silverace
Jul 21 2004, 09:30 PM
As someone who wants to start learning how to command, I have many questions but I'll ask just this one for now. How do you quickly identify the competent marines in your team? I've hopped onto the commanders chair a couple times (mainly because nobody else wanted to or the comm suddenly left XD) and I find it very hard to keep track of everyone at the same time. advice?
SLizer
Jul 21 2004, 10:46 PM
by actions if rine x humps armory still on 30s while rine y is in hive asking rt it shouldnt be so hard...
also chek the scoreboard
God_Killer
Jul 22 2004, 05:31 PM
Check white dots on the map lower left and always press space when you hear the girl talking...
DragonMech
Jul 22 2004, 07:15 PM
Your best marine might not be the guy with the best K:D score. Some traits of good marines are:
They move out of base at the start of a game - usually heading for a hive, resource node, or other tactically important place.
They ask for welders. Welders take teamwork to use, and in NS teamwork is vital. Plus, a smart marine with a welder will stop at weld points and help the whole team out by sealing off vents, opening doors, etc.
They don't hump the armory. They usually will take some ammo, but not a full loadout.
NukeAJS
Jul 22 2004, 07:36 PM
This one ought to be obvious but a marine that constantly listens to your orders.
The scoreboard does matter a lot in my opinion. If you get a marine with a 20:3 K:D ratio and listens to your orders. You've most likely found your prime candidate to give the first shotty out to.
Zunni
Jul 22 2004, 07:46 PM
| QUOTE |
| The scoreboard does matter a lot in my opinion. If you get a marine with a 20:3 K:D ratio and listens to your orders. You've most likely found your prime candidate to give the first shotty out to. |
Most likely?? If you have a 20:3 guy who listens to orders, you have found the marine you should marry. That guy should by allrights be soloing the hive

...
I agree K:D means little. Watch for the marines who seem to always have something to do, not just running around, but are out of base, holding locations and building stuff.
Church
Jul 22 2004, 08:10 PM
I try to hand out shotguns in groups of 3 or 4 at a time, and as a rule with few execeptions, I almost never hand out heavy weaponry without accompanying welders. Welders extend marine life expectancy by at least 200%.
TOmekki
Jul 22 2004, 09:53 PM
if they are used.
FellowCanadian
Jul 22 2004, 11:15 PM
Look for the marines who are talkative and openly voice suggestions on how to proceed. If you offer some level of cooperation with what they're saying, this will develop into great teamwork. Another thing is to find the leader in a group of marines and ask him to lead others to do things(kind of like having a seargent). I've had great success by using players names as I find it really grabs their attention when you call out their name to do something.
Sky
Jul 22 2004, 11:16 PM
Marines I like to command most: those who make helpful suggestions based on their view of the battlefield, but don't spam order/weapon requests. It's also helpful to have at least one guy you can give an order to and then let him ninja off to set up a pg on his own, while you babysit the rest of the marines defending choke points and such.
TOmekki
Jul 24 2004, 04:18 AM
well sometimes it needes a little bind "z" "impulse 10;say_team medpack commando" to get the comm's attention which is funny because all he has to do is press space once and e, s twice. two seconds.
the finnish ns scene is so small that almost everyone knows almost everyone else (at least whoever has played more than 3 months) so its no problem finding the decent marines.
besides when i spam shotties next to the armory i dont look who gets them, i make sure theres enough for everyone.
Svenpa
Jul 24 2004, 02:24 PM
Ye ppl need to learn taht welders aint only for HA. Only met a few that actualy uses it when there is no vents or HA. It is especially effective at lvl 2 armor and ok on lvl 1. and the armor restores in a quicky.
MamboKing
Jul 24 2004, 02:26 PM
I like the rines that cap me res, and get into good pg position.
j3st
Jul 24 2004, 04:44 PM
yeah. it's real fun when u got a team full of pro marines.
well they don't even have to be pro, just know what they are supposed to do.
one time i was comming (and i seriously can't comm for anything) but i barely needed to put one waypoint and ended up having to press space more often and in the end we won with ME in comm, which is a rare instance.
Burger
Jul 24 2004, 09:26 PM
Yeah, I had a marine earlier today (im a noob comm) and he told me what to do and stuff. The interesting part was the aliens were all attacking the base with 3 hives, and we still managed to kill all the hives (one by one) and then win the game. If it wasnt for that one marine, we would have been overwhelmed and died.
