Being the commander in NS2 is a huge responsibility. While a large
amount of the playerbase are incredibly helpful and supportive to new
commanders, there are always going to be those guys that get frustrated and
yell at you for doing a bad job, as a bad commander can negate even the most
skilled players. When a new commander experiences this, it shatters his
confidence in the role, and he ends up shying away from it even more than
before. What I aim to give you today is a solid base to be a successful
commander. I'm not guaranteeing that it will stop people from yelling at you,
but hopefully, if you follow this guide, players will see that you at least
understand how the role works.
Your first lesson is before you even get into the comm. chair.
Don't command if you don't have a microphone or are unwilling to talk on it. No
exceptions. While you can give your troops orders through the menu, voice
commands are about a million times more effective, and can portray subtleties
and urgencies that automated menu commands simply cannot.
EARLY GAME:
Ok, so now that you're in the chair, you'll find yourself with
around 50 starting resources. Rookie commanders are quick to just… build a
whole bunch of stuff and waste that res. Don't do that. Start with an armoury
and send two groups of marines to the two closest resource nodes. How many
players are on your team? If you are on a big server (24 players) you should
consider an extra infantry portal. If not, you can possibly waive it for the
time being. By now your armoury should be built and your marines should be
awaiting orders at two resource nodes. Build the two resource towers and then
an observatory at your main base.
Research phase tech at the observatory. Phase gates are probably the single
most important structure in the marine arsenal. When used correctly, they can
grant you near infinite map control. There are a lot of marine build order
strategies that apply well in certain situations, but early phase tech is by
far the most versatile. Next, you'll want to build an arms lab at your base.
From this point on is when things start to get situational. Are
your marines maintaining a strong presence on your so-far captured resource
nodes? Try for a forth one. Are your marines dying a lot? Build a second infantry portal. The next thing you want to do is try and secure a second tech point, if you don't already have one (you should not build a second command chair at this stage.) As soon as phase gate research is
complete, put a gate in your main base and one at your second tech point. Put
an armoury there as well. If you have a resource tower that's kind of far out,
consider putting a gate there. Now that you've gotten yourself a foothold in
the map, it's time to look at upgrades.
Don't waste your time with the shotgun and advanced armoury At this
stage in the game, the LMG is perfectly fine against the skulks and lerks that
the aliens are able to produce. If your resource towers and power nodes are
getting hit hard, get welders. Welders are cheap (only cost 5 res) and are a great
way to keep these hit and runs at bay. Mines are also a fantastic early-game
purchase, but I feel like the arms lab upgrades are more important, and will
have a more global effect, as a lot of your troops will be hesitant to spend
the 15 res that mines cost (even though it's totally worth it).
HINT: If you have a player that is particularly confident with his shotgun, it may be viable to get shotguns before your first arms lab upgrade. |
Again, look at your marines. Are they exercising fierce control of
the map? Research weapons 1 to help them extend that dominance. Are they dying
a lot? Research armour 1 to give them a bit more survivability.
MID-GAME:
By now, you've laid enough groundwork for your troops. They should
have a front to push, footholds to defend, and upgrades in the pipe to keep
their res occupied. Here you start to move to more of a fluid support role. If
your troops are pushing a hive, consider putting an armoury and a phase gate in
a close location to help them siege. Look for undefended resource nodes and try
to capture them, or at least deny them to your opponent. Drop health and ammo
when needed.
HINT: Pressing spacebar immediately takes you to an alert such as a request for ammo. Press ‘A' and ‘S' while in the support menu to quickly drop ammo and medkits respectively. |
Keep your arms lab upgrades rolling. Start with the level 1
upgrade you didn't get earlier, and then just alternate between the two. Ask
your team what they prefer, and again try to assess how they are performing in
battle and what would help them the most. If you can spare the res, getting shotguns at this stage isn't a bad idea.
