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Darklings Guide to Commanding Updating when needed Rate Topic: -----

#1 User is offline   D.C. Darkling 

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Posted 07 August 2005 - 09:29 PM

/// Darklings Guide to Commanding///||| Contact info
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DGC Version 1.001
(If I made a mistake, for w/e reason, lemme know)
Be aware that this topic has a small horizontal scrollbar.
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So you think you are ready to command, but want to make sure? You want to learn to command? Or you are just checking what I got to say? Lets see then.

A commander needs a few things:
* marine gameplay knowledge
* kharaa gameplay knowledge
* command chair interface knowledge
* strategy would be lovely aswell.
Lets start by the first one:

Marine gameplay knowledge
* When you play marines, you learn to follow waypoints. Don't expect anyone to listen to you, if you never did to them. ALWAYS follow the waypoint, even the most retarted one. Then if you lose atleast you can say its the comms fault. If you did not follow, it could be yours.
* learn all weapons, there efficienty, range, clipsize, spare ammo, damage to kharaa, damage to structures
* learn how much hits you can aproximately take, the more you know the better
* when comm researches upgrades it shows in the left corner. If you fail to recognise the icon, ask what it means.
* learn which building is called what, and what it does.
* learn all terms for rine gameplay. (like res tower is RT, med is medpack)
* learn the maps
* learn to use the minimaps and the overview maps. (VERY pls do)
* learn what is more important to shoot
* learn what is more important to defend
* learn how you can sneak in a place somewhere, and where.
* learn kharaa chambers effects to know what to shoot

All those reasons have significance, if you fail to see why. Contact me. If enought fail to see it, I will write a explenation in the guide. I will add more if I remember them. Even I can't remember everything on the spot.

Kharaa gameplay knowledge
* learn to discuss strategy, especially with high lifeforms and gorges
* learn which kharaa does the most effective job. For instance, skulk > destroy RT, fade > kill marine, not the other way around.
* learn how much hits you can aproximately take from any gun
* learn how many attacks it aproximately takes to kill a certain armored rine.
* learn what all the upgrades mean, and to which chamber there linked
* know that you can only have one type of chamber for each hive, and discuss which one to drop. (NEVER drop a chamber just without asking)
* always try to drop 3 chambers, or atleast 2.
* learn rine structure effects to know what to attack
* learn what to attack in what situation
* learn what to do in which situation (no comm is ordering remember, cause there is noone)
* learn the maps
* learn to use the minimaps and overview maps
* as a skulk parasite when out biterange, gorges should heal teammates
* gorges can defend, but should try to stay out combat
* learn your attack abilities, and other functions (flashlight)
* don't save res for lifeforms and lack building. go gorge and build rts. only some ppl should save for lifeforms or hive in gamestart.

If you have played HOURS (which can be weeks, since you aint playing 24/7) you might be ready for the next step.

Dommand chair interface knowledge
If you think you are ready to command, you are wrong. You fail to know the interface. There 3 ways to learn:
* loadup a LAN listenserver with cheats (create server) and hop in the chair. Since cheats are on you can build. Explore the command interface.
* read this guide and hope
* hop in the cc and hope its a n00bfriendly server.

I REALLY suggest only to do the above 2 options. If you are gona command, do it on a server you are a regular on. Those hours should have been played on one server so you know those ppl and they know you.

First of all, a quick list of the icons of the Command Chair. I made this once before, and have no time at the moment to take comments out. Its not that bad.