Soberana
Jul 27 2004, 03:27 PM
Okay dudes.
This what you should look in a "good" marine:
- Communication without excess. If you need a med, use your radio command. I'll give it to you soon enough.
-Aim. If you got the aim to at least kill 1 skulk per lmg clip, you are ok. If 2, better.
-Knowledge. If I got a tf outside their hive with sieges, dont rush in unless I tell you. Why not? Because you will die. A fade or some skulks will pick you off.
Why? Because sieges will take the hive down. Just hold the sieges dudes.
My main thing I work as a comm is my micromanagement. Everytime I see a marine get a kill on the killboard, I drop him an ammo pack. I try my best to do it instantly. It gets a little hard with +10 marines but its okay.
On the minimap whenever a marine is engaging, a red blip is for the aliens. I check that area, and drop meds accordingly. I dont medspam, I just drop meds everytime he gets hit, reducing his chances of death.
^ IS what you should focus on as a commander.
the_x5
Jul 27 2004, 08:23 PM
If you drop a med pack while he is getting hit, you can nullify the damage.
I go by more of who is following orders but is also doing smart work on their own. I make it a trust system. If i know a player I've played a lot with is a good shot and always tries to do the right thing: teamwork, communication, combat skills.
I also am one of the few field commanders. I let my MMORPG experts sit in the comm chair and they follow my orders (a good CCC needs no combat training whatsoever). I'm out leading the main offensive squad and being a leader my troops can see.
quoting myself from a composite strategy thread in my forum:
| QUOTE |
Field Commander - the actual leader of the whole team, typically he/she is not in the chair but is an Omega and goes to lead where ever the conflict is. He/she get continual updates from the techie who is sitting in the chair. A Field Comm is highly trainined in both combat and comm chair skill. I am an example of a Field Commander. Aliens my think I'm just a regular soldier, but I am the most die hard player and the leader of my team.
Comm Chair Chief - the CCC, triple-C - You are the Field Comm's #1 man. While you can't always see what precisely is going on like your boss, the Field Comm can, you can see a broader perspective and are in direct contol of the drops, troop displacement, and contol the upgrades. Your big decisions are taken care of by the Field Comm so you can oncentrate more on the technical stuff. But you are responsible for all the details from medpacking, upgrading, and making sure squads get their way points. Your most important job is to alert the field commander of any and every issue or suspected problem and to SUYF when he is giving orders. This includes continious updates about enemy troop movement and your "suspected" movements and structures of the enemy. A Comm Chair Chief must be the expert techie at carrying out the detail of your orders in such a way that it is efficent and strategically clever. THe best people for this job are those who are poor at combat, excellent at multi-tasking, follow orders, and uses wisdom to refine the orders and make the generic become specific and make it work. Your nickname is sitting combat engineer. (the SCE or triple-C is what most people call you)
Squad Leader - You are the most specific leader. You follow orders of your field comm and the triple-C and get the job done. Remember that if the Field Commander is leading your squad, which happens often, you let them lead and you are the second in command. Make sure you establish ranks in you squad in case you get killed. You give short range orders like recon, hold, fall-back, charge, flank right/left, hail-marry (one guy pulls enemy into trap), double flank, suppressing fire, etc... You will usually recieve these order from your field commander or triple-C, but often they are too busy to deal with every problem and remember the enemy wait for no one. So sometimes you must use your judgement and issue orders independently of the two leaders to deal with unexpected scenerios demanding immediate reaction. You other responsiblities are first and foremost accomplising you objective/mission given by your leaders, then to ensure the well-being and fun of your troops by asking the triple-C for ugrades/wepaons/etc, and also to make sure the structures the triple-C drops get turned on.
Squad Soldier - the least ranked class but is the most important. You are the final detailist and united by your leaders make the true might of the company. You are there to have fun but to also follow the orders to the letter of you superior officers. You fight honorably and die well. The best soldiers will obviously get the upgrades first. Make sure your triple-C / SCE knows what your best weapon is. Do not start spamming him asking for something. Tell your squad leader. It's his job to see you equiped. If you are lacking in health used the pop-up menu or a key bind to ask for health. Do this no more than once every 30 seconds unless you are about to die. Same goes for ammo. You don't need to ask for equipment, your squad leader does that. You would only talk on the mic if you really had to. (ex: my squad is dead but i'm still here to build the RT; or if see enemy sneaking up on your squad, you alert the rest of them) Other than that, SUYF and use the text type only.
|
"Come on you sons of ****! Do you want to live forever?" 
woot!
