Commander Question
AlmightyNu
Join Date: 2004-06-27 Member: 29572Members
<div class="IPBDescription">where do you send those marines?</div> Okay, Ive read the comm guides and played NS a lot, but I have never commed before. However, as i have played, i have seen all types of different marine players, and each comm has done different things with them. So, what would you consider would be the best use of these marines, both early and late game. I can't tell the best way to use the potential of each marine, and wanted your guys' views on the matter. (we are assuming in this case that the marines will at least pay marginal attention to waypoints and orders)
Marine type 1: Armory humper nub, runs in, shoots everything he can, usually gets killed by an oc or something, occasionally takes out a skulk
Marine type 2: Awesome, clan member or vet, has k/d ratio through the roof
Marine type 3: Primadonna, doing great, rarely listens, rambos often, keeps asking for shotty
Marine type 4: Useful, but a bad shot. Marine follows waypoints, builds what you say to build, does what you say to do, but just cant seem to hit those skulks.
Marine type 5: Clever. Fairly decent k/d ratio, usually follows waypoints unless busy doing something else, comes up with own strategies to kill aliens or take rooms, usually differ from yours. Rambos when he is ignored. Welds any weldables he comes across.
Marine type 6: Standard grunt. Kills things, usually goes to waypoints, usually follows other marines, tends to shoot over build, gets about a 4/3 k/d ratio.
So, given marines of types such as these, how would you divvy them up, and what tasks would be best to set them to?
Marine type 1: Armory humper nub, runs in, shoots everything he can, usually gets killed by an oc or something, occasionally takes out a skulk
Marine type 2: Awesome, clan member or vet, has k/d ratio through the roof
Marine type 3: Primadonna, doing great, rarely listens, rambos often, keeps asking for shotty
Marine type 4: Useful, but a bad shot. Marine follows waypoints, builds what you say to build, does what you say to do, but just cant seem to hit those skulks.
Marine type 5: Clever. Fairly decent k/d ratio, usually follows waypoints unless busy doing something else, comes up with own strategies to kill aliens or take rooms, usually differ from yours. Rambos when he is ignored. Welds any weldables he comes across.
Marine type 6: Standard grunt. Kills things, usually goes to waypoints, usually follows other marines, tends to shoot over build, gets about a 4/3 k/d ratio.
So, given marines of types such as these, how would you divvy them up, and what tasks would be best to set them to?
Comments
Type 3... well... he's usefull in the way that rambos are usefull, kind of depends on your strategy. You can probably lure him to where you need him to be by bribing him with equipment. it's best to just wait till you have a solid footing in 1 hive, then give him that shotgun he wanted, IF he's a good killer. Just let him loose, he'l disrupt the aliens, distracting them from the main team.
Type 2. He's the man. He probably won't demand any equipment but will use whatever you give him. I'd give him a set of mines every time he spawned. He would cap the other RTs. Let him take his time and do his thing and he'll kill every skulk he comes across. He'l end up at a hive, but if you don't have phase tech yet it won't be that usefull. Keep sending him away from the main team though and he'll defend and re-cap those distant RTs and assasinate a lot of gorges. He's the only one who recieves meds and ammo.
Type 1. Ignore him? Hopefully he'll join the bandwagon and jump in with your main team, or even bumble along with your vet. He makes a nice early warning system as the fade will probably find him first. It's also nice to have someone constantly respawning to sort of guard the base and hopefully build things. At worst he turns into RFK for the aliens.
I'll start things off. I'm a type 5. The pop-up map really helps with being clever.
I'll start things off. I'm a type 5. The pop-up map really helps with being clever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
.....how about lets not, and say we did?
In smaller servers, you don't quite have a choice about what kind of marines do what. With smaller numbers of marines on the field, you can't be too picky on assigning jobs to the right people. You select him. You instruct him, you hope for the best.
Honestly, I don't see why we must categorize marines. When you're in the chair, any categorizations you know just go out the window. You don't have time to figure out "Oh this guys a marine type 4...oh this guys a type 2". Its a waste of time, and as a comm, every second is crucial.
What you do take note of is skill level. Get a basic feel of the limits of your marines. This guy can shoot? Oh well, fine, I'll send him to recap my nodes alone because I know he can handle himself. I'll have to watch over this marine, because he tends to take quite a long time to kill skulks. Gotta hover the medpacks around him whenever he's in a sortee.
Then take a note of the alien skill level. You've been hearing reports of a fade around the hive, but hes a walkerfade. Sure, put down two shotguns and he's done for. But when the most skilled guy (you should have noted him as he should be owning your marines primetime) goes fade, you gotta throw down 4 shotties. Its all about knowing your marine's capabilities, knowing your enemies capabilities, and then adjust your commanding strategy and tactics to best compensate. Going against a skillstacked alien team? Better be extra attentive with those medpacks. A skulk running around the map eating your 'rine left and right? Make sure to keep tabs on that second hive, because it's probably going to go up a tad early.
