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PUG Commanding Guide


Xeon Wraith

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This post is intended to guide new commanders through the process of stepping up to command in a PUG and to give some general tips on commanding effectively.  More detailed information about typical gameplans can be found in the PUG Meta Report. Linky.

IMPORTANT GENERAL TIPS >>PLEASE READ THIS<<:

  • Use your map! Get it on a keybind you can easily press. This is BY FAR the best way to get information on the battlefield. I have mine on ‘Z’ for example.
  • Building kills are not the only way to cripple the enemy. Economy and Veterancy are important snowballing advantages for your team. 
  • FOCUS THE FUCKING HARVESTER! This is often the most important early game objective which can on some maps literally determine which team wins.
  • Cruise Missiles are trash against PUG players. You’ve got some 20 people in voice chat. At least one of them is gonna call it out. Use EMP strikes if you need to push enemy tanks back.
  • Early game all-in meme rushes are all-in. No shit. One team is going to have a bad time. Don’t expect moderators to rebalance the teams if it does or doesn’t work out.
  • There’s usually a moderator on each team. If you want a break from commanding, you can ask them to take over for you.

PRE-PUG:

  • Let a PUG moderator know that you want to command. We’ll usually then ask you to select a couple players to join you. This is normally between 1 to 4, depending on player count. You don’t need to worry about picking strong players – the moderators will try to ensure teams are equally as strong. For the same reason this means we might deny some choices however!
  • HIGHLY RECOMMENDED : Before the matches start, assign a dedicated defender and someone to take the commander powers if not yourself. Defender is the person in charge of mines – they may or may not camp base. Player with commander powers should always be with the main tank force unless rushing.

EARLY GAME ROLLOUT:

  • Organise early game rollout plans as players load in. This is normally done by spawn locations, but sometimes individual players are called out for tasks. Try to repeat in chat if you have time. i.e: PP/REF -> DEF HARV, BAR/WF -> ATK HARV
  • Your priority one objective for early game is to get economy advantages. Kill and defend the harvesters and try to capture the silo if one is present.
  • Monitor the spread of the team on your overview map as you begin to move out. Make sure you have at least one player on every route. Call out if you need to shift more players from one area to another. This is the prevent early rushes and infiltration catching you by surprise.
  • Early game rushes here can be VERY RISKY, especially if you don’t use free infantry. Have a solid game plan if you want to do this.
  • Depending on the map and your economy, call out the types of Tanks/AT to rollout with to contest the field. The default is Medium tanks for GDI and Arty/Lights for Nod. GDI in particular might need to rollout with Gunners or donate for Mediums if they lose their harvester.

MID-GAME:

  • Focus on getting field control for veterancy and economy advantages. This will make your team stronger and reduce the risk of rushes.
  • If you completely have field control, consider gathering vehicles/infantry together to buff and kill a building. Make sure that your team has enough of an economy/veterancy to retake the field afterwards.
  • If you completely lose field control, consider breaking out with a buff or consider trying a low player count rush. Make sure you have enough players to defend when you rush – you will not win in a base race with enemy tanks right outside your base.

LATE GAME:

  • Farm VP for heroic and attempt rushes.
  • Rushes vary a lot depending on the map and buildings remaining. Ask your team for suggestions if you need ideas.
  • It’s probably some rocket soldier rush though.

COMMANDING TIPS:

  • REPETITION! Repeat your orders. Hearing a single order is hard in a loud channel. Hearing the same order repeated 10 times is a lot easier.
  • “When you die, get X” is a great way to get people for a rush. It appears natural and you won’t disturb players on the field this way.
  • Assign your targets before every rush or push.
  • Announce commander buffs before you use them. Let your team know when to push.
  • Don’t underestimate Defensive buffs. The EMP immunity is incredible for breaking past enemy anti-tank infantry.
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  • “When you die, get X” is a great way to get people for a rush. It appears natural and you won’t disturb players on the field this way.
  • Assign your targets before every rush or push.

from experiences, any rush that took longer than 1 - 2 mins to gather is a failed rush.
i have seen so many failed rushed by not clarifying what to shoot and how (via this route / from here, run in, outside fire, plant c4 then shoot, etc)

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  • Totem Arts Staff
2 hours ago, Xeon Wraith said:

Early game all-in meme rushes are all-in. No shit. One team is going to have a bad time. Don’t expect moderators to rebalance the teams if it does or doesn’t work out.

Best info I read on these forums ever

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The EMP immunity is incredible for breaking past enemy anti-tank infantry.

Waait, using the defensive power functions as an em shield that prevents your tanks from being stopped by emp-grenades?? 

Useful guide, thanks for writing.

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