Posted Image This is the Command Chair (CC). ya don't need to build it @ start, its there.
Posted Image Your Infantry Portal (IP) lets your rines respawn. This MUST be in the area of a CC. No IP = NO respawning rines
You need a CC to build IPs
Posted Image Your ResTower (RT) gives your team resources. You use res for everything. Get as much RTs as possible.
Posted Image The Armory (No short "n/s") gives ammo, sometimes medpacks. The comm can also pass out SHOTGUNS, WELDERS and MINES in its area.
A armory can be upped to a ADVANCED ARMORY. Looks the same but a comm can then also pass out HEAVY MACHINE GUNs or GRENADE LAUNCHERs.
You can also upgrade handgrenades.
Even if you do have a advanced somewhere, a normale one can NOT give GL or HMG. It can give the ammo for it though.
Posted Image The armslab (n/s), gives the option to upgrade armor, weapons and catpacks. (read more below)
You can only build it if you got a armory, if you lose the lab, you lose all its upgrades till another one is build.
Posted Image The Observatory (Obs) decloaks anything in range. It also gives the option to upgrade to motion tracking (MT) or phasetech (PT). You can also scan.
Read more about it below. If you lose the obs, you lose all its upgrades till you build another one. You need a armory to make one.
Posted Image The prototype lab (proto) gives the option for Heavy Armor and JetPacks. You can't hand them out till you build another one, if the proto is destroyed.
You NEED a advanced armory to build it, aswell as a armslab. You can only pass out Heavy armor and jetpacks in the area of the proto.
Posted Image The turret factory (TF) gives the option to place turrets. You can also upgrade it to a siege factory, which enables the option to place sieges. You can electrify (elec) a TF. If you build a TF you can also elec RTs.
Posted Image A phase gate (PG) can only be build after researching phase tech (on the obs).
build 2 or more PGs and it acts as a portal to travel inbetween gates. With "use" you will go through all PGs, 1 by 1.
Posted Image A turret (n/s) can only be build inrange of a TF. If the TF is gone, the turret wil seize activity.
This thing shoots anything hostile. \o/ Its rather weak though. :(
Posted Image Siege (n/s) This must be inrange of a siege factory.
(So if your TF was destroyed, and you build another, you need to reupgrade it to siege) This will NOT attack players, but enemy structures only. But it does so with a hell of alot of power. bangbang.
Expensive thingy, shoots through walls.

(post 2 because of image limits)

This post has been edited by D.C. Darkling: 02 August 2010 - 09:40 PM

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#2 User is offline   D.C. Darkling 

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Posted 07 August 2005 - 09:30 PM

The ups mentioned above:
Posted Image armor1 (arm1) A up from the armslab. Upgrades armor and stays upgraded.
Posted Image armor2 (arm2) kan only be upped after armor1. more armor.
Posted Image armor3 (arm3) Can only be upped after armor2, even more armor.
Posted Image weapons1 (dmg1 / weap1) increases dmg of all weapons, exept sieges/turrets.
Posted Image weapons2 (dmg2 / weap2) more dmg, needs dmg1
Posted Image weapons3 (dmg3 / weap3) even MORE dmg. needs dmg2
Posted Image Jetpack (JP) Upgrades the option to pass out JetPacks.
Posted Image Heavy Armor (HA) Gives the option to pass out HA.
Posted Image Motion Tracking (MT). Gives circles on anything NOT visible and moving. on the map this gives dots.
Everything inrange of a enemy SC will NOT be recognised and displayed.
Posted Image PhaseTech (PT). Gives the option to build PGs.
Posted Image Elecs. Elec your RT or TF.. Zaaap.
Posted Image Catalyst (g/a). This ups the option to hand out catpacks. Can be done without dmg or armor upgrades.
Posted Image This upgrades your armory to advanced.. YAY
Posted Image upgrade a handgrenade. When done, anyone who spawns will have a handgrenade. Will be reisued upon death and respawn only.

(post 3 because of image limits)
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#3 User is offline   D.C. Darkling 

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Posted 07 August 2005 - 09:31 PM

And the items you can give:
Posted Image Give a rine ammo.
Posted Image Give a rine medpacks. (restores health with a x amount)
Posted Image Give your rines a catpack. This makes them temporarely shoot and run faster. ow joy. \o/
Posted Image Give a mine. ya know, place > enemy > boom.
Posted Image Welder, repear your teammates armor, or a building by firing at it from real close.
Posted Image Give your rines a shotgun (shotty)
Posted Image Heavy Machine Gun (HMG). Pump ya enemies full with bullets. Does insane dmg, has some spread. Works crap vs structures.
Posted Image Grenade Launcher (GL). Fire nades. works crap vs enemies but ownz structures. \o/
Posted Image Heavy Armor (HA). Makes rines slower and louder but gives a hell of alot of ammo. Can't be combined with JP.
Posted Image Jetpacks (JP). Lets rines fly till the bar is depleated. Reloads if you do not fly. Can not be combined with HA.
Posted Image Beacon. When isued, each rine, dead or alive, will be placed in marine start, even after you relocated base.
Posted Image Scan (ping). Scan to see whats on that location, decloaks anything, scan a object to allow inrange sieges to fire upon it.