Gunnery Sergeant Dan Daly, 4 june 1918.
ApolloGX
Jul 28 2004, 12:59 AM
the easiet way to separate good marines from bad marines is look how they move
good marines wall strafe when they can, and also jump more
just a general analyziation
VampMaster
Jul 28 2004, 05:29 AM
I must agree with Agentx5 classification... I am more of a Field command / Specops... Im either the one to lead the team on the field (I don't like to CCC much) or Im the one sneaking around gettings things built and CCC informed of situation on ground.
Asal_The_Unforgiving
Jul 28 2004, 05:52 AM
I would have to agree with Agent on most points....however....a group of marines fighting together is often not as organized as we would like to think. therefor, it is often broken down into four groups of different specifications.
Commander
Sarge
Soldier
Ninja/Rambo
The commander is the guy in the chair, and he does all the things a comm should.
Sarge is something of a good soldier, but even if he can't shoot, wall strafe, jump at the right times, he can still be sarge. All he needs to do is listen, and get the others to follow him. His whole reason for being is to keep the soldiers following the commander's orders. I would say this is the most important marine on the team, and if you have more than one, you're in good straights. However, they are rare and hard to come by. Charisma is not a thing that can be taught.
Soldier. Shooter. Whatever. You know what to do. Kill bugs, get RFK for the comm to use.
Rambo/Ninja. Two different types of people, two different styles of play, two different views on the game. A rambo is often a soldier who disobeys orders, takes commanding into his own hands, or simply doesn't care what's going on, and plays the game in a deathmatch mode. Generally, a single marine useless to the team. Ninjas are different, they fight alone, they don't grab much-needed res towers...but they do block/hold strategic choke points, or build much-needed phases near enemy hives, AT THE COMM'S ORDERS. Ninjas are single marines who generally work for the team, and do not only work as ninjas. Often, they spend most of the game in another role (Sarge or soldier, a ninja comm means you're losing....badly).
All are important for a disorganized pub game (with the exception of a rambo), though too many of one makes for a poorly balanced team. A good marine is a marine who knows what he can do, does it, and helps the team win the game.
ekent
Jul 28 2004, 06:37 AM
Guys I've found 13 completely unique and non-overlapping instances of types of styles of marines and any marine team that doesn't have at least 14 of those types will lose only 86% of the time though what is interesting is that you don't need commander type of style of marine as long as you have harbinger/yodeller or alternately, 2 fuscia/topographers and 3 yolatengo. Just join a random game and try to figure out your instance of style/type/structure/skulk! By taking this quiz.
1. Do you like to create obscure languages.
a - very much b - somewhat c - my cat smells like poop
Zaggy
Jul 28 2004, 09:45 AM
I always listen to the com, I'm like a...listening grunt?
Grendel
Jul 28 2004, 09:46 AM
| QUOTE ((e)kent @ Jul 28 2004, 07:37 AM) |
Guys I've found 13 completely unique and non-overlapping instances of types of styles of marines and any marine team that doesn't have at least 14 of those types will lose only 86% of the time though what is interesting is that you don't need commander type of style of marine as long as you have harbinger/yodeller or alternately, 2 fuscia/topographers and 3 yolatengo. Just join a random game and try to figure out your instance of style/type/structure/skulk! By taking this quiz.
1. Do you like to create obscure languages. a - very much b - somewhat c - my cat smells like poop |
Cute.
Sarisel
Jul 28 2004, 09:52 AM
| QUOTE ((e)kent @ Jul 28 2004, 01:37 AM) |
Guys I've found 13 completely unique and non-overlapping instances of types of styles of marines and any marine team that doesn't have at least 14 of those types will lose only 86% of the time though what is interesting is that you don't need commander type of style of marine as long as you have harbinger/yodeller or alternately, 2 fuscia/topographers and 3 yolatengo. Just join a random game and try to figure out your instance of style/type/structure/skulk! By taking this quiz.
1. Do you like to create obscure languages. a - very much b - somewhat c - my cat smells like poop |
owned this thread
Jared101
Jul 30 2004, 07:13 AM
| QUOTE ([QcBs]God Killer @ Jul 22 2004, 12:31 PM) |
| Check white dots on the map lower left and always press space when you hear the girl talking... |
best advice ever
SaltzBad
Jul 30 2004, 08:08 AM
Yodeller stack always wins
GunFodder
Jul 31 2004, 09:19 PM
Agentx5...nice classifications. I love to field comm as much as possible; not to order the commander around at all, but I do like to get a good feel of his battle plan and help out the commander if he's inexperienced. I take pride that I've talked many a commander through their first win by getting guys to follow me to chokepoints, get siegeposts up running and protected and urge guys off of the armory.
