Niteowl
Aug 23 2004, 03:59 PM
| QUOTE (WhiteRabbit @ Aug 22 2004, 11:10 PM) |
Well u won didnt you? thats the point , as long as u win ur comm abilities are good |
i'd have to caveat that. as long as you win regularly on a server that isn't massive, with somewhat even skilled teams, you are a competent comm.
Invasion1
Aug 26 2004, 09:06 AM
G00d Commandoh is very fast and doesn't spare medpacks. or ammos --->
Invasion1
Aug 26 2004, 09:06 AM
Omg.. Doubleposted
pola_kev
Sep 6 2004, 01:37 PM
hmmm... good comm with bad marines = lose..
but the best comm i have to say is good comm with bad marines = win..
i'll give that guy 2 thumbs up!
relsan
Sep 7 2004, 05:26 AM
A good com is one step ahead of field commanders. I love it when a comm plops rts without me asking, builds outposts as quick as res allows, and showers me with health and ammo ONLY WHEN I am in important battles that will dictate the course of the game; like taking the double res area, attacking a reasonably vulnerable hive, and securing a hive outpost. a good com recognizes proactive marines and gives them adv weaponry along with a clear objective.
MrBen
Sep 7 2004, 07:19 AM
Rapier7, no wait, that's the joke answer
OrganoX
Sep 7 2004, 07:39 AM
| QUOTE (pola_kev @ Sep 6 2004, 03:37 PM) |
hmmm... good comm with bad marines = lose.. but the best comm i have to say is good comm with bad marines = win.. i'll give that guy 2 thumbs up!  |
Actually, if the marines have pr0's in the team and a bad comm(not a newbie tho) = W1N!
Im not very good in comm and i used to play with some good marines, and i used to win.
SaintVicious
Sep 24 2004, 04:37 PM
People who say u need a mic are highly biased against fast typers

I have a mic and I only use it when it is really needed comming when i need someone to do something as fast as they can. For the rest of the game I just type what needs to be done. I win 95 percent of my games on pubs and 90 percent of my games on scrims. The key to comming is to think like the aliens and thats about the only advice i can give besides what the 800 billion build order guides have already told you.
SLizer
Sep 25 2004, 07:48 PM
Yes i hardly never use mic unless i have something really important. Usually its screaming about pg....
BarbraStreisand
Sep 28 2004, 01:01 PM
An OK comm NEVER drops HA's without welders...
...a GOOD comm also drops welders for closing vents and remembers his marines to use them. For some reason on pubs, if at all, ppl only weld HAs and not light marines. If a comm drops meds during a hive assault and you have one or two rines welding the squad, you are literally invulnerable to lerks early-midgame. Along with some shotties and mines you get rid of those pesky fades and nullify skulks ---> teh win!
WELDER RULEZ!
SLizer
Sep 28 2004, 02:03 PM
Yes im also annoyed the fact that ppl only maybe weld ha`s but allmost never la.. alreadyat 5min u should have armor 2. By that time give welder and sg to few knowing guys and you have won.....
Luv the straight lvl3 armor sg/welder rush ^^
SLizer
Jan 31 2005, 04:11 PM
Humping this up due welding discussion here! (and tis Is mine)
pip1
Feb 1 2005, 06:19 PM
my take on a good comm;
- knows the basics (ie. locations, what upgrades when, counters for dm or s first, knows to focus on the 2nd hive etc)
- is ready to spam marines 90% of the time (ie. hovering)
- DON'T USE TURRETS UNLESS HE'S BATTLING SC FIRST (for sieging, mines work like better anyway, 4 mines = 1 turret reswise, and "deployment" is a lot quicker)
- encourage marines if what they are doing is right (especially after they've built you the 3rd rt in a row)
- doesn't make the game so longdrawn that the marine team wins coz of alien team leaving (don't wait for HA/JP, GET IN AND FINISH IT).. This can be hard if your team is really crap though.
On a good day, I'm a fair comm (imo, that is

