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SLizer

I read some1 sayong something about good comms rare nowdays and i`ve allways considered myself as good comm. So I ask you how would you define explain good comm?

PS.

What should happen at these usual critical moments:

0.20 ppl at rt hunt

5.00 first fade?

8.0 oni? :F

5.0-15.0 second hive up?
the_x5
Ok, there are undoutably many posts here about what's in a good commander.

I recommend one who is well versed the following USG I made:

http://s8.invisionfree.com/xzianthia/index.php?showforum=26


I also recommend reading the "what's in a good admin?" commentary:

http://www.unknownworlds.com/forums/in...showtopic=76888



Use search, or browse arround, I know I've seen a discussion somewhere about this.

hope this helps a little... confused.gif
BlueNovember
"Good comm"
Noun phrase. See Natural Selection.
--

Defn.
(For the sake of arguement, and simplification of pronouns, the comm is male)
A commander who is able to lead a team of marines efficiently, quickly, and proficiently. He should have his own sets of strategies for each map he comamnds, and should be able to adapt them on the fly depending on the developing game scenario.

He is familiar with typical alien strats, best counters, and counter counters. These may be simple or detailed, but he knows what to do when aliens push for double, rt rush, mass-fade, etc.

He knows and can judge well, the ranges of siege spots and the best placement for turrets. He knows the names of hte hive locations, and possibly the other named locations on maps.

He is familiar with the costs of buildings, pre-requisits, and has a rough idea of their best placement and hitpoints, although he may not know the exact numerical value.

--

Meh. "Experience" probably comes into it too. tounge.gif although I don't think that a "good comm" needs to have played in a scrim. You can get good comms who have only pubbed, although of course they will not be as good as clan-comms.

Finally,
15 mins for hive 2?!?! tounge.gif


EDIT:
Arg agentx5, you found yours first. I though't you'd left that "I'll find the thread..." message and gone. tounge.gif
Scylla
What a good comm ...

1. He must know the game and the maps (and ALL named positons) like what is the counter of SC, what costs that upgrade or building, what are the siege positions are most secure against Onos, where are the good bilebomb positions.

2. He must act as teamplayer and support his Rines with Medpacks and Ammo.

3. Communication. Inform your Rines what you're about to do. Inform your Rines whats incomming and whats under attack. Also a part of communication is that you hear what your Rines are telling you. If a experienced player tells you there's "no chance to fulfill the task" you have to find another way.

4. If he's dubious in a positive manner. Only a changed plan is a good plan.

5. He must have a tactical feeling knowing what the alien will do as next.

It's all about actio and reactio.
Eclipse
Being in command of an unyielding rage that sends the lesser mortals (marines) into a state of fear that if they DONT win; the reprecussions from the comm. will be far worse than anything the alien team can do to them. biggrin-fix.gif
Buggy
Any comm that takes less than 5 seconds to give medpacks/ammo/resource towers/phase gates gets a thumbs up from me.
BulletHead
Unless I'm busy elsewhere, I immediately go to any request

if it's a med pack or ammo request, and it's more than 3 min into the game, I IMMEDIATELY go there, as it's most likely a shotgunner that needs resupplied... or someone with some kind of equipment
Asal_The_Unforgiving
A good comm is a man who can get people to follow his orders, has anything resembling a response time for requests (read: under 10 seconds) and doesn't take it so serious that the game loses its fun. The best comms are the ones who know how to play a game and have both teams have fun.
TH3rdEthereal
Unless I am busy I will not answer requests, unless I can afford a very small break, I do things one at a time and tick them off my list of things too do, someone in combat has a 50% change of diverting my attention from work, someone sat in a corner gets 1% until I am done.
Lito
Answer all request, no matter what they may be except if you're lightly medpamming a marine in combat.

Your marines are the most valuable asset on your team, keeping them alive is critical. You will never be able to be an excellent commander without being able to give out meds and ammo immediately and efficiently. This means giving them out in a practical place (ie if they're on the run, give it to them a little ahead of where they're going to walk.), Giving it in the middle of combat. Giving it in critical situations where they simply don't have time to ask for one.

I cannot stress this enough. This also means giving meds even before they request them.

The skill of dropping meds and ammo is what seperates the boys from the men in terms of commanding.