I always feel I'm a better team asset outside of the chair because I know that there is at least one guy on the floor looking to cap nodes as well as kill skulks.
/steps off of soapbox
degamer106
Aug 5 2004, 07:38 PM
just look for anyone that has a clan tag that you know is from a good clan.
Necrosis
Aug 6 2004, 12:50 AM
Yes, and then avoid them.
But seriously, good players aren't measured by scoreboard or tag, you spot them by playing a few rounds and seeing what they do. You'll know by that point how good they are. If you play on a server often, get to know the regs. Now, it won't be perfect, as even decent reg players have a bad day, but you will at least have an idea.
The other thing is to be sure not to overestimate your troops. They may be good players but always plan for the worst.
degamer106
Aug 6 2004, 02:36 AM
i agree.
j3st
Aug 7 2004, 11:55 AM
also, if u find out someone is a decent marine, and that marine is talking in a very friendly way to another marine, chances are that that marine is also of the same level.
of all the games i've played, ppl seem to only make friends with other ppl over the net if they are at a similar skill level or higher. Anyone agree to this?
Wirhe
Aug 7 2004, 12:34 PM
I don't believe the commander has time to see who can do this or that; either they work together or they don't. However, if he can remember some of the fellows from the previous games, that must mean they at least know the basics.
AvengerX
Aug 9 2004, 05:44 PM
depends what you want
for me . K/D doesn't mean all that much. I care more about how marines handle situations. if I'm setting up a fasegate outside hive and one skulk kills 3 marines before the gate goes up..... then all three of thoose go down a notch in my book.
some marines might not get many kills, but ever kill they get might have been vitally importent to the increase of my game
so my advice to you is to just play on a server a lot . find one you like and meet all the regulars ,then you'll learn better who you can trust and who has skill
degamer106
Aug 9 2004, 06:22 PM
well the best way is too look for one of those crazy rambos with icons next to their name.
Another way is to check K:D ratios and how consistent they are in each game with maintaining these scores.
Necrosis
Aug 9 2004, 08:20 PM
Rambos with icons are generally idiots who see you, the Comm, as just a modified version of the Auto Commander in Combat. You drop the nodes they want dropped, you drop the meds/weapons/ammo that they want, when they want.
If they were that hot, they'd be in the chair. Also consider that some servers use icons for many reasons, so you may think you've got some elite players but really (as is usually the case) you've got a pack of morons who would rather play admin slap in the readyroom.
Second, for hopefully the last time, K:D ratios are pointless. It just means a marine can shoot things. Fat lot of good that is if he's ramboing an RT in the backwater. Watch what happens to rines when they rush through a PG - a few will be unlucky and instantly killed by aliens at the phase. They take the hits for your next wave of LIVING marines. As a result of following YOUR orders, they died more than they killed. Does this make them good marines or bad rines? Would you rather your marines got stuck in and followed orders, or would you rather they camp around the hive, terrified to go in lest they ruin their "perfect" K:D ratio?
rnn
Aug 11 2004, 11:09 PM
| QUOTE (Necrosis @ Aug 9 2004, 09:20 PM) |
| Rambos with icons are generally idiots who see you, the Comm, as just a modified version of the Auto Commander in Combat. You drop the nodes they want dropped, you drop the meds/weapons/ammo that they want, when they want. |
These guys may also doing whats best for the team if they are pwnage. Some good marines with abit of support by the commander can secure a victory by taking down res building gorges/rts.
(Im a rambo with icon)
Basically I dont care if my team lose when I play public, though im trying to do the team a favour by rushing their nodes in the beginning.
Lito
Aug 11 2004, 11:54 PM
| QUOTE (rn @ Aug 11 2004, 06:09 PM) |
| Basically I dont care if my team lose when I play public |
There you go, folks. Straight from the horse's mouth.
silverace
Aug 12 2004, 03:11 AM
Well i think a rambo CAN have some use, since they will probably harass alien resource nodes more often than other marines... but if they never listen then really it's like having one less marine isn't it?
EvilNess
Aug 12 2004, 03:06 PM
Rambos are needed.
