One Is A Skilled Commander When...

LeaderLeader Join Date: 2004-10-08 Member: 32157Members
edited October 2004 in NS General Discussion
Salutations everyone, here is what I believe a good com is.

A skilled commander:

-is able to prevent marines from using mines to make ledges in the ns_nothing spawn shaft.

-can persuade most marines go to waypoints within one minute. (Marines with voice communication go instantly..minus the girlfriend/food/toilet breaks)

-makes marines not want to procede back to base because they trust the commander to give them all the equipment they need.

-has the Alien menace in fear of the results of constant pressure on their gorges and resource towers. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->

-makes the alien team start spamming about how they put the wrong chamber down or how their team is resource whoring.

-can make the entire marine team crack up in a good laugh, then proceding to kick more alien rear immediately after. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

-witnesses no attempts at ejection throughout entire game, and if one person does they are ridiculed by the entire team and cast into the most heavily defended hive... by themselves

-can persuade a marine to hold his position, even if that position is a boring coldspot on the opposite side of the action, or in an intense hotspot without any backup... in a hive.

-has the welders work together, loosing little to no heavy armor.

-wins the game in under ten minutes, or at the request of his team is able to extend the game fairly and still win.

-is strongly encouraged to command the team next round, marine stacking with the same players rampant.
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Comments

  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Hey, that sounds exactly like me! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    (Although no one, and I mean NO ONE, will ever stay in *that* boring spot for long.)
  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    dont masterbate in the chair plz
  • VampMasterVampMaster Join Date: 2003-03-16 Member: 14585Members
    -When he doesn't need to brag out to know that he did his job.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    edited October 2004
    -when you can get armor1 done before 1:30 seconds
    -when you can get the armory upgraded by 5 minutes and have weapon 2 almost or completely completed
    -you can med faster than skulks can bite and more accurately
    -drop ammo before even the marine knows he low and not over drop
  • AlkillerAlkiller Join Date: 2004-05-23 Member: 28847Members
    <!--QuoteBegin-Yumosis+Oct 8 2004, 11:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Oct 8 2004, 11:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -when you can get armor1 done before 1:30 seconds
    -when you can get the armory upgraded by 5 minutes and have weapon 2 almost or completely completed
    -you can med faster than skulks can bite and more accurately
    -drop ammo before even the marine knows he low and not over drop <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    pretty much tech armor 1, upgrade the armory, and med/ammo spam and you win! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Leader, those points don't necessarily indicate that a skilled commander is in the chair. Perhaps he may be up to par with cheerleading and popularity, but most of the other points depend solely on the type of marines and aliens that are in the game.

    A skilled commander is simply one that is the master of the commander interface, the tech tree and tech paths, and has outstanding ability in using logic and common sense to come up with a melleable plan and make difficult decisions and adjustments during the game in the team's best interest.

    Everything else, including risk taking, cheerleading, role-playing, creativity, and personality - has something to do with the marines playing with the commander. If you want to evaluate commanding skill alone, you don't look at those things. If you want to evaluate the leadership skills of the commander, then you factor the rest in.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    <!--QuoteBegin-Sarisel+Oct 8 2004, 11:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Oct 8 2004, 11:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leader, those points don't necessarily indicate that a skilled commander is in the chair. Perhaps he may be up to par with cheerleading and popularity, but most of the other points depend solely on the type of marines and aliens that are in the game.

    A skilled commander is simply one that is the master of the commander interface, the tech tree and tech paths, and has outstanding ability in using logic and common sense to come up with a melleable plan and make difficult decisions and adjustments during the game in the team's best interest.

    Everything else, including risk taking, cheerleading, role-playing, creativity, and personality - has something to do with the marines playing with the commander. If you want to evaluate commanding skill alone, you don't look at those things. If you want to evaluate the leadership skills of the commander, then you factor the rest in. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Marine tech paths? What are those? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--QuoteBegin-ThE HeRo+Oct 9 2004, 12:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Oct 9 2004, 12:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Sarisel+Oct 8 2004, 11:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Oct 8 2004, 11:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leader, those points don't necessarily indicate that a skilled commander is in the chair.  Perhaps he may be up to par with cheerleading and popularity, but most of the other points depend solely on the type of marines and aliens that are in the game. 

    A skilled commander is simply one that is the master of the commander interface, the tech tree and tech paths, and has outstanding ability in using logic and common sense to come up with a melleable plan and make difficult decisions and adjustments during the game in the team's best interest. 

    Everything else, including risk taking, cheerleading, role-playing, creativity, and personality - has something to do with the marines playing with the commander.  If you want to evaluate commanding skill alone, you don't look at those things.  If you want to evaluate the leadership skills of the commander, then you factor the rest in. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Marine tech paths? What are those? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Buildings get what upgrades, weapons, and technologies, and when to get them during the game. I know there aren't that many.
  • ModChaosControlModChaosControl HiveMind NS bot creator Join Date: 2004-03-31 Member: 27613Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> makes the alien team start spamming about how they put the wrong chamber down or how their team is resource whoring.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    O.o ive never seen a comm do that
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    a good comm give credit to his marines for the victory, and takes the blame for a loss.
  • MamboKingMamboKing Join Date: 2004-03-06 Member: 27169Members
    A good comm takes his marines out for hook... ice cream after every battle.
  • Deus_Ex_MachinaDeus_Ex_Machina Join Date: 2004-07-01 Member: 29674Members
    -One doesn't need to make a thread like this so that others know how good one is?
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    A good commander says little beyond the minimum needed. His marines do what he says simply because his voice commands it. He had upgrades to counter what the aliens do before they do it, and medpacks shower marines as soon as a skulk appears. When a marine's gun clicks, ammo appears before he can ask for ammo. When the first fades appear, they're met with a barrage of lvl2 shotguns and HMGs. Alien resource towers simply dissapear, and hives go down in seconds. No alien can touch the marine team. At the end of the game, half the marines go "wow gg comm". That's a good commander.
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    Good comms make sure to have victory jetpacks at the end of the game.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    All i do if my marines ain't listing is say;