).. I lack experience against good alien teams though..
Mad_ivans
Feb 2 2005, 11:54 AM
howi would define a good com, is if he gives me a welder when requested
Slith
Feb 2 2005, 12:36 PM
I'm playing with a good comm when i always know what to do next.
Communication, Situation awareness and Welders ( even if theres only 2 People who actually weld themselfes ).
SLizer
Feb 2 2005, 12:48 PM
I would also say that propably the best ability of comm is to get himslef heard. Of course in competitive you completely miss this due teamwork. But the best comms of world are pub comms because they can get team of complete strangers work as one big unit that kills all resistance. They manage that by encouraging, speaking and telling what he is doing. If your comm is all the time saying what next you are much more comfortable than with one that says "OMG NUBS PG"
Niteowl
Feb 2 2005, 05:24 PM
| QUOTE (SLizer @ Feb 2 2005, 04:48 AM) |
| But the best comms of world are pub comms because they can get team of complete strangers work as one big unit that kills all resistance. They manage that by encouraging, speaking and telling what he is doing. If your comm is all the time saying what next you are much more comfortable than with one that says "OMG NUBS PG" |
Before this erupts into a pub vs clan thing, I'd have to respectfully disagree. While I agree a solid pub comm is great insofar as the assertion of his personality and will onto a buncha random folks, competitive comming takes more technical (if perhaps less social) skill. I mean, you don't have to convince your marines to phase in a scrim/match, they just do. However, you have to think of the game at a deeper, more tactical, more dynamic level.
At least, imho.
And yes, I'm a craptacular pub comm.
SDJason
Feb 2 2005, 07:21 PM
Personally... i dont give a rats **** about skills in a comm
He could have an IQ of 10...
If he makes the game FUN, win or lose.... i like him and he is a "good comm"
Thats just my opinion though, and thats how i comm..... others differ though...
I suck as comm(some disagree/agree, but ive always maintained that i suck) but im always asked to comm by the majority of people because they know, win or lose, it will be both a close game and a fun game...

~Jason
Bait_Boy
Feb 2 2005, 10:25 PM
Six months later, Still can't Comm for beans
Armageddon
Feb 2 2005, 11:53 PM
good com:
- Has a good build order in mind (structures, upgrades, etc.)
- Will direct marines where to go
- Is always with his marines and will drop meds and ammo to keep them from dying
- Monitors alien progress
- Knows the map very well (key siege spots)
- Makes good decisions (what hive is the most vulnerable? Shotties or HMGs? he's able to decide on things like that)
Ah_forget_it
Feb 4 2005, 12:34 PM
A good comm is one that wins

Failing that one who ensures that you have fun even if you lose

Seriously that last point is so important, if they work to the best of their ability and ensure that it's fun in the process irrespective of win loss, I am a happy badger.
Commmunication is equally important both from the voice comm side of things and listening to their marines with tactical awareness.
BadMouth
Feb 4 2005, 01:23 PM
A good comm needs a mic. Mainly to get attention. He nvr meds excessively. whenever he meds, he must be accurate and fast. A gd comm also nvr ever forgets to upgrade anything.
for base defences, i put 2 mines at the start of the game and drop one more pack mid-game. i tell my marines to rush RTs so i usually get upgrades a bit later than everyone else. I usually nvr research JP even though it is cheaper becos most ppl dun stick togethr when they got JP. HA is a diff matter cos every1 is so slow they have to go 2gether.
j3st
Feb 5 2005, 11:35 PM
BadMouth..just curious, do u play on singaporean servers often? u from | Xcess | ?
Meds + ammo + upgrades - bad calls = comm ftw
SLizer
Mar 21 2005, 04:48 PM
Bump due 3.0
Good commander drops that second obs when he can spare the res
homicide
Mar 24 2005, 01:10 PM
Intuition
nogoodnickname
Mar 28 2005, 02:47 PM
gives a damn gun wt you want
Camisa
Mar 29 2005, 06:39 AM
The good comm is the one who wins even without the good marines.
Faskalia
Mar 29 2005, 07:06 AM
| QUOTE (nogoodnickname @ Mar 28 2005, 04:47 PM) |
| gives a damn gun wt you want |
+chuckle+
You have no clue, have you?
Charey
Mar 31 2005, 04:41 AM
In addition to what was already said I have a few more to add.
Drops guns/welders on the person who they want to give it to, not by them.
Gives welder's when requested and res can be spared.(If they wan't a welder they wan't to fix something)
Know's not just how to give quick med's but who to med spam, If the skulk can get next to me, med's in battle most likey won't help.
SLizer
Apr 1 2005, 11:43 AM
I would like to add one thing about the meds.
You see way too often comm dropping meds to dead bodies. You need to have enough coordination not to drop the meds if you were late.
SDJason
Apr 1 2005, 05:34 PM
| QUOTE (Camisa @ Mar 29 2005, 01:39 AM) |
| The good comm is the one who wins even without the good marines. |
True... however there are limits to which no commander can overcome....
I need a marine that can aim.... and follow my orders...
I dont need a team of Turin's and Mustang's.....(not that they are bad, im using them as examples for skill, nothing else)
I need a team of Average Joe's that will do what i say (which oftentimes is rediculous orders) but if you just do what i say, and occasionally kill something..... we've got a chance...
If you rambo off and all go 12-1 ill reycle ur armory and wont med you.... because i dont like people who wont listen to me no matter how good you are...
If you wanna go 12-1 while following my waypoitns..... covering the guy who builds the pg, and knifing down eveyr hive you see.... by all means..... but if you walk past my 3 resnodes and go MEDS AMMO MEDS AMMO with ur **** **** binds.... dont expect diddley from me... except a long and hard ROAST over voicecomm...... something im well known for by now