Speed is the key. Time is a liability, not an asset.
MamboKing
Good comms don't let the aliens get a second hive without a fight.
Mouse
A good comm can respond and react to any event effectively.
TH3rdEthereal
Sorry but if a 'Good Comm' is defined by how many med packs he can spam in a battle anyway then thats pretty damned screwed perceptive skills, a good comm will concentrait, and focus. Not whip around the map fullfilling the wishes of Marines at the click of the finger.
Sky
A good com will quickly be able to recognize what he can expect from each individual marine, assuming he has never played with them before. For instance, when I com, I tag in my mind the top one or two marines who, with proper (not massive) meds and ammo drops, will kill plenty of aliens and do most of the heavy hitting. These are the same rines I can give a jp/shotty to and say "Go set up a pg at ~ hive", and they'll get it done. Reliable marines. The more confidence I have that they can do what I ask them to do, the more time I have for screaming at the rest of my team to actually go to their waypoints, build stuff, maybe possibly THINK about using their welders/mines/grenades......yeah....motivational skills rank pretty high up there for a good com.....
BulletHead
A good commander is one that med packs his marines BEFORE the request comes in. That shows that he MONITORS them while they are in battle, ready to save them should the need arise.
Lito
QUOTE (TH|3rd|Ethereal @ Aug 17 2004, 08:20 PM)
Sorry but if a 'Good Comm' is defined by how many med packs he can spam in a battle anyway then thats pretty damned screwed perceptive skills, a good comm will concentrait, and focus. Not whip around the map fullfilling the wishes of Marines at the click of the finger.

Actually, sir, that is exactly it.

Spamming meds and ammo with discretion and at appropriate times should be what the commander does 75% of the game. The other 25% is broken down as 15% building and upgrading, and 10% is the actual ordering and waypointing.

I don't see why this is so hard to understand. Is your arms lab, which you value so much, going to grow legs, grab a weapon and kill the hive? No. Your marines are the ones on the front lines and you need them alive and shooting things. Thats why anyone who wants to even THINK that they're a half decent comm needs to learn how to med and ammo their marines up.

A live marine is a good marine.
Asal_The_Unforgiving
QUOTE (Lito @ Aug 17 2004, 09:25 PM)
A live marine is a good marine.

A live one where you want him and need him is better. And several live ones where you need them is just too awesome for words.
WhiteRabbit
A bad marine is a dead marine
Good comm has mic AND doesnt turn it OFF , keeps it ON at all times
afratnikov
A GOOD comm:
- Has a plan
- Tells the plan to marines
(In my opinion, a microphone is a MUST for a good comm)
- Makes the marines follow that plan

An OK comm:
- Places buildings/turrets in base
- Researches Upgrades
- Drops Med/Ammo/RTs/weapons


BEWARE: Long boring sentences to come...
Its one thing to just give a waypoint and a whole other thing to tell marines "Go secure Furnace hive and get RTs on the way" and then drop a waypoint. As a marine, it is important to know why you are going somewhere. A talking Commander will make the marines believe that he is there and by just telling the marines what is happening around the map will help tremendously.
The commander can't just sit there and give Meds to rambos all over the map. A good commander looks through the whole map and coordinates the marines giving med/ammo only to people who do something important.
A good comm will scan the map to see if a hive is going up or to find undefended alien RTs.
He will encourage people to work together and move together (in groups of 2-3 people)
A good commander is not stubborn and will change his plans according to the situation -- Trying to siege one hive 5 times in a row is a bad idea, because all the aliens are waiting for the marines there.

An OK comm will drop RTs when a marine stands near it, however, the marines then moves on and a skulk will eat up that RT. An OK comm will drop meds/ammo to single marines - sometimes he will survive, sometimes he won't. The comm will research upgrades and will upgrade armory and build Prototype lab, but the marines won't use the heavy weapons to their full potential if they don't work together. I know I’m an OK comm because I can't get the marines to do what I want. Sometimes I win, sometimes I lose, but it’s usually the aliens' fault that they lose, because they don't do anything.

I hope I didn't bore you too much sad-fix.gif

I didn't talk too much about the strategies themselves because there are a lot of them - read other threads for strategies. The point I’m trying to make here is that a good commander has a strategy and FIRMLY follows it while sharing it with the team. Again, a microphone is a must or the comm should type at 200 words per minute and use big, fat, red font.
SLizer
YE thanks guys! this was the hing i wanted.


