[Home]History of NaturalSelection/GuideToComming


Revision 26 . . March 21, 2011 18:22 by 99-121-201-249.lightspeed.frokca.sbcglobal.net [cleanup]
  

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Changed: 1c1,14
So, you wanna be a Commander...

Outline of the Guide



* So, you wanna be a Commander...
* You're the Comm. Do Your Job (what is your role?)
* Aliens vs Marines (fundamental asymmetrical differences)
* OK, you got in the Chair (controls)
* Let's be Bob the Builder (basic strat)
* Your "Incompetent" Team... (be honest, you love your team)
* Commanding Planning
* The Basic 6v6? Strat
* Tactics
** Speed, Speed, and OMG MEDSPAM
** Phase Gate (PG) placement
** Variations on a Theme
* Helpful Hints

Changed: 3c16
The first thing you have to realize that you are probably the hinge that will make or break the Marine Team. Also, the rest of your team may not follow your orders, they will constantly be giving you feedback whether you like it or not, and in general it's a very stressful job. However, that being said, it's also one of the most rewarding roles in NS since you get to control the flow of the game and the RTS part of Natural Selection really comes out. Just be warned, this is not your typical RTS. Your units are more independent, and instead of “microing” multiple fronts you'll be giving orders, dropping buildings, and doing the infrastructure support.

So, you wanna be a Commander...




Changed: 5c18,20
You're the Comm. Do Your Job
The first thing you have to realize that you are the hinge that will make or break the Marine Team. The rest of your team may not follow your orders, they will constantly be giving you feedback whether you like it or not, and in general it's a very stressful job. However, it's also one of the most rewarding roles in NS since you get to control the flow of the game and the RTS part of Natural Selection really comes out. Just be warned, this is not your typical RTS. Your units are more independent, and instead of “microing” multiple fronts you'll be giving orders, dropping buildings, and doing the infrastructure support.

You're the Comm. Do Your Job




Changed: 9c24
Well, besides obviously dropping stuff for the poor helpless Marines, you're also responsible for giving your team its direction. Formulate a strategy, tell your Marines what it is, and then help guide them towards it. However, the problem is you have to leave the actual execution to them. This means that you have to give them the means and guidance to carry out your plan, then trust that they can actually pull it off.
Besides dropping stuff for the poor helpless Marines, you're also responsible for giving your team its direction. Formulate a strategy, tell your Marines what it is, and then help guide them towards it. However, the problem is you have to leave the actual execution to them. This means that you have to give them the means and guidance to carry out your plan, then trust that they can actually pull it off.

Changed: 11c26
Let's give an example. You want them to take an Alien Hive. If that's all you said, your Marines will run wild. Now, if you said that you want a particular hive, like Eclipse, that's better, but still vague. The best move it tell them the goal and a general idea of how you want it done. Do you want them to run in and shoot it down? Do you want them to setup a siege location? If so, where? Communication is key here.
Let's give an example. You want them to take an Alien Hive. If that's all you said, your Marines will run wild. Now, if you said that you want a particular hive, like Eclipse, that's better, but still vague. The best move it tell them the goal and a general idea of how you want it done. Do you want them to run in and shoot it down? Do you want them to setup a siege location? If so, where? Communication is key.

Changed: 21c36
Aliens vs Marines

Aliens vs Marines




Changed: 33c48
OK, you got in the Chair (no more philosophy for a bit)

OK, you got in the Chair (no more philosophy for a bit)




Changed: 58c73
Let's be Bob the Builder

Let's be Bob the Builder




Changed: 70c85
-Grenades

->Grenades


Changed: 73c88
-Armor 1

->Armor 1


Changed: 76,79c91,94
-Phase Tech

-Weapon 1

-Motion Tracking/Adv? Armory
-Weapon 2/Adv? Armory

->Phase Tech

->Weapon 1

->Motion Tracking/Adv? Armory
->Weapon 2/Adv? Armory


Changed: 97c112
Your "Incompetent" Team...

Your "Incompetent" Team...




Changed: 103c118
Commanding Planning

Commanding Planning




Changed: 115c130
The Basic 6v6? Strat

The Basic 6v6? Strat




Changed: 129c144

Tactics



Tactics




Changed: 133c148
Speed, Speed, and OMG MEDSPAM

Speed, Speed, and OMG MEDSPAM




Changed: 139c154
That's right, that lower right-hand button area correspond to the position of their hotkey on your keyboard. So, 'Q' goes to the “Basic Buildings” while 'R' gets you to the “Equipment” submenu. If you learn this, then your reaction time will be much faster.
That's right, that lower right-hand button area corresponds to the position of their hotkey on your keyboard. So, 'Q' goes to the “Basic Buildings” while 'R' gets you to the “Equipment” submenu. If you learn this, then your reaction time will be much faster.

Changed: 145c160
Phase Gate (PG) placement

Phase Gate (PG) placement




Changed: 155c170
It is also important to note that crucial places might not have res nodes in the room. Both Primary Access Corridor and System Waypointing do not have a res node in the immediate vicinity, but they offer access to many nearby nodes. One mistake many commanders make is to put PGs right next to res nodes. The problem with this is that there are vents at almost every res node on the map, offering easy alien access to the PG. This allows skulks to bridge the gap to bite your marines very shortly.
It is also important to note that crucial places might not have res nodes in the room. Both Primary Access Corridor and System Waypointing do not have a res node in the immediate vicinity, but they offer access to many nearby nodes. One mistake many commanders make is to put PGs right next to res nodes. The problem with this is that there are vents at almost every res node on the map, offering easy alien access to the PG. This allows skulks to bridge the gap to bite your marines very easily. Another handy feature is that many time the Aliens will ignore "unimportant" phase gates outside the room proper when they retake a room, allowing easy access when you decide to return. Most common is in one of the rooms just outside Double Res in NS_Veil. Punish them for this mistake.

Changed: 159c174
In a hive, placing a PG there early on is usually retarded. The reasons are numerous. Hives are located at one end of the map, hives have lots of vents, which makes sporing incredibly easy and fast access for skulks. Marines phasing to hive spots have to walk a long way if they want to reach another part of the map and defending hive spots from a competent lerk and a good fade is impossible.
In a hive, placing a PG there early on is usually retarded. The reasons are numerous. Hives are located at one end of the map, hives have lots of vents, which makes sporing incredibly easy and fast access for skulks. Marines phasing to hive spots have to walk a long way if they want to reach another part of the map and defending hive spots from a competent lerk and a good fade is impossible. That being said, it does provide you with a very secure base of operations, and it forces the Aliens to clear the entire room before dropping the Hive, lest you beacon your team and send them pouring through the Phase Gate.

Changed: 163c178
Do You See What I See?

Do You See What I See?




Changed: 171c186
Seeing from the ground, though, is also important. They can see further down hallways and often can spot stuff moving towards them.
Seeing from the ground, though, is also important. They can see further down hallways and often can spot stuff moving towards them. Also, line of sight is important for things like Offensive Chambers, and often times your Marines can see part of a structure that you can't (for example a Hive).

Changed: 179c194
Finding the Hive (and other bugs)

Finding the Hive (and other bugs)




Changed: 188c203
Variations on a Theme

Variations on a Theme




Changed: 203c218
Helpful Hints

Helpful Hints




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