The console/interface itself

Posted Image
On the left is the commname and rescount.
on the left is your map. Red is hostile, white your marines and blue yourself (structures)
If something gets known better the dot might be replaced by a icon.
Clicking on the small map will move your large map to that location. (overview)
Your status menu shows what you can upgrade, and if something is upgrading.
It also gives the option to cancel your upgrade. (put the icon for that on the lower right, its the arrow)

The buttons all mean something. In order from left to right and up to down.
Select menu (now visible)
select menu obs, armslab, proto and PG.
Select menu with ammo, medpack, catpack
select menu with alle wapens, HA and JP.

If there blue, you can build. If there lit, you are cliking them (see armory) if there darkblue you need to upgrade or build something.
(example, upgrade PT for PG). If its red, you have to few res to do it.

The button on the topright is to logout, and stop being comm. Logout the chair that is, not the game.

The little man icon means "select all your rines"
The icons next to it are squad icons. You can have a grand total of 5 squads. If you select something + duckkey + number (1 tot 5) it will become a squad.
You can have one or more rine in one squad, by selecting them all. Or 1 one building by selecting that. I personally, prefer buildings.
That nice pink (hey, sprites in NS are pink... really) is your large map/overview.

A last thing.. hotkeys.. These are standard:
qwer asdf zxcv
Or: Each icon has a key. In the pic, RT for example has key "a" and recycle "v". you can also spam stuff like this. Like ammo. Ammo is "a". Open the second menu with ammo, catpacks en medpacks. Hold a and click the map a few times. Voile.

Startegy & hints

look where you want to place your IP. Now go stand infront of your cc in such a way you see that spot.. Now step in the CC. upon logout, you will be in the same spot.

Each building has a range. (green if you click the building) If you need to do anything inrange of a building, it will show that range.

First make the IP. Place it on the EDGE of the circle. If you ever need to get out to save the day and own that skulk, you will have time to aim, fire and win before the skulk reaches you.

Your rines should be out looking for RTs. If not, SEND EM ON THERE WAY. If they ask a RT, give em one. 1 or 2 rines should still be in base to build stuff. Put down a armory. NOT NEXT TO THE IP. Last thing we need is rines dying cause they are humping the damn armory (which is bad btw) and getting telefragged. (telefrag = dying on a PG or IP cause someone else is getting though.)

I prefer to upgrade armory on instant, but each his own tactic.

Now make a armslab. IN A CORNER PLS. If its hard to notice, its great build. Upgrade armor1 FIRST. I even get armor2 before dmg1, but thats me. But at start you only see skulks. armor1 is 1 extra bite which gets translated in a rine alive who can pump alot more bullets in that skulk. Dmg1 does absolute NOTHING against a skulk. really NOTHING.
Catpacks are usefull, with much fade/onos I would consider this even above dmg ups.

Keep your rines healthy. If there usefull give them meds, ammo and catpacks. Keep a eye on ya RTs and send a rine out to build, rebuild or repair (welder). (Note that I myself do not agree to the option of welding rts since it takes time we don't have. Just giving it as a option some comms might pick) Listen to your rines (there info) and say what you are doing. (I upgrade MT now ppl)

If you do NOT attack kharaa, they got it easy. So attack. RTs, hives. Even if its just one rine, do it.. they will check it out while you get the entire other side of the map.

Don't forget your upgrades.

Get PGs, this usually has priority above MT. On occation, hand out welders, mines and shotties. Lateron GLs and HMGs..

If you got your armslab and advanced armory, build a proto. You should have atleast 3 or 4 ups on ya armslab by now. (advanced armory upgrading takes a LONG time)

For base defense, no turrets.. MINES.. We still have beacon.

hand out catpacks intime, siege hives. (better, place a PG , spam shotguns and perhaps HMG and GL and attack) a good shottyrush is faster then sieges and cheaper. Recycle sieges when no longer needed.

Really, watch the damn RTs and keep upgrading.

If kharaa have SC, build obs on your outposts and scan before rines enter a room. relocate usually aint worth it, but it can be good to build a backup CC in a outpost.

A few basic rules:
RTs
upgrade
keep rines healthy
Got res? use it. (upgrade, weapons)
If anything gets attacked, RECYCLE, exept RTs. RTs give more res if left working (do recycle unbuild RTs)
use squads and hotkeys.
If you have 1 RT its no prob, aslong as THEY also only have 1. Kharaa need to share resources. 1 RT through 6 man.. go calculate. 15 res in one minute, by 6... :P
in 90% of all cases turrets are a waste of good res.

