Keep your marines focused!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
One sure fire way to get things into disarray is to ask too much of your marines. Asking your team to be in 5 places at once generally just results in chaos. The best thing you can do is keep everyone focused on the same thing. Asking everyone to be in one spot with a global waypoint you generally have a much better chance of getting at least 40% of your team there.
When you notice that there are two groups on the map, assign them each to a squad and tell your marines that these two focused groups are pleasing you immensely, and get them doing different, focused tasks.
Where marines are in a big group, tell them as such and express your satisfaction with this. There’s something quite beautiful about seeing large groups of marines travelling together, and when it happens, say “OMG, this is magic… a large group of marines all working together… you guys rock!”, and generally you’ll find they’ll keep themselves together much more effectively.
Finally, don’t rely on location names alone. Even experienced players sometimes have problems remembering where to go, and waypoints are essential in keeping people focused.
<span style='font-size:12pt;line-height:100%'><b>Reward your marines!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
I’ve found, even if you win the game using LA + LMG, people never find it very satisfying because they haven’t had a chance to use bigger, beefier guns. Even if it’s not required because you’re sufficiently upgraded, handing out guns warms people to the comm much more.
Part of your job as the commander is to make the game fun for marines, and you’re much more likely to be congratulated if you’ve done this well.
Further from that, mentally note the marines most aptly following your orders and capping, re-capping and taking down node. Reward these guys, as they deserve it and will feel much more appreciated!
<span style='font-size:12pt;line-height:100%'><b>It’s all about the people skills!</b></span>
--------------------------------------------------------------------------------------------------------------------------------------
Coming public servers is a test of your ability to rally people together for a common cause more than it is about strategy. It’s useless having a beautiful strategy if you haven’t got people behind you, trusting what you’re saying and eager to follow your orders.
Always remember this!
Coming public servers successfully can be an extremely rewarding experience, and we need more decent comms who posses the ability to rally their troops, lest NS dies. The number of decent comms in NS will have the most significant bearing on its future success, above and beyond anything else.
To that end, if you do get a decent comm, please express your appreciation. Coming can be extremely demanding and rewarding, but a lot of that can be lost if you don’t receive any thanks for your efforts at the end of the game. A simple “gw comm!” from a few people can make all the difference!
Now, get a microphone, get your head around what counts, jump in the chair, and have some fun! =D
- [SuB]
Comments
Just think of it this way. You can always go and change your name and flame the commander when you're not doing it. Besides, Its much easier to flame the marine team who get slaughered by one single skulk because you can see it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
Just think of it this way. You can always go and change your name and flame the commander when you're not doing it. Besides, Its much easier to flame the marine team who get slaughered by one single skulk because you can see it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
true dat.
"I've seen far too many commanders take a number of nodes and perhaps a hive, turret them extensively, only to be swamped by onos because they've left the other side to do their own thing for too long"
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Carve that in stone in the RR of every map.
Also, when I first began comming seriously, I would get angry at my marines for making mistakes, but that is the biggest mistake a comm can make <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. You have to keep your cool in every situation.
All in all, I think motivation is a factor that will always help my team win a game. Wether it's talking up a guy who is brand new, to protect a res nozzle till it's electrified, and watching him pistol whip 3 skulks all on his own and having our whole team congratulate him. Or having an unorganized team, and you send the one guy who is cooperating to a hive and he builds you a seige base on his own, and has the whole team see what we can accomplish, they all fall in line and begin to own the game.
You can have all the strategy in the world, but if you don't have a team that want's to work with you your toast <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
.....
You can have all the strategy in the world, but if you don't have a team that want's to work with you your toast <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Both so true, especially the keeping your cool bit... even when things look dire you have to encourage the troops to keep at it, because if you don't, it's just a downward spiral from there.
1. Let your marines know your plan, right at the start. Say exactly what you are planning to do. This will not only give the marines self-motivation, but it directly links to number 2. Raising morale.
