Comming On Unfamiliar Servers
curlydave
Join Date: 2003-10-21 Member: 21855Members
<div class="IPBDescription">they don't like me</div> I command often on my clan community's server, [OnE] Lerk Jerky. I notice that if I join a different server and jump in the command chair at the start of the game, I often get ejected very fast, before they even see what's going on.
For some reason, the idea of dropping only an IP and TF at start scares people or something, and they all vote eject and sit around in base asking for an armory to hump or something instead of heading out and getting RTs as I'm yelling at them to do so on the mic. Arg, people can be so mean and stupid. (and as for the eleced tf at base--whenever this happens, skulks will never touch your base, but when there is no form of early base defense, the marines that should be out there getting RTs have to babysit the chair and ips, or rush back often, not to mention it adds the ability to electrify rts from the start--that way I don't have to send marines across the map because a single skulk is being agressive)
For some reason, the idea of dropping only an IP and TF at start scares people or something, and they all vote eject and sit around in base asking for an armory to hump or something instead of heading out and getting RTs as I'm yelling at them to do so on the mic. Arg, people can be so mean and stupid. (and as for the eleced tf at base--whenever this happens, skulks will never touch your base, but when there is no form of early base defense, the marines that should be out there getting RTs have to babysit the chair and ips, or rush back often, not to mention it adds the ability to electrify rts from the start--that way I don't have to send marines across the map because a single skulk is being agressive)
Comments
I'm not saying you are a strategic moron; far from it. In fact I believe you commanded me once and I was rather impressed. The fact is though that those early few minutes are incredibly important, and with your current strategy you are not utelizing them to their highest potential.
Sometimes opening with "this may look odd, but trust me on this" can help ease the tension.
But I have to agree, the best way to avoid being instantly kicked from a CC is to play very well and get other people's trust. Not all that dissimilar from how you would get promoted in the real world, hehe.
And it's TURRETS YOU MORON!
Now back on topic, I might try that saying Necrosis latter tonight
And it's TURRETS YOU MORON! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
no need to be a ****, you know what i meant
mine ftw tbh
Even if I was in a clan match, I'd vote eject there too
To be honest, elec in a pubby is the way forward when your enire team wants to be elite and cap rts and spawn camp or w/e
some people can't avoid getting hit by parked cars 0.o
Yes, we like winning, but what happens when you leave the server? Everyone buggers off.
I think good comms should free the chair up, let someone else have a pop, and if they lose then all you need to say is "ok, I'm back in the chair, lets rape these monkeys". Confidence and courtesy, hehe.
When new players hop in the chair on the server I play on most, we generally ask if they know what they are doing. We're very hesitant, but not demanding they get out. We have a few regs who comm and use turrets. Not my style of commanding, but at least someone else is in the chair.
When I'm on a random PUB, I never jump directly in the chair and whip out orders. I usually wait to see if anyone else is gunning for it, or I ask. I've been vote ejected the moment I get into the chair, but I know it's because they don't trust me. The same way when I'm on LM and we have two or three really good comm on the marine team and a random person hops in, I'd rather have the comm I know.
I do think that if you do command alot, you need to step aside and let others do it more. I've been out of the chair for about a week (at least when I can) and I've seen some great matches. To sum it up, play on a server a few times before you take the CC, let them know you're not a mindless nub. Oh, and try a different strat every once in a while, try mines and don't elec every node.
Can't do that without a TF now can you.
The tf and lack of armory is a completely different issue. If I was playing in a clan match, I would not drop a tf because I can count on some base defense. In a pub, I do not want my marines to have to babysit the cc and IPs. What happens if a skulk gets in base while your team is across the map? Game over. (this is assuming early game with no beacon) All it takes is a single skulk to screw the marine team over. What about resource towers. Unelectrified RTs early on are an invite to skulks saying "eat me". The most frustrating this as an alien is to see that all of the marine resource towers are electrified, and that usually means aliens lose right there if the marines get 3-4 rts out of base electrified in the first few minutes. That's why I drop a TF. And no, I don't drop turrets in base. Once I get these 3-4 rts, I then drop an armory and an armslab. (or two) and go for armor 1, (and weapons 1), and upgrade the armory. I've always focused on RTs and Hives as top priotiry--then the upgrades come easy.
My top priority as comm. (in a pub) is to secure 3-4 resource towers out of base and lock down a hive as fast as possible. A tf allows me to do this safely. The skulks will always try to eat unelectrified rts, and then I have to keep sending marines back to babysit the RTs and base.
On a related note, while you're dropping an electrified TF in base, you should relocate the command chair to the other side of the room, right next to the marine start RT. If you build your base around the RT, drop the TF, and electrify them both, it's double the protection! :D I'm totally mega-helpful yo.
I'll still gorge, though.
On a related note, while you're dropping an electrified TF in base, you should relocate the command chair to the other side of the room, right next to the marine start RT. If you build your base around the RT, drop the TF, and electrify them both, it's double the protection! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> I'm totally mega-helpful yo. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
And triple the time wasted! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Or alternatively you could just stay on our server all time. We <3 you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Inspired by your Million Resnode song, this topic, and boredom, I decided to do a small feature entitled:
<span style='color:orange'><span style='font-size:21pt;line-height:100%'><span style='font-family:Times'><b>PIMP MY BASE</b></span></span></span>
To do this, we took Hera's busted up, trashy looking command chair default position and just got rid of it. Inspired by the wide open space and luxurious sunlight afforded by the landing pad, marine start's lovely resnode location, we decided to move the command chair and tuck it away nice and cozy between the boxes out there on the pad. Using the TF we put down first as the anchor to our base, skillful forethought allows marines to jump from the TF to the CC, and onto the boxes, where more valuable structures can be placed, as well as offer a better position to shooters. Turrets placed on the boxes cover the air surrounding the landing pad, meaning lerks are constantly taking damage from hitscan weapons. Even if they attempt to hide under the landing pad and hover to regain health, a few marines jumping off and shooting upward take care of it. Next we built the armory up front, where all the respawning marines should be focused, and the phasegate to the right side. It's a good idea to build on the right hand side if you're gonna relocate outside like this, since there's always that freak chance someone is gonna gorge up there with two hives and start bile bombing. Doubtful though. Next we stuck the obs and phasegate on the right side near the edges, where anything trying to get to them won't have anywhere to stand other than the front, which is mined. A line of turrets up front make sure nothing but fades and onos will be getting close, and if any alien is dumb enough to hop over them, he'll have to hop back over to escape, and make it up the ramp and around the corner. With grenade cover from the boxes, the little catwalk on the left side is covered by explosions, and fades have very few places to land from flying around with blink. The sieges up front are to make sure no gorges try something dumb like slowly building their way into marine spawn from the left or right. The sieges cover the front half of MS, as well as part of the tunnel on the left and the old CC's cubbyhole.
:D
On a side note, please don't take any of this seriously. This base is ludicrous. It's insane. You will never have this much res unless you can distract your team from kicking down the last hive long enough to actually build all this stuff, assuming you have pretty much the whole map controlled except for that last hive room.
That said, let's unveil this PIMPED OUT BASE!
The bottom line is that in a pub, you cannot count on 1-2 members of your team not to die at an inappropriate moment. This often will happen before an observatory is erected for beaconing purposes. (besides, do you really want to beacon while you're doing something important? (and that's all it takes for the game to be over without some form of simple base defense.) Also, how can you defend your RTs that are spread throughout the map? Sending marines there whenever as skulk nibbles it? That will thin out your forces.
Btw: Swift Idiot, that was hilarious! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->