Type 1 - I'll take into consideration that everyone at one point was new at NS. So I'll quickly make straightforward tips to him like to watch his back since an OC is a threat to him. I will not med/ammo him if he rambos or doesn't listen to me. I'll tell him to stick with group and I'll equip him AFTER the skilled guys get their equipment first. I'll always keep these guys health and ammo intact since they heavily depend on it. They can accompany the people who build stuff. They can also defend my base.
o I'll give them a HA w/ SG or HMG, follow group. No JPs for this type since they'll go ceiling crawling all the way to the hive, run out of fuel and die from one gorge's spit
Type 2 - These guys are hereos honestly. I remember a Lvl 1 group I was assisting (6 marines w/ LMG and shotties) scare away an hive 2 Onos and two Fades. I waypoint these guys to the good spots and compliment them. I'll assign them to the more dangerous missions and listen to the their feedback and combine my tatics with their sense on the battlefield. I'll always drop/research whatever that want and drop their stuff first. I usually don't tell them to build mid-late game unless it's really desperate/important.
o Anything they want unless they bothering me too much
Type 3 - If this type(s) keep on dying and keeps ramboing on, he's wasting mine (and the teams res). However you say we won't go to WP so I guess he won't go to my ninja marine WPs to drop PG so I'll assume he asks for meds/ammo when he's attacking one RT, I'll give him the stuff to him after the more focused marines get theirs.
o Whatever they request but must meet my demands first (build an RT or something...)
Type 4 - First I'll make sure I'll have MT so he can do more recon and footwork than firepower. This guy can get through WoLs around a tight corner and won't request meds until he reaches the destination or really needs it. I'll give him the stuff but he needs to learn how to aim. However this character can save the game with JP ninja PG so I'll keep him @ 100%
o JP w/ SG coupled with MT. Hopefully the SG can make up for his aim
Type 5 - If this type suggests me to do something...I'll ask my marine team if that's ok with them. I'll then comply with him. If he demands something stupid/impossible, I'll say no way, continue your good deeds but keep the crazy impossible ideas aside. I'll make sure they meet up with type 4 so they can clear a section. He should also make my happy since he'll build my RTs.
o I'll give them anything unless they overdo it like running into a (well known) lamed up hive when I tell him not to.
Type 6 - Couple these guys with type 2. See type 2's description minus the hardcore skills.
Keep in mind these are very vague descriptions of my action/reactions of the team.
Usually its a good idea to follow the rambo closely since he could be the spearhead into any of the alien hives most of the time.
It really helps to have people's perspective on how they would handle their marines.
And just saying, im not here to lay down specific types of marines, just that its of these types that are most common, or slight variations on them, and i wanted to see how people handled this common set of marines. I figure once I can see how these standard types are used, i can then adjust to fit each marine individually better.
I came up with a good grouping of my marines.
On a 24 person server (12v12) I like to have 2 squads.
Eight on hive detail, pressuring hives and protecting hives. I make sure everyone is well equiped in this squad.
Three on res duty (building/saving/welding/taking down enemy rts). At the very least 2 shot guns and 2 welders between the 3 people.
A lot of commanders don't think to have a seperate squad on res detail...and it really helps speed things up because your people on hive detail do not have to stop to build an rt.
forget them hmm
Marine type 2: Awesome, clan member or vet, has k/d ratio through the roof
ask them what they wanted, give them a sg or what to rambo
Marine type 3: Primadonna, doing great, rarely listens, rambos often, keeps asking for shotty
forget them
Marine type 4: Useful, but a bad shot. Marine follows waypoints, builds what you say to build, does what you say to do, but just cant seem to hit those skulks.
recaping rts
Marine type 5: Clever. Fairly decent k/d ratio, usually follows waypoints unless busy doing something else, comes up with own strategies to kill aliens or take rooms, usually differ from yours. Rambos when he is ignored. Welds any weldables he comes across.
keep any eye on him. if they reach the hive, drop them a pg
Marine type 6: Standard grunt. Kills things, usually goes to waypoints, usually follows other marines, tends to shoot over build, gets about a 4/3 k/d ratio.
the standard pub marines, order them the usual way
No. Alot of comms don't have the luxury of having eleven marines on the field, so each marine has to pull their weight.
You have to realize on smaller servers (where games are generall better), you just can't throw a huge group here and send them off there, then grab a smaller group to keep the rts pumping. Theres no time. You need every marines you've got shooting or else you just won't have the fire power to pull through.
On larger servers, its hideously biased to the marines. Not only does the res trickle in for the aliens, but several other things. Upgrades are cheaper for the marines, and spawning is slower for the aliens just to name a few.
You think you're a good commander? Thinking of joining a clan as one? Not when you're playing on those unsightly 20+ player servers.
At the start I set buildings, tell only ONE to stay in base and build, while the rest go cap RT's.
As they cap RT's I listen for the hive. When I locate the hive I waypoint all the nearby RT's and make sure my marines are all grouped together.