~Jason
nogoodnickname
Apr 1 2005, 08:02 PM
1. gets weapon upgrades as fastest he can
2. not being an abusing ****
3. gives gun wt you want
4. not younger than 14 if using mic
5. not CC blockin ****
6. knows that than i suck with hmg
7. has played longer than me
8. knows wt means shortened words of buildings
9. dont agree with this
Faskalia
Apr 1 2005, 08:08 PM
| QUOTE (SDJason @ Apr 1 2005, 07:34 PM) |
| QUOTE (Camisa @ Mar 29 2005, 01:39 AM) | | The good comm is the one who wins even without the good marines. |
True... however there are limits to which no commander can overcome.... I need a marine that can aim.... and follow my orders... I dont need a team of Turin's and Mustang's.....(not that they are bad, im using them as examples for skill, nothing else) I need a team of Average Joe's that will do what i say (which oftentimes is rediculous orders) but if you just do what i say, and occasionally kill something..... we've got a chance... If you rambo off and all go 12-1 ill reycle ur armory and wont med you.... because i dont like people who wont listen to me no matter how good you are... If you wanna go 12-1 while following my waypoitns..... covering the guy who builds the pg, and knifing down eveyr hive you see.... by all means..... but if you walk past my 3 resnodes and go MEDS AMMO MEDS AMMO with ur **** **** binds.... dont expect diddley from me... except a long and hard ROAST over voicecomm...... something im well known for by now  ~Jason |