2. Morale is very VERY important in pub games. The less skilled a player is, the more he is affected by morale. This can be a double-edged sword. A seemingly unskilled player can do amazing things with his team behind him. A good player can also perform to near-useless levels if his mood is bad. I am planning a commanding guide that focuses on troop morale and how to affect it, so keep an eye open for that. To be short here - Morale is VERY important, increase it whenever you can and do whatever it takes to avoid morale loss and it's negitive impact on your team's confidence in you!
A .demo of me (or someone else when NS has possibilitys of comm spectateing) winning as comm.This might actually show how to win to newbies. Maybe this will help out those who are struggling with comming. You never like to see those turrets at base.
The most fun I ever had doing this was when the whole team was told to constantly suicide run on cargo hive, and half the team did. When I respawned, I saw the other half waiting in base, so I just rounded them up around me, told them to stick to me like glue, and if they died just wait in base for me to die, or I'd already be there, and then we'd go again. At one point I had 8 guys charging down the cramped halls to cargo, blazing away with little aim but unbelievable amounts of lead, enough to scare off any number of skulks, less than two fades, and lerks with anything inside them that was lesser than steel I-beams. Every time we made it to vent chamber, we'd take down the res, and then move on and go into cargo, trying to take down that res. In cargo with that many approaches, we inevitably got slaughtered (LA/LMG tend to do that in a hive) but we made it nearly impossible for the aliens to hold any res towers at all. It was by far the greatest game I ever played, and the next game the teams were identical, because both sides had fun, and by mutual agreement, we had a rematch. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Too bad we lost it, due to a gorge and a couple skulks sneaking down to via for hive 2, and our res cappers getting taken down in an amazing display of skulking skills on the floor of via where a small but pivotal battle took place between two marines and two skulks with a gorge. In the end, only the gorge remained, and that was endgame, for the hive finished moments later, and movements and faster spawning made approach on either hive impossible, and we quickly lost res. I wish I could do it again, though!
I've had too many games where the comm isn't' saying anything and I haven't got a waypoint so I end up wondering what I should be up to, or I've been chasing waypoints all over the map from an uncommunicative comm only to find it the WP was meant for someone else but they didn't bother grouping and just gave global waypoints ^^;
1. Let your marines know your plan, right at the start. Say exactly what you are planning to do. This will not only give the marines self-motivation, but it directly links to number 2. Raising morale.
2. Morale is very VERY important in pub games. The less skilled a player is, the more he is affected by morale. This can be a double-edged sword. A seemingly unskilled player can do amazing things with his team behind him. A good player can also perform to near-useless levels if his mood is bad. I am planning a commanding guide that focuses on troop morale and how to affect it, so keep an eye open for that. To be short here - Morale is VERY important, increase it whenever you can and do whatever it takes to avoid morale loss and it's negitive impact on your team's confidence in you! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is true, i'm only a OK shot/bite so people tend to say i suck(when put next to "733t" people who played CS for years). But with out my heal-spray/umbra they'd be crying. Its a good thing not all people are good FPSers because then none of them whoud want to "waste" there aim by being a gorge. So i say long live the spazs!
BUILDING LOCATIONS:
A mobile marine is an effective marine.
- do NOT surround the armory with Infantry Portals (1. telefrags, 2. limit surface area for ammo retrieval for those smart enough not to stand on IPs)
- do NOT build everything in a big pile making it practically impossible to get to the armory/phase gate or kill the skulk buried under 4 buildings
Just a huge pet peeve of mine i needed to mention in this thread. I have some screenshots of the worst examples of those points somewhere, I'll try to dig them up. With the advent of electrified TF this has become really annoying on pubs. Poor building placement can lose the game for you.
PING PING PING
Make your obs a squad by hitting CTRL + 5. When you need to ping (for scouting or for your marines entry into a room) just hit 5 and bingo the ping icon is right there. Just a tip, hope it helps. Especially when aliens have sensory pinging is very important (duh). Even without sensory pinging a room prior to your grunts entering will allow you to give them a heads up of what to expect (ex. 2 skulks on the ceiling in there guys!) Random pings of hives can also distract aliens: Big squad heading to Subsector? Ping Pipeline when they get to Overlook to possibly distract a few aliens in that direction.