As they push to the hive, they take down the alien RT's that they placed and get some res from the skulks they kill. I then take control of those RT's then move on to the rest of the map.
The RT's near the hive will eventually die, but that takes them time to kill the RT's than my marines.
I then follow suit with upgrades and fast tech to adv armory incase lame walls come up or a tri fade rush.
My marines rarely split up, and if they do I beacon and shout at them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
At the start I set buildings, tell only ONE to stay in base and build, while the rest go cap RT's.
As they cap RT's I listen for the hive. When I locate the hive I waypoint all the nearby RT's and make sure my marines are all grouped together.
As they push to the hive, they take down the alien RT's that they placed and get some res from the skulks they kill. I then take control of those RT's then move on to the rest of the map.
The RT's near the hive will eventually die, but that takes them time to kill the RT's than my marines.
I then follow suit with upgrades and fast tech to adv armory incase lame walls come up or a tri fade rush.
My marines rarely split up, and if they do I beacon and shout at them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
One big group is inefficient as well. You have to find the balance between mobility and firepower, and then shift the balance when nessicary.
One big group can't cover alot of ground, and you'll be slow getting those resnodes. Small groups are fast to cover ground, but are weak.
In the beginning you don't need fire power. 9 bullets and that skulk is dead. So you can divide into smaller groups to spread out more. But when you have fades going around, pass out the shotguns and move together or else you're dead.
Be dynamic, never static.
At the start I set buildings, tell only ONE to stay in base and build, while the rest go cap RT's.
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
lucky you. i see most comms guard their base and build their base themselves <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
No. Alot of comms don't have the luxury of having eleven marines on the field, so each marine has to pull their weight.
You have to realize on smaller servers (where games are generall better), you just can't throw a huge group here and send them off there, then grab a smaller group to keep the rts pumping. Theres no time. You need every marines you've got shooting or else you just won't have the fire power to pull through.
On larger servers, its hideously biased to the marines. Not only does the res trickle in for the aliens, but several other things. Upgrades are cheaper for the marines, and spawning is slower for the aliens just to name a few.
You think you're a good commander? Thinking of joining a clan as one? Not when you're playing on those unsightly 20+ player servers. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
1. I'm already in a clan and I'm a commander
2. Notice how I specifically said on a 24 man server that's what I do
3. I know the difference between small server and big server tactics
Thanks.
Does that have anything to do with the purpose of this topic?
thanks.
i'd say, if i happen to jump to the cc, i take a look at the scoreboard if theres any good players i know on my team. if there is then they knows what to do, ill just point them in the general direction of whatever the plan is. for the other ppl i give orders such as "CAP RT'S!!!" or "GET TO DOUBLE!!!". around the time the second hive should be up, depending on map/situation i either order several marines to a hive siege spot or see if a rambo is over there. i dont really look who to give shotty or whatnot, only if i happen to see the good guy just spawning.
At the start I set buildings, tell only ONE to stay in base and build, while the rest go cap RT's.
As they cap RT's I listen for the hive. When I locate the hive I waypoint all the nearby RT's and make sure my marines are all grouped together.
As they push to the hive, they take down the alien RT's that they placed and get some res from the skulks they kill. I then take control of those RT's then move on to the rest of the map.
The RT's near the hive will eventually die, but that takes them time to kill the RT's than my marines.
I then follow suit with upgrades and fast tech to adv armory incase lame walls come up or a tri fade rush.
My marines rarely split up, and if they do I beacon and shout at them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
One big group is inefficient as well. You have to find the balance between mobility and firepower, and then shift the balance when nessicary.
One big group can't cover alot of ground, and you'll be slow getting those resnodes. Small groups are fast to cover ground, but are weak.
In the beginning you don't need fire power. 9 bullets and that skulk is dead. So you can divide into smaller groups to spread out more. But when you have fades going around, pass out the shotguns and move together or else you're dead.
Be dynamic, never static. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
My one big group can practically control the RT's on the map and force the aliens to starve.
They're not slow at getting res. I tell them one stays and builds while the rest of the group advances. The ones building catch back up. I don't believe in focus-building as I do killing enemy RTs.
In the beginning I need RT dominance. It really hurts that alien team when you take down those first hard bought RT's. This stops early chambers, early fades, and early 2nd hives quite well.
By the time fade comes out, I have adv armory and lvl 2 weapons. So I just HMG the fade. Marines don't need armor if they're all traveling together.
As a skulk, what would you hate more? One to two marines ready to be ambushed? Or four+ marines? You might be able to charge in and kill one marine, but you'll die rather than VS that one marine. Once that one, single marine dies, so does the RT he just built.
The marines will have more kills, and that means more resources. The aliens will have less RT's. That means slower tech. My marines aren't grouped at base waiting for ha/hmg. They're out moving as one solid group controlling RT's.
This play style is similar to Warcrafts play style in the fact that early game you harass the fragile race to deny tech while you can safely tech and expand.