Soon, you'll want to get a command chair and an observatory set up
at your second tech location. While holding three tech locations can be
good strategically, as you can use the observatory to distress beacon marines
there, and can deny your enemy of getting their third hive upgrades,
marines actually only need to control two tech points in order to access the
entirety of their upgrades. When that second comm. chair is going up, you can
upgrade your armoury to an advanced armoury, and then start saving for a
prototype lab.
LATE GAME:
Once your prototype lab is built, you have officially hit the
‘late' stage of the game, which can be the longest stage if both teams play
well. It's time to play with the toys from the lab. Research jetpacks before
exosuits. Again, JETPACKS BEFORE EXOS. This is a point that I cannot stress
enough. Jetpacks are more useful than exosuits 90% of the time. Jetpacks are
also the natural counter to Onos, NOT exosuits! Exosuits are a very late-game siege weapon. Jetpacks are also pretty much required to support your exosuits
anyway, and they are so cheap (only 10 res) that marines can pretty much buy
one every time they die.
You are now at the point where you are pretty much free to do
whatever you want. With all upgrades and jetpacks researched your guys are
pretty much self sufficient. You might as well grab grenade launchers and
flamethrowers - good weapons for sieging bases - and work on your exosuit
research. My personal preference is grenade launchers before flamethrowers, but if the enemy has a lot of whips, it might be worthwhile to reverse that. If you haven't already, a robotics lab is a sound investment. Setting
up turrets and mines at your more remote resource towers should help them hold
out that little bit longer. Researching ARCs at your robotics factory will also
help set you up for those end-game sieges.
FINISHING THE FIGHT:
If you haven't won by the time the Exosuits come out, here are
some tips for getting those final sieges down. Don't ever buy the single
mini-gun exo, and urge your teammates to do the same. It's just not worth it
when the dual min-gun model is only 25 res more and a hell of a lot better.
Make sure exos never go alone. For every one exo, you should have at least two
support marines with jetpacks and welders. ARCs are great. Make sure they are
well defended, and always try to get at least 3 together before sending them
out. MACs are a good idea as they can support both your exosuits and your arcs.
Try to hold as many tech locations as possible. On a map with five tech locations, holding three of them means the enemy only has two hives and therefore less
upgrades. Be wary of beaconing when you are sieging with exosuits. Ensure that
the threat is legitimate - aliens may attempt to 'bait' a beacon to a certain
base, as beacons will NOT teleport exosuits, and they can then easily pick off
the unsupported exos. Drop weapons!
You'll probably have an abundance of res at this stage, and your marines may be
dying frequently. Dropping jetpacks and shotguns is always a safe bet, and
dropping mines is an easy way to defend forward bases.
Keep this up and you should eventually be able to starve them out.
Thanks for reading guys, and try to remember, Natural Selection 2 is a very
fluid game. Every match you play is different, and strategies that worked in
some matches may completely fail in others. This guide is meant only as a basis
- feel free to try out new ideas and strategies as you become a more confident
commander.
HINT: Don't be afraid to hop out of the command chair, to help build/repair structures or fend off an alien attack on your base.
Click here to watch me play through a full game using a similar build order. Check out my twitch.tv stream to see me commanding in action!
Liked this guide? Check out my other Natural Selection 2 guides:
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tip: when you have researched mines get out of the chair and use your 20 personal res to place mines in your main base. one on the power node, one on the phase gate and save the last one. Then encourage your marines to places mines in the forward base. some skulk will at some point go for the power node in your main base and die to your mine. get out and replace it with the 3rd mine because he is coming back thinking it's all clear now. you get two kills and the skulk isn't likely to try a third time.
ReplyDeletenice tip!
Deletethx
Thanks for this nice guide. I'm currently trying to learn to be a good marine commander but it's not easy. It can be overwhelming sometimes and extremely frustrating if people yell at you for not going exos immediately etc. but it's much more fun when you did a good job and won a game as commander as a simple marine :)
ReplyDeleteVery helpful guide!
ReplyDeletethx.
Thank you very much for this nice guide. It helps me a lot.
ReplyDelete