I have been in chair since first day of 1.04 and throu all the the trend strats and betas. In my point of view Allmost all said things goes on my list too, the ability to "smell" the need of medpacks/ammo is they key to win.

I think quite many here play those +20 games where its not so important to give health cos yoru all over the map anyway.....

When it comes to games less than 20 (especially at 16)
then your screwed if you dont give med/ammo you only have all time maybe 5/4 rines goin on map if you don`t give them ammo/med vs alien full 8. IF you give ammo/med you wont probably have que on ip and 7/6 rines in field.....

Few things for good ol comm:

1. MICROPHONE. you cant bee good without one
2. KNOW the map, where to siege etc. etc.
3.ENCOURAGE your rines, tell them what`s going on!
Buggy
QUOTE (TH|3rd|Ethereal @ Aug 17 2004, 08:20 PM)
Sorry but if a 'Good Comm' is defined by how many med packs he can spam in a battle anyway then thats pretty damned screwed perceptive skills, a good comm will concentrait, and focus. Not whip around the map fullfilling the wishes of Marines at the click of the finger.

Remind me to go aliens when I play you someday tounge.gif
Doesn't matter if you're the best tactical genius NS has ever seen, if you ignore med requests, you get the eject from me. Sorry. But you get faster with practise, of course.

QUOTE
Posted on Aug 18 2004, 03:42 AM
 
A bad marine is a dead marine
Good comm has mic AND doesnt turn it OFF , keeps it ON at all times

And I hope to God not, any comm who doesnt SUYF sometimes hinders your ability to localize skulks etc, so he gets teh mute. Voice comms yes, but use it wisely. Don't chat the entire game as if you're trying to give commentary to a football match.
DC_Darkling
also if you have a comm starting with weapons instead armor it usually aint a good comm. smile-fix.gif

I use this little rule to check comms on skill and haven't been proven wrong yet.
SpaceJesus
When I com I spend 50% of my time hovering over marines ready to drop meds and ammo.
I spend 40% of my time listening for alien RT's, scanning hive rooms etc.

I spend 5% of my time dropping buildings.

I spend 5% of my time starting upgrades or dropping weapons.


Does that mean I'm relatively good? (A1 FTW!)
waller
well i'm a fairly good comm and i spend my time building rt's and WPing tbh.
WhiteRabbit
I suppose u are OK comm tounge.gif
SaltzBad
How do you spend time building RTs? Push Q-A and you're done letsmoveonkthxsomeonewantsamedpackokayhereyougosomeoneandheressomeammosurewhynotaweldertooandheysomeminneshowaboutaphasegateoverhereandheycouldyougorecapmaintenanceformethanksohandineedsomeonetogetbacktobaseandgetthat2ndipupweredoingokayguystheyonlyhaveonertleft.
NGE
Good comm in 2 words? CK MEIGHT
Lito
QUOTE (afratnikov @ Aug 18 2004, 04:01 AM)
An OK comm:
- Places buildings/turrets in base
- Researches Upgrades
- Drops Med/Ammo/RTs/weapons

Any comm that drops a turret factory in base within the first 5 minutes and does not have res flowing out the wazoo warrants an eject from me, thanks.
NukeAJS
Speed is good, tactics is best.
Thardin
Turrets = lose.

Mines = Gosu.

Simple as that.
Thardin
A good comm knows his marines.

A good comm gives the marines necessary front line supplies.

A good comm is adaptable.

A good comm has speed.

A good comm has a mic for speed.

A good comm takes in-game feedback and converts to adaptability.

I don't think I missed anything.

degamer106
hmm

1) has knowledge of the map he is playing on, which includes hive locations, siege points, vents, important rts to cap first, and good pg + turret placements. Also, good structure placement in his main base (ie an ip far from comm chair so comm can jump out and shoot the skulk or whatever).
2) will drop medpacks + ammo for his marines WHEN THEY CALL FOR IT
3) has a plan of attack
4) knows his hotkeys
5) knows what upgrades to get(ie armor 1 first) so that his marines can last longer in the field
6) will know how to respond to various alien threats (ie dropping shotties or HA or something)
7) has knowledge of all the abilities of the structures, guns, different classes of aliens, and how well his marines can shoot.
8) can make reasonable decisions

Uhh Tharding basically summed up the rest. biggrin-fix.gif
Soberana
QUOTE (NGE @ Aug 18 2004, 07:41 AM)
Good comm in 2 words? CK MEIGHT

XD
Lito
QUOTE (degamer106 @ Aug 18 2004, 08:39 PM)
2) will drop medpacks + ammo for his marines WHEN THEY CALL FOR IT

Okay commanders will drop medpacks and ammo when they ask for it. Good commanders will drop them before they ask for it. When a marine is fighting off 3 skulks, is he going to have enough time to press that need meds button? Most likely not, but that doesn't mean he doesn't want, or more importantly need, them.

