Best Way To Practice As A Comm?
Aetos
Join Date: 2002-11-01 Member: 1912Members
<div class="IPBDescription">where to practice as a comm?</div> Wheres the best way to practice as a comm?
If i start learning how to comm in a pub... i wont go far... everyone will prolly scream at me then eject me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
So.. wheres the best way to start training as a comm?
All advice will be good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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If i start learning how to comm in a pub... i wont go far... everyone will prolly scream at me then eject me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
So.. wheres the best way to start training as a comm?
All advice will be good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Comments
now to practice
u can only jump into the comm seat if the majority of the marine are VET or PRO or alien too many saver and noob
u then try out ur tactic.. it is ridiculously to lose unless u lost ur composure
Obviously, do your homework. Get to know the game mechanics by logging in hours as a marine. Have experience with the alien side of things so you know what a fade can do, where an onos can go, and where gorges like to WoL. In general, you need to know when key events are most likely to happen, like when the second hive typically goes up or when HA should be finished researching.
This should also teach you some basic strats as you can watch what your comm is doing. Pay attention to how he reacts to various things. What does he do when the first fade shows up? How does he rally troops to attack a hive room? How does he defend the base while everyone is out? Probably the best way to learn this is to volunteer to guard marine start and build things. The messages in the upper left will tell you when the comm drops buildings or begins upgrades, which coupled with your map will give you a good perspective of what's going on.
You will probably want to play a few one-player LAN sessions on common maps to practice placing buildings and turret farms. Get a feel for what kind of base layouts you like. I'd recommend taking three maps and getting to know them inside and out from the comm chair. Then when one of these maps come up, you're already "experienced" with where key locations are at and what places your marines should strike.
After that, join a 12 to 20 player server and try what you've learned. You should try to stick to the smaller games as more players will definitely tax your multitasking skills. Try watching one map then comming the next, alternating so you can watch another comm at work. This also helps since they'll most likely face similar situations to what you've seen last game, and you can see if their techniques work better. Ask them questions while they work. Most comms are willing to answer why they do things a certain way. Just understand that they can get busy rather quickly and might not be able to answer you if something pops up. It also teaches you to keep your marines informed as to what your general plan entails.
Finally, and probably most importantly: get a microphone. You'll get a lot of use out of it as comm. Its vital to not only directing your marines, but you can be far more effective at providing them with information they need to know to complete their orders. Even simply acknowledging their feedback instills trust in your marines, which will become vital when things start to get rough.
This is how I did it and now I comm 3-5 victories a night.
And if you have no friends just grit your teeth and hop in the comm chair on any random pub. Sure you might get flamed your first few times but stick with it and you'll get there.
Rember these keys:
Upgrade your armory at 3-4 minutes into the game
Upgrade armor and weapons early and often
Whenever you aren't sure what to do next the answer is secure resource nodes.
Anymore? <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
Is there like any bot made for ns? which i can train with offline.
I already have a mic,so i already comminicate with my team.
yeah there are bots and they generaly suck pretty bad. they are ok if you're just trying to get used to the interface, though, as most of the time they'll build what you tell them too.
know the tech tree inside and out, and get yourself used to the commands so that you can place structures and spam meds without thinking.
generally, if you're on a freindly server and ask if anyone minds you comming, and you say you're new they won't be jerks about it. if, however, you hop in the chair and don't say anything they'll probably eject or yell at you. just ask, most people understand.
remember that any strategy you have going into the game won't hold up exactly as you imagined, and you are going to have to improvise. (and that improvising never = farming ms, which many comms do when their plans start falling apart)
good luck!
but some tips: find yourself a regular server. if you get to know the regular players on there a bit, they'll know you have good intentions and are not a total nubcake (assuming you do know quite a bit about NS from grunt experience), plus, you could check the team balance a bit. if the majority of good players is on your side, go for it, NS is biased towards rines nowadays anyhow.
and if you dont want to trouble your regular serv with your beginner comm skills, find sum other servers, and grab a different nickname so they wont go "ah, not him commander, eject eject"
and a microphone is just essential for comming, typing wastes time you could spend on ditching medpacks and giving waypoints
they will help u for sure
Means:
Play until u are a pro marine/alien.
Know all tactics/values/tricks/chokepoints
THINK about Ns <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
For example:
do i tech up to jetpac or ha and WHY?
Which teams (size and armament) do i send WHERE to do WHAT in WHICH time and how OFTEN (if they fail)?
Then get used to the comm interface via bots (whichbot or crowbarbot).
Learn to form squads.
then get a PLAN (incredibly,most vet comms DONT have a plan,simply play the same game over and over again).
