I Just Can't Do It Sir!

The_BendsThe_Bends Join Date: 2003-06-10 Member: 17183Members
<div class="IPBDescription">The Importance of field experience</div> No point to prove here just some thoughts that have occured to me recently.

Basically I've plays NS for a fair while and up to about a week ago always as a foot soldier. Recently however I've started comming in some games and the difference in perspective is quite simply astounding. We've all been on the ground when the comm insists on rushing the same WOL everytime with zero success generally that just poor comming. However there are other situations when you can be repeatedly slaughtered as a marine which from the confort of the comm chair look lame. As a comm its very easy to forget that some rooms are nightmares for rines. The large red room on hera is nasty as its the very dark cave bit near the double res on mineshaft. Even MA on eclipse can be a nightmare with competent aliens simply because they can come at you in so many ways. what i'm tying to say is that when you comm please don't forget that the little circles are people too and they will die in certain rooms even if they have numerical and sometimes even technological superiority. Try to think how you'd react in the same situation.

Understanding your marines seems to be the best way to comm to victory.

Comments

  • PaaDiiPaaDii Join Date: 2003-08-20 Member: 20027Members
    They said something in Band of brothers.

    That you need to understand the needs of the soldiers below you.
    And that they have to trust you

    It takes a good comm to earn my trust.
    And a good comm don't send you to die infront of a WOL.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And a good comm don't send you to die infront of a WOL. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    No, a good comm tells you to hang just behind the corner and occasionally shoot the WoL, drawing all the aliens to you so you can die to them while the rest of the 'rines rampage through the hive unimpeded.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I played ns as a grunt for quite awhile. However, when 2.0 came out, I started getting serious about commanding. One thing I can tell you is that in general, <i>marines can see more detail then the commander, but the commander can see a bigger picture then marines.</i> This has to do with the line of sight. While <b>you</b> (the grunt) may be firing at an offence chamber you can see around the corner, to the commander, it looks like you are ducking and wasting your ammo. More often then not, commanders will be able to guess what their marines are doing, but not always. For example, commanders can't always tell if the hive room you just entered is their hive room, unless you are looking at the hive. Commanders also can't often tell the size and strength of the defensive buildings you are taking pop shoots at around the corner. So what may seem like an unbreakable wall to you, may only look like a single offence chamber to the commander.

    It helps if marines understand what you are doing. I often command on smaller servers, 3v3 to 5v5, and when making offensive attacks with everyone, I often give "while you were away" updates on defensive locations that were hurt/lost during the period of the attack. This helps give the marines the "bigger picture" that I have, and helps them make sense of my orders.

    Good commanders will beable to see each room from the eyes of a grunt, and good marines will trust their commander that it is more important that they go to their waypoint, then somewhere else.

    A commander is only as good as the marines who listen to him. A good commander only knows how to best use the resources (marines) avalible to him.
  • PaaDiiPaaDii Join Date: 2003-08-20 Member: 20027Members
    <!--QuoteBegin--Spazmatic+Sep 10 2003, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Sep 10 2003, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    No, a good comm tells you to hang just behind the corner and occasionally shoot the WoL, drawing all the aliens to you so you can die to them while the rest of the 'rines rampage through the hive unimpeded. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Or tells me to go to the base to get a gl and mow that WOL down to the ground.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    now now, sending marines into that WOL isn't stupid commanding or lack of perspective. Maybe he's asking you to jump over the wall while the comm spams medpacks so the marines can go take out some precious alien res nodes.

    Yes, commanders can't see what marines can see, but its also important to remember that marines can't see what commanders can see.
    This is why it is extremely important that comms use voicechat to tell the plan to his marines so that they understand, thus making the commander's strategy work better.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    an unmanned wol is lmg meat end of story.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    To be a good comm you need to play marines a lot to see what sorts of tactics they use for taking out marine outposts. You also need to understand how the game works and what's good to do and what's not good to do, like capping a res node miles away from your abse on the other side of the map with one marine at it.
  • HolzfallerHolzfaller Join Date: 2003-08-31 Member: 20418Members
    edited September 2003
    I have seen guys who normaly do well, die when surronded by teammates(who also die) and armed to the teeth, I always feel bad when that happens. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ZhangZhang Join Date: 2002-11-01 Member: 2477Members
    Shotties = dead and useless WOL's

    As long as the comm drops health there's no problem with facing off WOL's, even with LMG's. Offense chambers had their hp reduced enough so that 2 lmg clips and a couple of pistol shots will kill it. A squad of three marines focus-firing can easily take out 3 o chambers as long as the comm drops some health packs.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    One thing I've found myself doing (as alien and marine) is when I die, I tell the team I saw before I died, and where I died. This help the commander get a more detailed picture and gives my teammates a larger picture.
  • UntitledUntitled Join Date: 2003-02-09 Member: 13348Members
    <!--QuoteBegin--Zhang+Sep 13 2003, 10:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zhang @ Sep 13 2003, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Shotties = dead and useless WOL's
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Who ever came up with the idea of shotties owning everything is a comeplete tard. I can remember countless times when I rushed an oc with shotty in hand, only to end up dead in a matter of seconds. With this in mind, people should start apply new tactics. Shottys are just a cheap and somewhat effecient answer to "everything".

    What makes comming 30 million times better if almost your entire team had mics. That way, communicationwould be mucho easier.
  • OvaltineOvaltine Join Date: 2003-08-09 Member: 19190Members
    a whole team of mics in a pub game is more congesting than anything.
  • CombatJoeCombatJoe Join Date: 2003-09-11 Member: 20768Members
    commander NEEDS a mic, i have to agree. (i actually don't have one just yet, i'm too lazy, i could definetly do a much better job if i got one) even if it's just to convey the pure hatred you have for marines who don't go to their waypoints, and to whip your squad of HAs for falling to a group of skulks... back to the thread... Some good points mentioned here so far


    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> Good commanders are also good marines


    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> Good commanders are also good alien players (two sides to every battle, no reason not to learn both)


    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> Marines need to trust their commanders, and commanders need to listen to their marines every now and then, and both need to understand their limitations and differing perspective of the battlefield.

    And commanders NEED mics. Typing is too often ignored, marines will usually listen up to a stream of cursing emphasized words instead of a line of text that they usually don't even notice. how hard is it to set up a mic? man i'm lazy...
Sign In or Register to comment.