    "Do as i say or no ammo, medpacks and weapons"

    They shutup and listen rather quickly <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • SpaceMoogle5SpaceMoogle5 Join Date: 2003-06-23 Member: 17643Members, NS1 Playtester
    edited October 2004
    A good commander has a name like [FFT]SpaceMoogle5...
    and a [Radio Edit] poor fade has a name like... [FFT]SpaceMoogle5.

    Oh and by the by, I have gray hair now from commanding on pubs, I wish I was kidding!

    so I try <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> and <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->

    to keep from having a heart attack while playing NS... if only my computer was NS ready at the moment, all this talk of fades, and no way to play, it makes me unhappy, in teh pance.

    that is all my randomness for today

    SM5
  • JNighthawkJNighthawk Join Date: 2002-11-11 Member: 8160Members
    For those that think being a good commander just means knowing when to upgrade and what ups come next, that's probably the reason no one asks you to be commander. Being a good commander means you can make the team follow your orders, whether it be to run into the hive, alone and knife it, or walk halfway across the map just to kill a res tower. Sometimes you have to coax, order, threaten or what-have-you to get the marines to follow orders, but the bottom line is, they follow your orders. A good commander must prove himself to the team through quick decisions and a steady voice. The commander must be the eye of the storm and when your plan fails, you must have a backup ready and be the most solid member of the team.

    Most importantly, being a good commander means you must command your marines and not just expect them to read your mind.
  • LumpLump Join Date: 2003-04-16 Member: 15558Members
    a good "PUBLIC" comm sings for the entirity of the round and drops cc's on the heads of marines who spam med requests.

    and at all moments of the game tries his best to draw pictures of ****'s with his structure layout.
  • LumpLump Join Date: 2003-04-16 Member: 15558Members
    winning the game without locking down 2 hives, walking into the last skulk defended hive with tech3 and HA HMG's to siege.. is also a positive with making a decent comm..

    oh yes and relocating as many times as you can mid game for a lesser strategical value is also a positive.. element of confusion FOR THE WIN.. (but if you fail to win the round, you're a noob and let the team down)
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Lump lol.

    Ive commed few times really good and on the readyroom after got spammed: slizer comm nxt plsplspsl!!!

    And Usually i get that vote thing done <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> If someone is voting me few guys almost immediatly say WTH or etc.
  • Axel_StoneAxel_Stone Join Date: 2003-08-05 Member: 18993Members, Constellation
    One is a skilled commander when...

    he notices two marines under an onos knifing him and drops catpacks... without the marines saying anything about knifing the onos. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • colacola Join Date: 2004-10-01 Member: 32024Members, Constellation
    these are more like commander basics than skills:

    -blocks the node closest to the hive before the gorge finishes gestating
    -places structures properly
    -tells the marines the hive location before the ip/armory is built
    -responds to requests quickly
    -knows when to let a marine die
  • Dark_HandDark_Hand Join Date: 2002-11-06 Member: 7248Members
    <!--QuoteBegin-Rage against the Pepsi machine+Oct 9 2004, 07:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rage against the Pepsi machine @ Oct 9 2004, 07:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Good comms make sure to have victory jetpacks at the end of the game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    Amen to that!
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    ...his first from-the-start commanding experience is a marine victory ^_^
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    A real good comm, makes sure that its fun for EVERYONE on the server to play. marines, and aliens.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    Indeed comm has the total power over the fun-factor of game--> reason why i never make 2-hivelockdowns
  • DistortedDistorted Join Date: 2004-08-20 Member: 30737Members, Constellation
    HAVE PEOPLE THAT YOUR COMMING ACTUALLY BE ABLE TO SHOOT AND KILL FADES HUH MAFIA AND HELLANUB muahah -_-
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    edited October 2004
    When the comm knows hes only as good as his team and his team is as only as good as him.


    A good comm supports his team even in defeat.


    and yea its also fun to have a comm that can hop out of the cc real quick kill something in base while the team is away doing things and then hop back in and get back to commanding like nothing happened <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • SawhatSawhat Join Date: 2004-09-14 Member: 31711Members
    <!--QuoteBegin-Cpl.Davis+Oct 12 2004, 11:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cpl.Davis @ Oct 12 2004, 11:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and yea its also fun to have a comm that can hop out of the cc real quick kill something in base while the team is away doing things and then hop back in and get back to commanding like nothing happened <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I love comms that jump out of the chair... at least when I'm the skulk attacking. I constantly watch the comm chair while biting away ops or ips while observing kills/death for the next marine spawn. As soon as that comm chair makes a noise, i'm all over it. With a dead commander, I can easily take out the 'reinforcements'. A good comm will place his buildings further apart so that he can jump and have the range to get a quick kill
  • todd1Oktodd1Ok Join Date: 2004-04-19 Member: 28018Members, Constellation, NS2 Playtester
    a good comm will always do a fake bacon before he hops out. a good comm will always hop out when someome comes thru the ip. a good comm has 4 elec tf's surrounding the hive with a bacon and jp's waiting for his team. a good comm is one that is well liked, and gets on with his team. bottom line: a good comm is one that is able to win games, make it fun for both sides, and have some fun.
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