I'll say it again, upgrade armor1 ALWAYS before dmg1. dmg1 vs skulks does NOTHING. Its 1 bullet less vs carapaced skulks. First few minutes its skulks only. So get armor, live a second bit (so 15 bullets longer), and shoot those 15 extra bullets in that skulk rather then 1 less.

Remind yourself, things which eat res fast are:
weapons (if they keep dying with HMG and stuff)
medpack/ammo/catpackspam
beacon, again and again
RTs going down under a minute (takes a min for 15 res)

Things I make squad:
ip, good to know early game with skulk rushes
obs, for fast ping.
armslab, ya won't be done upgrading soon
proto, for the time you are upping
armory, cause it takes long to upgrade and its expensive

Advantages of buildings in hotkeys:
upon attack it blinks red.
when clicked you can select ups
If its destroyed well.. the empty place in ya hotkeys is good to notice

Placing buildings:
CC: anywhere hard to reach, good to defend.
IP: far from another IP, far from CC or wall.
RT: well, DUH.. on a node
armory: far from IP or CC, preferably in middle of base.
armslab: against a wall, corner or dark place
obs: preferably against a wall closest to the big part of the map.
proto: corner, wall, w/e
tf: wall, corner
PG: NOT against a wall, a open place
turrets: on places so you need as few as possible.
sieges: see turrets


You placed a IP and armory according to rules, so what now? You need to have a plan. Now don't get me wrong, any plan dies when you meet the enemy.. so keep it open. Let me give a few ideas.

principles
Some I use, some I don't. I don't always stand behind these, there just there.

*FOOD principle
Follow Orders Or Die
If rines listen you medpack, ammopack, give weapons and stay around to listen for enemies.. you help. If they do not listen, you ignore em, give nothing.
ALWAYS use FOOD in combination with other principles. The original FOOD topic was alot bigger to give other info, not really part of the principle. But only how to use it.

* Presure principle.
use presure.. This was part of the original FOOD topic and works great with FOOD. PRESURE THEM.
Exept one person, you send EVERYBODY out to get RTs. That one person defends and BUILDS base. Priorize RTs above anything exept ammo and medpacks.
Its about gamestart and you now have 4 RTs, a IP and armory. Now I put the presure on asap. I up the armory, and if my base rine leaves I let him mine the armory.

time to place a armslab and obs. Rines should be busy guarding and rebuilding RTs, aswell as shooting all things kharaa. let em stress, empty that gun in the hive.

I up armor1, 2 even. Then PGs and MT. armory has HMGs now so weapon ups arent in a hurry. If rines have a tad of skill this WILL put presure. on them.
Note that this armor principle is NOT the standard. (armor1, weapons3, armor2 is)
I myself however find armor1 lacking for lategame. I might get weapons2 before armor2 but never weapons3.

Chain Principle.
usually used with newbies or heavy lost matches.
Posted Image

Your red dots are RTs. Your base is the red square. Lets take the numbered chain for example. You go to RT1, then2, then 3. A RT has a number, however if a RT is NOT in walking range of another, you need a base inbetween with a number aswell.
Put a PG in base, point1 and 2. The principle is to use the PG to go to the number BEFORE the number being attacked. Then walk to that point. Cause that PG is likely under attack see..
(note that this is worst case scenario, if you can do without PGs.. DO IT)
Make damn sure that RTs are in walking distance. If not, make a base with PG inbetween them.
Its a good, cheap way (just a PG) to protect RTs.. Don't use this alot though, cause you need lotsa PGs. Lost games only.

Listen with each (selfmade) principle to your rines, give them info, atleast on what you do or do not do.. Help em, eb always busy. if you can't build, medpack or upgrade, listen with your rines and scan. Give em the impression you look with em.

Game priority
Many ppl think NS is about the following:
* mapcontrol
* resources
* frags

What NS IS about:
* time

Simple, let me explain.

All "priorities" are a direct result from time.
* Mapcontrol: If you send a rine acorss the map to cap nodes, you control those nodes. If you lock hives or set up chokepoints you control that part of the map. If you med your rines, they don't need to respawn, they can move further and take more of the map.Mapcontrol is not having the map. Its making sure that whatever is on the map, is of no use to the other team. Hence, mapcontrol. You can not keep parts of the map if you can't move towards those points in reasonable time. So time is the thing which makes or breaks this priority.
* resources: without res you can't do anything. The faster you get res, the more you can do. If your marines have nothing to do they should get res or deny the other team res. More res in shorter time = good
* frags: same goes for frags, the more in a shorter time the better.