Most comms fail cause they:
1.Have no idea what the enemy does (where the gorges/rts are,what upgrades,which CLASSES are on the field).
Some Solutions:
If u have time listen to the important points in the map to locate the start hive,wandering gorges,type of classes (in the later games).
Feedback with ur marines ("Guys,report me their first upgrade","Marines,report with demand AND location for example: Onos and fade at triad,not simply ONOS,ONOS")
2. They have no/bad communication:
Dont talk,*COMMUNICATE* with ur troops.
Tips:
Ask everyone at the start if he can UNDERSTAND u trough gamevoice.
Demand feedback reports.
If gamevoice does not work,use teamchat(slower,but way more reliable).
If u have some time at hand explain them ur plan and their roles in it.(example:Tom u get ha and hmg at base then *permanently* defend main after junction chokepoint.
Squad 1 stay at base and wait for jetpackers (squad 2) to get pg up then secure area in siege range of hive,mines are at armory).
3. Bad placement of stuff/waste of res
Watch out for the placement of pro comms (i have somwhere a thread about "optimal" base layout in this forum).
A good placement *MULTIPLIES* ur base def.
Dont buy things if u dont need em/CANT AFFORD EM in the long run.(turretspam instead of motion tracking,proto while on the defense instead of phase tech,mines while ur guys dont even have guns,
sieges to free a room u dont need/want to get,sieges while u can equip a pro marine with a jp and gl, and so on).
Remember: 10 wasted res *can* loose the game.
A hole in ur base defense can kill ur HQ.
4. to defensiv/slow game
Solution:
One squad/man should *always* cap/kill rts! From the start!
Rts pay pretty fast and can be recycled.
Attack the alien rts with larger squads, ESPECIALLY IN THE FIRST 5 MINUTES!
Never dig in,except if u are totally outclassed and need some time.
NEVER dig in without a hive!
A well defended hive gives u a good chance to keep em at bay until u got enough res to mount a surprise attack on a second hive.
Thats all,and read the forums. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
my fax right now is the TRISPIRAL server...you can comm a human marine team against a team of alien bots.....it is fun <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Join servers with a small number of players-that way it's easier to control the marines as there's fewer of them, and you're less likely to get ejected. You will lose most of the time. You're a new commander, and aliens have the advantage in small games.
Your team will yell at you, asking for stuff, and they will critisize you, and correct you. This is what you need. Ask questions if you're unsure of what to do.
At first, everyone will eject you, and you won't be sure why.
Then everyone will eject you, but you'll figure out why.
Then you'll lose every game, but people won't blame it on you.
Then you'll start winning-this is where the fun begins.
Try joining servers with more people, see how you do. You may find it EASIER than in small games, if you're familiar with the interface, and what's considered appropriate action.
If you have a newb team, use waypoints telling them where to go. If you're team is more competent, you can just shout "I want the res nodes here, here, and here, now go get them!", or sometimes even "res hunt, then rendezvous here and do this!"
One last tip: Communicate with your team. Let them know what the plan is. Keep them informed. So many comms don't communicate at all, and as a result, the team has no clue what's going on. Be confident, and tell your team what to do.
This is the most basic strategy of 2.01 and it is pretty hard to totally screw it up. After you get more comfortable in the chair start experimenting, as this probably isn't the best strategy, just the easiest.
* GET RES NODES!!!
this is the most important part of the game, without res you can't buy better guns, upgrades, and all the good stuff you depend on. and if you dont have the res, the aliens probably will, and will run after you with onos and fades
* secure your res nodes!!!
if a node is under attack, send a marine or two after it. you can tell by the noise WHAT is attacking, and then decide how many guys/which players to send. and if nodes are too far away to walk to on time, electrify them. it pretty much makes them invincible without a lot of alien teamwork.
* take down enemy res nodes!!!
if they don't have a node, it's that much better for you. and if you then take that node, you've just gained a 2 node advantage (-1 for them, +1 for you).
thanks to 2.0, this game now depends on res. thats the most important thing. and... learn the tech tree inside out, what buildings produce what, how much res everything costs.
and be SURE to learn the hotkeys for medpacks and ammo packs, you have to be fast with these.
This brings up something I was about to start a thread for. What do you think is more effective, the 3 turret triangle or the electrified TF and everything built close to it? The advantage to the elec is that it still allows you to build next to a wall and does better against multiple skulks, but disadvantage is that later buildings (arms lab, obs, proto) are harder to protect with the electric. Good comments here keep it up.
Also, I inherited my ns install from my roommate, and my commander "You're squad X" binds don't work. How can I repair this?