It doesn't matter if you think you've outlived your usefullness, and rather die and get a fresh set of armor, a clip of ammo for each weapon, and a free ride back to base. You're clogging up the spawn queue, you're giving RFK, you're useless to me when you're dead. You're getting that medpack and that ammo wether you like it or not. When you can help it, you die only when I order you to do so.
degamer106
well i forgot to mention that a good commander will medspam a marine before he calls for it, but I meant like sometimes when you call for a medpack or ammo 10 times and nothing comes...then you die and get yelled at D:
God_Killer
A good com actually can tell the exact amount of hp a marine as and if he needs a med pack...

if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless

med spamming is bad, meds cost 2 res, that can be a lot.
Soberana
My style of commanding is pretty much free will. I dont use my mic, first off because text is enough. And I dont type much. I just type when its needed. Like almost EVERYTIME I type someone dies. Its crazy.

The less chatter there is, the more concentrated one can be. If my marines dont go cap rts for me early, they are stupid, and its okay. They will understand we need rts when we lose. They always do. Only time I use turrets is for aggresive purposes. Hive lockdowns suck.

Some say its all about having a skilled team. Now thats a lie. Its all about how the marines work and how you work. Those medpacks of yours, think of them as in Diablo2 or in many rpgs. They are potions. They are HI-Potion, they are healing spells. They are vital, and a skilled healer is great.

ZiGGY
A good comm makes the game fun by his own rules, not just for the marine team but for the aliens also.
degamer106
actually when you medspam and the marine(s) make a kill, the rfk he gets will make up for the res spent for the meds.
The007
To me, the (good) commander must have 4 out of these 5 abilites for them to be somewhat above average.

- Knows how to use his resources (What to research...etc)
- Quick reaction/reflexes in terms of both defense and offense (and every other aspect such as researching and building)
- Takes care of the marines on and beyond the call of duty (Drops a PG for the stealth marine who manages to get nearby a hive...etc)
- Plans and organizes his/her tactics and strategy before performing them
- Doesn't lose his/her focus on the battlefield and on his comardes
Buggy
QUOTE ([QcBs]God Killer @ Aug 19 2004, 02:27 AM)
A good com actually can tell the exact amount of hp a marine as and if he needs a med pack...

if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless

med spamming is bad, meds cost 2 res, that can be a lot.

Not entirely correct.

With armor1, you need three bites, and two medpacks after two bites. So, if your marine gets hurt, he has two bites left, and yes, it won't give him any additional bites if you leave him like that, but if he gets bitten again, you have a chance to give him one more medpack, and he may survive another skulk skirmish.
degamer106
its a better idea to medspam regardless of the marines health. If he makes the kill, then the res you spend for the meds will make up for it.

however, i just realized that if you are really strapped for res, it might not be a good idea to spam meds. confused-fix.gif iono..as long as you get some fairly decent res flow you should be set to spam.
Lito
QUOTE ([QcBs)
God Killer,Aug 19 2004, 02:27 AM] A good com actually can tell the exact amount of hp a marine as and if he needs a med pack...

if my marines got armor one and gets hit once and calls for a med I won't give him any because its useless

med spamming is bad, meds cost 2 res, that can be a lot.

A marine that is not 100% needs a medpack. Of course I'm talking on the premesis that the comm isn't a total idiot, ie. you're not going to give a medpack to a marine who jumped down a little too high and lost 4 hp.

that 2 res is made up by things that res can't buy directly:
->Shorten the spawn queue. You want your marines to be spawning in quickly, and if that marine could've lived if you gave him meds, you could've shortened the spawn queue for marines you couldn't have saved even if you wanted to.