Time is a isue. If you all get shotguns, phase to a have, get ammospammed and shoot it, its faster then getting shotties, humping the armory, phasing one by one and trying to shoot the hive. In the second scenario, kharaa had time to react.
This is only a example, time is a isue. Always. just remember one rule:
Do as much usefull actions in the least amount of time aswell as trying to force the other team to do the most useless actions in the longest amount of time.

time is a isue, build your startegy upon it. All I have to say for now.

/// end ///

This post has been edited by D.C. Darkling: 09 August 2005 - 08:41 PM

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#4 User is offline   1337 

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Posted 07 August 2005 - 09:34 PM

wow , magical , nice
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#5 User is offline   Mag 

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Posted 08 August 2005 - 12:43 AM

its 1:30 i cba reading it, will give it a shot later.
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#6 User is offline   Wiggles 

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Posted 08 August 2005 - 01:20 AM

Agreed, gunna read it tommrow.
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#7 User is offline   Wells 

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Posted 08 August 2005 - 08:45 AM

i am not gonna read it eather....its just too long. Should be called comming for idots.

When i com i always manage to get the whole team in HAs with weapons lv 2 with Kaz haveing 2 hive. However i hardly seem to beable to co-ordanate a hive assualt after this. even if i beacon a few times.

I think its the marines who arnt doing there job for me.
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------------------------Plus King of the world -----------------------


Posted Image
Click to vist Wells's Website
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#8 User is offline   ReD 

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Posted 08 August 2005 - 09:12 AM

i havent read it. is this a pub guide or clan guide ?
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#9 User is offline   Sublime 

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Posted 08 August 2005 - 04:38 PM

Well I feel suitably violated



This has nothing to do with your post I just thought that phrase was really cool and stuff lolol

This post has been edited by Sublime: 08 August 2005 - 04:39 PM

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#10 User is offline   Mag 

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Posted 08 August 2005 - 05:19 PM

yeah darkling, nice guide. but im still wonding why HA gives marines a hell of a lot of ammo :P
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#11 User is offline   ReD 

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Posted 08 August 2005 - 05:19 PM

Read it now. Few things to say.

Quote

Put down a armory. NOT NEXT TO THE ARMORY.


?

Quote

Keep a eye on ya RTs and send a rine out to build, rebuild or repair (welder).


I disagree with this, and according to the last part so should you. It takes far too long to repair an RT when you could be getting others, and the welder costs 5 res too.

Quote

Things I make squad: de 5e, well, pick yourself.


?

Quote

I up armor1, 2 even. Then PGs and MT. armory has HMGs now so weapon ups arent in a hurry. If rines have a tad of skill this WILL put presure. on them.


I still disagree with this. Having dmg 2 is just too useful against fades to ignore it.


Quote

Put a PG in base, point1 and 2. The principle is to use the PG to go to the number BEFORE the number being attacked. Then walk to that point. Cause that PG is likely under attack see..


According to your map, I'd disagree with this (and on other maps). Those rt's are easily close enough, you dont need a pg at each of them.



This guide would be really useful for new players though. Have you put it in the new players forum on NS site ? (site is down atm so i cant check).

Nicely written anyways.
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#12 User is offline   D.C. Darkling 

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Posted 09 August 2005 - 08:36 PM

part of this guide was copied and translated from a worse, earlier guide I made.
Someone forgot to translate words. (it was late)

Will edit the damned guide. :P

>there, I edited. if more Qs arise. let me know. or if I need to explain further<

This post has been edited by D.C. Darkling: 09 August 2005 - 08:42 PM

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#13 User is offline   coris 

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Posted 16 September 2007 - 03:23 PM

tl;dr



(wow i can't believe my account still exists! cool!)



HAI BRY
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#14 User is offline   Bry 

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Posted 16 September 2007 - 03:41 PM

no accounts/posts/settings have been deleted ;)
Perp is otherwise called nobrows for his lack of eyebrows and majorly sucks at ns too :p

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#15 User is offline   D.C. Darkling 

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Posted 16 September 2007 - 07:35 PM

You did not want to talk about accounts. You just wanted to bump my thread and ya know it.

*goes hyper and faints in corner* :P
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