They often win the game for teams the bad thing is tho that some ppl think they are good enough to rambo but they arent, when im comm i support the rambos that deliver results and ignore the rambos that dont.
basicly rambos often change the odds in favor of the team their on
Soberana
Aug 12 2004, 07:46 PM
Hey guys!
If your aim sucks, dont rambo!
Soberana
Aug 12 2004, 07:48 PM
| QUOTE (j3st @ Aug 7 2004, 06:55 AM) |
also, if u find out someone is a decent marine, and that marine is talking in a very friendly way to another marine, chances are that that marine is also of the same level.
of all the games i've played, ppl seem to only make friends with other ppl over the net if they are at a similar skill level or higher. Anyone agree to this? |
You are quite right, but still wrong.
j3st
Aug 13 2004, 02:04 AM
| QUOTE (Soberana @ Aug 12 2004, 02:48 PM) |
| QUOTE (j3st @ Aug 7 2004, 06:55 AM) | also, if u find out someone is a decent marine, and that marine is talking in a very friendly way to another marine, chances are that that marine is also of the same level.
of all the games i've played, ppl seem to only make friends with other ppl over the net if they are at a similar skill level or higher. Anyone agree to this? |
You are quite right, but still wrong.
|
meaning...what?
if rambos are needed then the comm should tell the marines to go rambo (if they have enough res to spare or go rambo with jp and sg killing the hive etc.
Rambos shouldn't make their own minds up and become one as they wish.
Lito
Aug 13 2004, 02:15 AM
| QUOTE (j3st @ Aug 12 2004, 09:04 PM) |
| if rambos are needed then the comm should tell the marines to go rambo (if they have enough res to spare or go rambo with jp and sg killing the hive etc. Rambos shouldn't make their own minds up and become one as they wish.
|
Exactly. When I want a rambo, I'll ask for one, thanks. Don't just rambo off thinking you're doing something great for the team. You're taking down res nodes! You're picking off those lone skulks for rfk and a larger spawn queue! You're killin' those upgrade chambers! Thats great and all, but can rambos take out hives? Can rambos take down that pesky fade? No. It takes the collective firepower of several marines to do so. This is how rambos stab themselves in the back.
Necrosis
Aug 13 2004, 06:43 AM
I like to call rambos "distractions".
While they're trying to singlehandedly pwn a hive with no meds/ammo/cats, my leet team of order-following marines are training into another hive with the firm goal of wiping it off the map.
Its always fun when they're trying to get meds, then they realise you're the one in the chair, not them, and they're getting nothing.
Asal_The_Unforgiving
Aug 15 2004, 01:41 PM
| QUOTE (Lito @ Aug 11 2004, 06:54 PM) |
| QUOTE (rn @ Aug 11 2004, 06:09 PM) | | Basically I dont care if my team lose when I play public |
There you go, folks. Straight from the horse's mouth.
|
Lito, you know not all people are like that. How do I play, and what the heck binds do I have? If I can do something for the team, I'll very well do it. Screw K:D, screw score, screw all that crap. Heck, screw my icon. I used to turn it off, because I know how people think of vets. Take each person's skills and objectives as their own, and don't throw it on others. That's all I ask.
Oh, and for those who don't know:
bind p "say FOR THE GOOD OF THE MANY!!!"
Necrosis
Aug 16 2004, 12:37 AM
We love you Asal, even if you slotkick ourselves.
In terms of this thread tho, just remember folks - self confessed rambos publicly admit they don't care about the team. Think about that before you give them meds or ammo.
AvengerX
Aug 16 2004, 12:41 AM
how do people think of vets?
BlueNovember
Aug 16 2004, 12:43 AM
| QUOTE (Avenger-X @ Aug 15 2004, 07:41 PM) |
| how do people think of vets? |
As these old pros with a little badge.

Hmm. Generally the best rambos, and least talkative.

Pitty really. Generally consti > vet. Not being biased in that opinon at all.
Asal_The_Unforgiving
Aug 16 2004, 06:33 AM
Hey, I'm not old, nor am I a pro. I'm a guy who happens to have a hardly-recognizable yellow thing-a-madooble next to his name.
In any case, I find that consties tend to be more fun to play with, and vets tend to be elitist. But maybe that's just my view.
AUTHOR'S NOTE: PLEASE NOTE THE BOLD WORDS, AND REALIZE THAT THIS WILL NOT ALWAYS HOLD TRUE, NOR IS IT EXPECTED TO.