Maybe one day on NS source there will be the option to have two commanders and then we can comm together Jason, that would be really great games.
You make those crazy plans, i med and shout at the rines
Faskalia
Apr 1 2005, 08:11 PM
| QUOTE (Niteowl @ Feb 2 2005, 07:24 PM) |
| QUOTE (SLizer @ Feb 2 2005, 04:48 AM) | | But the best comms of world are pub comms because they can get team of complete strangers work as one big unit that kills all resistance. They manage that by encouraging, speaking and telling what he is doing. If your comm is all the time saying what next you are much more comfortable than with one that says "OMG NUBS PG" |
Before this erupts into a pub vs clan thing, I'd have to respectfully disagree. While I agree a solid pub comm is great insofar as the assertion of his personality and will onto a buncha random folks, competitive comming takes more technical (if perhaps less social) skill. I mean, you don't have to convince your marines to phase in a scrim/match, they just do. However, you have to think of the game at a deeper, more tactical, more dynamic level.
At least, imho.
And yes, I'm a craptacular pub comm.
|
QFT
many pub players seem to be verbal masochists
Church
Apr 1 2005, 08:21 PM
Sometimes those "rambos" know (or think they know) better than you do, and if they deemed that your strategy is really bad and what you're doing is not going ot get the win, they might disobey you. Part of the pub experience is to comvince your marines to listen to you...that you WILL see them through this round and give them a reasonable chance at winning (let's face it. Nobody pkays with the mindset "I want to lose").
For example if I see a comm drop a TF at base near the beginning of the game, I'll probably eject.
Breakthrough
Apr 1 2005, 10:01 PM
A good comm hits the spacebar! He gives Marines meds and ammo when they ask, but most importantly, only drops an RT when you call for it, or he confirms with you that the area is clear!
Gigabane
Apr 2 2005, 04:26 PM
Good comm?
I'd say one that gets upgrades real fast.
Having someone who grabs the next upgrade the second after the first one finish's makes a big difference.
SLizer
Apr 3 2005, 09:46 AM
| QUOTE (Faskalia @ Apr 1 2005, 03:11 PM) |
QFT many pub players seem to be verbal masochists |
I didnt get even one word from that!
What are you saying?! in english I mean
GeminiUK
Apr 3 2005, 03:24 PM
A good comm wins.
SLizer
Apr 3 2005, 04:57 PM
| QUOTE (GeminiUK @ Apr 3 2005, 10:24 AM) |
| A good comm wins. |
OLD!!!11!! someone said allready!! NOOF!!11
Camisa
Apr 4 2005, 03:03 AM
| QUOTE |
SDJason Posted on Apr 1 2005, 12:34 PM QUOTE (Camisa @ Mar 29 2005, 01:39 AM) The good comm is the one who wins even without the good marines.
True... however there are limits to which no commander can overcome....
I need a marine that can aim.... and follow my orders...
I dont need a team of Turin's and Mustang's.....(not that they are bad, im using them as examples for skill, nothing else)
I need a team of Average Joe's that will do what i say (which oftentimes is rediculous orders) but if you just do what i say, and occasionally kill something..... we've got a chance...
If you rambo off and all go 12-1 ill reycle ur armory and wont med you.... because i dont like people who wont listen to me no matter how good you are...
If you wanna go 12-1 while following my waypoitns..... covering the guy who builds the pg, and knifing down eveyr hive you see.... by all means..... but if you walk past my 3 resnodes and go MEDS AMMO MEDS AMMO with ur **** **** binds.... dont expect diddley from me... except a long and hard ROAST over voicecomm...... something im well known for by now
~Jason |
If you have a team full of 12-1 rambos they will probably kill the hive on their own
It happened once, i just had to med and ammo them...
Ambrosek
Apr 4 2005, 02:53 PM
It is simple.
Good temp.
Not a sore loser.
Listen to his team
Never ignore anyone( even nubs)
Know when to surrender
Know what is game balance
Know the rules.
Know what his team needs.
That is a good command.
A good command dun have to win.
Loser can also be a good command
SLizer
Jul 19 2005, 11:16 AM
| QUOTE (GeminiUK @ Apr 3 2005, 06:24 PM) |
| A good comm wins. |
Not always tbh. Even best comms dont win always
MamboKing
Jul 19 2005, 03:07 PM
A good comm drops me a shotgun, especially if I sit in base doing nothing.
GDVL
Jul 22 2005, 08:11 AM
| QUOTE (MamboKing @ Jul 19 2005, 10:07 AM) |
| A good comm drops me a shotgun, especially if I sit in base doing nothing. |
LMAO ! XD
A good com gives orders, or explain his strategy, whatever the ways he explain it... micro/waypoints or simply placing structures...
A VERY good com take care of :
1) Marines movements and fights
2) Developement of hardware/weapons
I almost never complain about a com, since i'm (maybe) the worst com ever (there is simply too much buttons in the CC than on my LMG for my brain... -_-)
Jmmsbnd007
Jul 25 2005, 07:24 PM
Leadership.
Everything else comes second.
Asal_The_Unforgiving
Jul 26 2005, 12:44 AM
| QUOTE (JmmsbndZeroZeroSeven @ Jul 25 2005, 02:24 PM) |
Leadership. Everything else comes second. |
Not necessarily. The comm needs to know what's going on, and get his men to follow orders. That means that sometimes, all the comm needs is ONE marine who listens to -his- orders, who can make the others listen. Leadership isn't as important as knowing how to handle your marines, and being able to adapt to your team as much as they adapt to you.
Jmmsbnd007
Jul 26 2005, 05:24 AM
| QUOTE (Asal The Unforgiving @ Jul 25 2005, 07:44 PM) |
| QUOTE (JmmsbndZeroZeroSeven @ Jul 25 2005, 02:24 PM) | Leadership. Everything else comes second. |
Not necessarily. The comm needs to know what's going on, and get his men to follow orders. That means that sometimes, all the comm needs is ONE marine who listens to -his- orders, who can make the others listen. Leadership isn't as important as knowing how to handle your marines, and being able to adapt to your team as much as they adapt to you.
|
Trust me. Leadership in the chair needs to come first.
Hellabeans
Jul 26 2005, 06:54 AM
easy answer..someone who can think quickly in a pinch, can think up good strats, and is quick on meds and ammo, o.o
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