->Gain more rfk from that marine, and prevent aliens from getting rfk from him as easily as if you hadn't given him a medpack

->Marines that are alive can shoot things, kill things, hold ground, build things (the list goes on). Marines that are dead can't do a single thing but wait. Giving a marine a medpack increases the chances of him staying alive.

Everyone knows that resources are important in NS, but there are things that are much more important. You can have 1 million res, but you can't make that armory upgrade faster.
Witsa
and above all what is said above.. good commander doesent whine how his\hers team sucked the last round. Doesent tell ppl to get the ---- of the server if they are new to the game...
Asal_The_Unforgiving
QUOTE (Witsa @ Aug 19 2004, 11:53 PM)
and above all what is said above.. good commander doesent whine how his\hers team sucked the last round. Doesent tell ppl to get the ---- of the server if they are new to the game...

Sometimes it works, but you have to know how to use it. If nobody is listening, you -may- need to yell. I've seen comms do it, with great effectiveness. But I'm not about to say I know when or why. All I know is that if I follow orders, I get yelled at less. That's enough for me.
NGE
Just a thing, you all can decide, but-

Marine with a1 takes one bite. He's at 77/18. Now, you can med him- he takes another bite, and is at 62/0. Or, you can not med him, and he's at 40/0. Either way, he'll need one medpack to survive.

(Fades are a different story, as 2 hits unmeded with armor 1 leaves you at 30 hp, meaning 1 med brings you to 80, thus still dead in one hit. I'm talking strictly skulk.)
Bait_Boy
I cant comm, I've tried, lost horribly, got the infamous line "OMG YOU **** NOOB, U DONT NO ****!!1!!1111!!!!!111!!11!" ... and that was from a clanner from my first week or so.
that pretty much swore me off commanding, so I try to be a good marine, by FOLLOWING the orders so the comm can focus on other things
Lofung
a good comm never have a fixed plan.
its more like a draft plan and it could be variated at anytime.
he would med accurately. med those VIP marines who recap rts and rambo to hive for pg
SLizer
W0w just played few hours so great game here it goes:

surftown 20/20 ns_eclipse


Ill start the game with bit odd look at my team otherside has all the icon guys else than one (5 of em total)

Im thinking Oh well let`s see what we get done here... STARTING BLIP

First i yell then: reloc corridor (you know the place with the long hallway quite popular nowdays) I find 2 guys going there fine. I give them there ip and armory ---> obs to mt sl/sub area. I also give horse and alpha rtowers this time.
Followed soon by arms (a1)


This is where the hell starts. I give them rt to sub and find it swarmed by skulks from pipe --> Grannies to research time, also a2 is putted on rsearch. Time is something like 4 or 3min after getting my team to use those grannies we can hold sub quite good. Only problem was that the aliens were expetionally organized our all rts were chewed allmost constant so i had to burn lots of res into new one`s (nope they didnt go wp...) also one half rambo gets me main rt and fights for it ^^ BUT the this fades shows up.... *shrugs*

Sooo the clock is like 6-7 hive2 up! and that fade rampages around by humiliating my sg/welder/a3 train (no weps just a3) adv is halway here. Boom alll my rts are gonw everywhere althou res at 50 ( cos of watching over my train) ill give em sub, alpha,maint and horse.

After getting them up (gj team) I do the ms dis/pg doodle only to find fade and skulk taking down ms pg and rt so dis again this time the adv is ready and I`ll put up proto. now my team wanders off to cc siege location ( left side of hive the place where the rising ends)

OMG our base is beeing rushed!!! 1 oni and 2 fades there!!! few shotties/hmgs run there and we lost only adv... aww. Oh well i think we got the ha now! (those hmg were from hmg/welder train)

time is now sumting like 15 min. Ill save for ha and give them just shotties quite many althou had still hmg`s! (gj team w welders)

Then its the usual we siege cc quite easily and fight bit at ec and it goes down too....


What makes this intresing if you had the patience to read this is that the aliens were constantly wolfpacking/ eating rts. Alien team was also much better organized than we.... that fade had 60 4 at the end our best ~30 ~25

just post your critisim if u found this sumting wrng with my leading/build order oh and dont forget to flame biggrin-fix.gif

edit: dunno why i wrote it had to share it with u cos it was best game for a month or so.....
WhiteRabbit
Well u won didnt you?
thats the point , as long as u win ur comm abilities are good tounge.gif
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