Why do Marine comm's refuse to help their team...
MoFo
Join Date: 2013-09-09 Member: 188047Members
This is something that has been bothering me for awhile, why is it that most Marine commanders refuse to do the little things that would majorly help the Marines...
Example:
Why refuse to drop power in glass hallway on summit? It's completely free to drop and allows Marines to climb into the glass/reactor vent...
or
Why refuse to drop a Robotics lab near the vent in Bar on Docking? Chances are you'll end up sending arcs towards Locker eventually, and a cheap Robo lab would let Marines get into the bar/locker vent...
Could someone maybe explain why Marine comms (even good ones) will generally refuse to do minor stuff like this to greatly help their team. I've lost count of how many times I've asked for something minor like power in glass, only to have our "pro" Marine comm refuse. Even when it's FREE they still generally refuse to do it... why?
I just don't get it.
Example:
Why refuse to drop power in glass hallway on summit? It's completely free to drop and allows Marines to climb into the glass/reactor vent...
or
Why refuse to drop a Robotics lab near the vent in Bar on Docking? Chances are you'll end up sending arcs towards Locker eventually, and a cheap Robo lab would let Marines get into the bar/locker vent...
Could someone maybe explain why Marine comms (even good ones) will generally refuse to do minor stuff like this to greatly help their team. I've lost count of how many times I've asked for something minor like power in glass, only to have our "pro" Marine comm refuse. Even when it's FREE they still generally refuse to do it... why?
I just don't get it.
Comments
Got any more of those tips?
/thread
Right side works too Anze
Right side, left side... Can't we all just get in the vent and party dammit!
often coms are saving for tech. No reason not to drop powernodes, it only helps com to drop tech in that area and also waste alien time chewing on.
The robofactory - unless the comm was planning to use that robo immediately to get arcs or sentries, it's not worth it. 10 tres to get into a vent? If you really want somebody in there (you probably don't), just get somebody to boost you in there rather than expect comm to just drop a cool 10 tres for those purposes (which may seem insignificant, but every penny matters). Even if you're planning to use the robo for other stuff later down the line (but not immediately), it's still not worth dropping it early for that purpose. I would rather put that res to work on other stuff, until a robo is actually needed. Like mines, or starting an upgrade/shotguns earlier, or even as a tres cushion/buffer for a potential emergency beacon.
Because these minor things (at least the ones listed) do not greatly help the team. In fact, they're pretty arbitrary requests. The comm is simply making his own call. You don't necessarily have to agree with it, and it isn't always going to be the right call, and that's fine. And the comm doesn't need to explain himself unless the whole team is pretty much universally against his decision. Let the comm do his own thing (unless he's completely incompetent, in which case - eject) and don't bother him about the little things. Whether to drop a power that doesn't even need dropping, or preemptively drop a robo just to allow vent access - these are the little things. Some things may seem like it would have great value from the perspective of a field player (and usually field units will have some insights into what the comm/team should do that the comm won't. Just as likewise is true) However, if the comm says no, there's more value in simply working with him than bugging him over the small stuff. That's not to say you shouldn't call them on bad decisions, but choose your battles. Complain about the obvious bad decisions. Like not placing a phase gate when asked (one that is in a good spot and provides optimal map coverage). Or rushing armor 3. Or deciding to get a second command station instead of shotguns when fades are out.
Anyways, I get what you're saying, but the bar robo.. much cheaper and faster to just ask a teammate for a boost. Mid - late game, though, maybe.
Should start a "Why don't marines ever listen" thread to balance it out.
Comm thinks: Hmmm, I don't need to drop anything there now, this is probably rookie who will waste their time building power node, then skulks will destroy it and we will have to waste a lot of time when we actually need structures in glass hallway
Comm says: No.
Next time, try this:
- Hey comm, I want to climb into that vent, drop power node please.
- Oh look, pro marine who uses dirty little tricks, here's your power node.
There is a huge difference between asking for random things, and explaining what's the genius idea behind your request.
