Commander's Strategy
It has to be addressed. Sometimes the Commander-Pilot relationship is not good and in many cases unco-operativeness will bring a loss. All Commanders should address their pilots and tend to them so that they are fully serviced, always have a ship, and have the support that is needed to emerge victorious. Below are a few pointers commanders should keep in mind while playing, to ensure that not only do the pilots act in accordance to your plans, but that YOU can carry out your plans.
A) Of first issue you have to treat your pilots so that they help you out and you dont hinder them:
1) Watch what your pilots are doing. Pilots are usually trigger happy and want to find opposition all the time.The biggest problem spawning from this is that your pilot will kamikaze into the enemy base losing his original scout and coming back home whining "I need a ship":. Warn your pilots not to go into danger zones and stay out of the firing range of turrets. A pilot, however, must be aggressive to be a good one. Therefore, you must not criticize what the pilot is doing until you hear he is under attack. If you have an impotent pilot then you may want to deny rebuiling his ship >:)  Remember the hot zones, and always locate positions of weakness in the enemy, an unguarded extractor, for instance. Curiosity will kill the enemy scum, but straying into a pack of turrets can be damaging, too, as you may expect.
2) Take note when your pilots are under attack. You may want to warn them to pull out in dangerous situations. Check your pilots' stats and if they get low, make an ammo pack for them. Many times, pilots will warn you of a low ammo or damage situation, but it is easy to watch and take control of this situation without needing a request. It will also speed up the process, making the ammo pack BEFORE the pilot gets home.
3) Let them know if you need advice. Personally I hate getting advice from pilots. Some pilots are good commanders, so they may be worthy of advice, but let them know that you know what you are doing, if that is the case. If you dont know what you're doing, the learn the tech tree from being a pilot first. It is always insulting to hear a pilot tell you how the base should be organized, what should be built etc. If you are a commander, you should know all those things before he does, so dont accept a cocky pilot, show him who's boss.
4) Give your pilot an armada. A squad of tanks is usually the best tool for winning the game, and because you will be busy early in the game, give many of your tanks to your pilots, they can control them a lot better because they dont have to build a base. Make sure you keep making units, later in the game, too, because you never know when or how you pilot may lose them to gun towers (ha ha ha).
5) Give orders. Many newer pilots always ask what they want you to do. Know always what you want them to do. Make sure that when you tell them to do something, they do it. Anything they are doing is only a mini-game to the bigger scheme. YOU are running the big scheme. Just dont treat them like trash, however, cause they aren't lesser than you, they are just a part of your game. They still have to know that you are running the big scheme, but that just means they do what you say, which is the point, right?
B) As a commander, you also have to keep constant eye on other things, too:
1) Stay on full radar mode (press "R" to toggle) to see the whole map at all times. That way, whenever you see a red dot, one of your units or buildings is picking up something and you should attend to it quickly. Without full radar you wouldnt be able to see a tank sneaking around your base or a unit crawling under the water.
2) Watch your scrap levels. With the exception of the beginning of the game, never let your scrap reach the green area unless you need it to save for something expensive. Stay in the yellow or red for most efficient scrap usage, and if you stay consistent like this, you could be able to beat someone who has more scrap than you simply because you are more efficient with yours. Scrap picked up off the ground while you are "full" is not wasted, though. After you build something, it is automatically added in by the scavengers.
3) Always upgrade your units. Whenever you make a new tech tree building, some new building options may be available. USE THEM! Go into your Factory/Kiln/Recycler whenever a new weapon is available to you to upgrade your units to that weapon. Particularily useful for Plasma and Chain Guns, but not as useful for Scion.
4) Eliminate all threats. As soon as you see even a pip of red on the radar, kill it. Whatever it is, kill it. The chances of it being armed are good and if you cant make it, order a pilot to. Never let red pips in at all, cause lone red pips are easy targets and the best way to eliminate an enemy is to eliminate all his red pips :) But you knew that already, didn't you. Even one little pip can cause a lot of damage depending what it is, so dont expect it to "walk into your defenses" because there are many ways to break defenses. Kill it!
5) Finally, know where everything you own is. On your overview map, you should know what units are where and what is defensing each scavenger, and, most importantly, your base. Knowing the outline in oyur head can give you a better idea of the weaknesses of your base planning, and possibly other commanders' mistakes, too. You can easily check where anything is if you lose it. Take note on blue dots in your radar as well, representing your allies units. If an ally drops out, the pips wont be commanded until another pilot arrives, and you may want to remark something to your pilot if he is bringing in ten tanks into a heavily guarded area.
C) Lastly, never lose your cool when under attack. That annoying beep-beep sound can drive you crazy if you dont know how to handle it, so calmly assess each issue as it comes. Remember that you can afford to sacrifice cheap units (scavengers & pilots) and stay conscious about what you are going to do. Good pilots usually do very poorly at commanding simply because they cannot come to grips with themself if the attacking gets stressful. Beep-beep-beep. You know, the infantry in the Antenna Mound, right? Beep-beep-beep.
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