Difference between Good Comms and Great Comms

Tactical advice, How-to, Post-mortem, etc.
spideycw
Posts: 7512
Joined: Sun Jul 06, 2003 7:00 am

Post by spideycw »

He is saying there are such things as PM's or a TS channel you may not be on
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.

My apologies.
DreamWalker
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Joined: Sun Apr 24, 2005 7:00 am

Post by DreamWalker »

commander is like the board of directors - needs to have a vision along with an understanding of the flow of the game and needs to be directing the team, pointing them in the right direction

it is up to the team to self organize itself, and a sort of manager will come up here and there who will organize the team around him/her to carry out a particular task (kind of like wing leader)

This game is to fast for micromanaging. Also, the comm relies on team's synergic intelligence in as much as the team can rely on the comm's understanding/actions.

Usually, if people ask for micromanaging, it means they lack situational awarness and understanding of the game. Comm cannot serve as a substitute for that. A vet will d miners CAUSE from the flow of the game it seems likely that they will be endangered at this point in time. A vet will get a bbr CAUSE he notices that something needs bombing/can be bombed.

Massive games are blazingly fast, so if you are looking for someone to tell you what to do it means you are not doing what needs to be done and also by the time that someone tells you what to do it will be already to late for that. The more experienced the team, the faster response time to situation on the map. In SGs - like yesterday's XT vs PK - it took maybe 20 seconds from when a con was spotted high to when about 9 ints were camping a hole 1 sector away from home, and we had a proxer/spotter on the way to the aleph as well. All was done - a con high was called, and the reaction was instantanous. This is what it's all about.
TheVoid37
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Location: Orlando, FL.

Post by TheVoid37 »

Its a give and take.

If a commander sits there and tries to micromanage 20 people, organize their bomb run, tell them to load shields or not, what route to go etc... or how to D miners or anything.

This means he is ignoring the other side of the map and may miss the instance that the enemy built a con next to your home, and is deprobing and about to bomb.

Your commander is the one who takes all the intel puts it all together and then tries to steer the team into the right general direction to victory.
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"Someday, We'll Find It... The Rainbow Connection." ~ Kermit
Psychosis
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Location: California

Post by Psychosis »

damn skippy, the commander isnt interpretting the basic data that you see as a pilot.

when i command, i watch HE dropping, scan sectors to see if any rocks have dissapeared, also watching where things are going, how many people are on the map, its more then just the surface intel, its $#@!ing hard work
Ozricosis
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Location: Seattle, Washington

Post by Ozricosis »

Commanding is by far the hardest thing in allegiance to do well. I still work at it and even the best commanders think about why they lost long after the game is over.

Sometimes you just want to be able to say "D miners" and 3 people jump up and save your econ from stealth figs or more commonly, a single scout. :(

Or just say, bomb (target) and 2 minutes later (target) goes away. Then you can say, Stop bombing and rape miners. And poof. Dead enemy miners.

As a commander we have the great responsibility of not only choosing the right tech, but knowing your pilots and choosing the most effective tech for their skill sets. It's rather hard.

A great commander gets his team to WANT to do the right thing. And guides them in a general way that only the commander can do by sitting in base and seeing the big picture.

I've lost track of how many games I've joined, seen a crappy situation... and literally WHIPPED the team into shape and won.

If people would listen and follow orders I think more games would get played overall. Long games suck. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> The short win is always the best. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

I'm going to go command now.

Later!

Ozzy
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
TheVoid37
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Location: Orlando, FL.

Post by TheVoid37 »

Yup, its a hell of alot of data to take in at one time.

I often start to micromanage when I see a team that can't jell on their own. I start doing it because I have to, because if we want a shot at winning then it has to be done. Then as I name people if they don't listen they are removed. Normally it doesn't come to that. But its a gamble, once you start managing the team to that point you have to hope the enemy doesn't capitalize on it because you must sacrifice something and that usually comes at the cost of your commander situational awareness. Commanders are typically doing alot of the following at once.

Monitoring enemy numbers.
Monitoring specific enemy pilots who they know perform certain threats.
Monitoring HE levels
Managing Miners
Partialling bases so they can come out when ready.
Expanding in regard to economy.
Expanding in regard to enemy Tech base locations so you all can kill them.
Expanding to shut down the enemy econ.
Researching Tech.
Monitoring TEch rocks.
Monitoring the Enemies expansion.
Monitoring their TEch progress.
Monitoring his own pilots/pods/offensive runs.
Checking sectors for aquarate probing
Checking enemy probes
Calling drops for defence.
Passing on all the info above in a fluent and summarized manner so the team can make use of it and take the apporpriate actions.
Add to that piloting /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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"Someday, We'll Find It... The Rainbow Connection." ~ Kermit
FordDeka
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Post by FordDeka »

TheVoid37 wrote:QUOTE (TheVoid37 @ Oct 8 2007, 08:38 PM) I often start to micromanage when I see a team that can't jell on their own. I start doing it because I have to, because if we want a shot at winning then it has to be done. Then as I name people if they don't listen they are removed.
Exactly. Most commanders I see just don't do it period whether they lose or not. This usually results in them rage booting a bunch of people making the team even more confused and unorganized. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
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TheVoid37
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Post by TheVoid37 »

The sad thing is though that often leads to the commander being @#(!. When a commander has to spend that much time micromanaging, and believe me its a bit of time, then it detracts from all the other things he needs to be doing. This often has the side effect of him missing something critical, like a sector next to his tech base that just got deprobed, and then you loose your tech.
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"Someday, We'll Find It... The Rainbow Connection." ~ Kermit
Drizzo
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Post by Drizzo »

Here's an analogy for you Ford. Having commanded a handful of SGs (like 3-5 =P ) I can say that commanding can be broken down into this.

Commanding a pick up game is like high-school. Sure there are some keeners that will do everything you, the teacher (commander), want, but majority of the class (team) are jerkoffs who would rather be doing something else. So hand-holding is essential, and often times, teachers (commanders), do not have the patience to hold their teams hand, because you just get sick and tired of it. You're going to do what you have to do as a commander, and if the players want to win, then they will get up off their ass and do so. The commander's job is not to hold everyone's hand, the commander's job is to provide the appropriate tools, relay information, and asses situations so that the team can do what needs to get $#@!ing done.

Commanding an SG, on the other hand, is like working in a business. I speak, it's done, no inbetween steps.
Last edited by Drizzo on Tue Oct 09, 2007 3:10 am, edited 1 time in total.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
partstone
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Joined: Sun Jun 03, 2007 3:20 am

Post by partstone »

If you work in an organization where your boss or supervisor micro manages the work you do it can take away from your creativity. That manager would work better with drones. You don't need the commander to say that a sector is not probed properly or to complete the map. Use your initiative, check the map, fill the holes in your defense or shore up the offense.

A non player specific command alerts you to a job that needs to be done immediately, the more people who respond, the quicker it can be completed, the quicker you can win, the less time the other team has to respond, the less time they have to attack. No micro managaing needed there.
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