Marines don't alway hold crusher on mineshaft, but when they do, and I'm on their team, I tell comm: Block crusher vent with robo, it won't let anyone pass and even destroy it from the inside because of crusher. I've been surprised how many comms understood the plan and actually dropped robo like needed. I bet if I'd just say "drop robo in crusher where I am standing", I'd be completely ignored, because comm would think something like "No, I'm not wasting my precious res on robo and sentries/arcs, I'd better invest those in <my favorite use of res>", or comm would drop it to use as intended, without thinking about blocking paths for aliens. BTW, if you are commanding, it's always good to squeeze as much as possible of structure placement beyond their intended way of use (reduced marine travel time to it, harder to reach for aliens, barricade, etc).
Next time you plan to ask for something, think like you have a startup and your commander is potential investor. If your business plan is alright, you'll get funded.
And speaking of glass hallway, just your rail to get there.
*sigh* @Gibs, it would be awesome if you could reupload this without music. I'm sure there's some valuable info in there, but it's blocked over here because of the music
2. You don't always know what the comm has in mind and the opposite is also true. This is a communication problem which is kind of common when with strangers.
3. If you have a decent comm, he probably knows what he's doing better than you. He may want to spend money on different things and what you see as important may not be so helpful after all.
Drop the robo there? As others have said, boost someone or get boosted if you really need to sit in there... building a robo early is a waste of res and then can be easily destroyed in that spot before u even get the chance to arc....
So I'd b one of those comms that wouldn't listen. The tiny benefit doesn't cover 10 early tres (maybe another 10 to replace the first robot) and an unpowered dark room IMO.
That would run into 100's of pages!!
SPACE -> E - > S, m1/ A, m1
Takes like a 1/4 of a second, it's soooo easy. Not even something you have to think about, just a reflex.
Plz do more of that marine comms!
Don't forget X, spamming catpacks on marines is the real way to do it, who needs health when you have catpacks, woop!
It is sad though, public commanders are against med kits but complain when they haven't got any rts left because their marines lost engagements everywhere >.<
These don't sound like round winning complaints, what next, build steps to the vents in skylights or cargo thread?
Good commander will have a unique overview of the round, listen to him/her. If you really want to get into vents ask nicely and I'm sure they will try to help.
Like "hidden sentry + Observatory behind Factory"
Hide important building like Spur,Shelll,Armlabs
Block doorways with Amory to stop Ohnos or Fade..vvv
That's not it at all (sorry if it comes across that way) - It's more like the "why don't they do it this way, it's much more effective" thread.
It's not about "dicking around in vents" or "wasting time building power nodes" (though to be fair for every rookie Marine who wastes time building it there's a rookie skulk who will waste time biting it down lol) It's about maximizing the effectiveness of your team and placement of structures. The robo boost for example, allows all Marines to use the shortcut, without the "booster" being left behind. 5 Marines rushing Locker through the bar vent is a lot quicker and harder to stop than if they rushed through back alley.
I just find (from both Marine and Alien perspective) that when the Marine comm does these little things it benefits Marines and hurts Aliens more than one may think.
You may be on to something here because blocking the vent in crusher is another request I've made that gets ignored/refused. Thanks for the suggestion.
Technically 2-3 res(?) since you recycle the structure afterwards, obviously...
Well technically it's 0 res... because in most cases the comm drops a robo in the same general area (just not at the vent) in order to arc.
What if it is destroyed later on or an alien push is coming to clear out that area? What if marines need it up because lifeforms keep going in? There's no guarantee that marines will be successful in clearing out a vent the first time. What about the delay to tech especially early on? 10res is an extra few towards upgrades and shotguns. There's not just a single variable at play here. An upgrade doesn't just cost 30Tres, it costs time as well and delaying tech can make a difference.
There's obviously a good chance that you will get to recycle it which is why its dependent on the state of the game and the potential risks/rewards it may involve. I've used it recently to get marines into the vent to kill a trapped but good lerk player. It's good like I said if you know the reward is big such as keeping skylights and overlook RTs alive.
Sometimes when trying to beacon/med I can press the respective key and nothing will happen. Usually I have to press Q,W,E (to rapidly change the menu) and then go back to the tab, for it to work again.