Beginner Guide - Commander Class

How to play Commander Class

Community Guide written by ShaneCoJ

 

One of the enjoyable aspects of Insurgency Sandstorm is the ability to pick a class. Each class has a unique role to play. This is evidenced by the different range weapons that are available to each as well as differences in available loadout options.

Perhaps the most unique class is Commander. The Commander is grouped in the class menu below his partner, the Observer - this class becomes available to the player at level 20.

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Overview and Load Out

The Commander, arguably more than any other class, has the power to change the tide of battle in the Co-op, Frontline and Push modes. The class is not available in firefight or domination.

This strength comes from the range of “call-in” attacks they have available to them. But, to make those call-ins they need teamwork from the Observer. 

Any enemy killed by a Commander’s attack counts as on Kill, which the Observer also tallies to their K:D.  As for the scoreboard, the Commander and Observer get 5 points each per kill.

The primary weapon choices available to the Commander are essentially the same as the rifle class with minor differences on some of the add-ons.

As of Operation: Breakway, Insurgent Commanders can pick from the M16A2, AKM, AK-74, FAL, FAMAS F1, and QBZ-03 for their primary weapons. Security Commander's options are M16A4, G36K, G3A3, M4A1, AUG A3, and VHS-2.

In deciding on your loadout, keep in mind that Sandstorm allows you to save multiple load-outs per class. It is recommended to take advantage of this and build various load-outs around how you plan to play the map and scenario you are in. You can even change the load out in-game!

 

Getting Ready to Call in Support!

To make call-in attacks a Commander must have an Observer working directly with them.  They cannot do it alone! They depend on teamwork. Sandstorm has in-game tools that help you coordinate with your Observer partner. So, find them quickly and get to it.

For the mini-map you can give them a color to distinguish them from other players so they are easier to find. To change the color, go to Settings >> Game and scroll down to the player color options and set the color here.

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And here are the results… you can see the unique colors and icons of the commander and observer in this snip from a mini-map. 

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Finally, to make it all work, the Commander and Observer must be withing 10 meters or each other. Again, Sandstorm makes it clear with an indicator in the bottom left of the screen.

Here you can see the Commander and Observer are too far apart. When they are too far apart the Observer icon is slashed and the proximity bar is dim. When the Observer is within 10 meters the bar is brighter and their icon is not slashed.

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Both classes need to work to be in sync to be most effective. Remember to support each other and communicate. Once you’ve found a good location to call from you’re ready to help your team!       

In addition to their Observer, there is a “cool down” required for each attack. The cooldown is a period of time before an attack can be called. There are two cooldowns, one is the time a Commander needs to wait between calls, just over a minute, and the other is the cool downtime for a specific type of attack. For example, if smoke is called, smoke may not be available again even though the Commander is allowed to call in another attack. The timer at the center shows how much time for the overall cooldown remains, while each individual call-in shows its own cooldown timer.

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Lastly, the teamwork between the Commander and Observer extends to the scoreboard as well. Should you attack kill an enemy, each player will receive 1 kill in their K:D and 5 points toward their score.

 

Choosing your attack!

So, what are these awesome attacks you can call in to help your side win the match? The trademark Sandstorm asymmetry carries over into the Commander class.  Lets see what each side has available.

Use the default ‘J’ key and call up the Commander radial menu. 

Here you can see the different offensive menus (choices are more limited on defense, but we’ll get to that)

 

                                                      Insurgent Push Offense   Security Push Defense

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Remember, not all of these are available immediately, but this is the range of calls available in this mode.

 

Security Push Offense      Insurgent Push Defense

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Other modes have the same layout, but the call-ins will be different, as you will see.

 

Ready to attack! Use those binocs!

Now that the Observer is nearby, pull out the binoculars and call in the support. 

'4’ is the default key to pull out the binoculars. Press aim to bring them up to your eyes. The binocs magnification level is 4x.

This image shows the difference between binocs down and up. Note you can still call with them down, but you must be more precise as the indicator is so much smaller on the screen. This image shows you the difference with the binocs up or down, from the same vantage point.

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With the binocs up there are 4 colors and indicators you will see. 

*One is the red stopwatch. This simply means the cool-down period has not ended. The cool-down you are waiting on could be for the specific attack you are calling, the normal between-calls, or both.

*A red downward pointer means the Observer is not withing range. 

*Green means you are good to go! 

*Purple is unique to the Explosive drones and indicates an opening that they will fly through to attack.

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Now, bring up the radial menu of call-ins. The default is ‘J’. From here, click fire.

Put the green indicator on the spot you want the call-in to land and hit fire! The Observer will radio in the coordinates. Once the AI radio support at base has acknowledged the call it is locked in and you will see colored smoke.

Here are a couple of examples as seen through a scope or the binocs.

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Some key points:
*If the Commander or Observer is suppressed during the call in, that will add delay.
*If the Commander is killed before the Observer echoes his call to the AI, it will not go through.

*If the Observer is killed before the AI confirms his call, it will not go through.

*The indicator smoke is only visible to your team.

 

Available Attacks

The Security Commander has the following call-ins:

Smoke Artillery:  In Frontline and on offense in Push, smoke is immediately available after spawn in. Once the call confirms, the artillery begins to fire.  At 30 seconds it lands and begins to spread out. Smoke covers a broad area on the map providing excellent cover for advancing.

Explosive Artillery:  Explosive artillery comes on-line a short time after the start of the round. 6 shells are sequentially fired and start hitting the strike zone 30 seconds later.

Autocannon Strafe:  The Strafe-run becomes available at the same time as the explosive artillery. This calls in an attack run by an A10 Warthog, “Warlock”. The A10 attacks 12 seconds after the AI confirmation. If you need something in a hurry, this is it. Works best on open spaces, rooftops, and 1 story buildings.  More ineffective against large structures.

Minigun Support:  Minigun and Gunship are the last call-ins that become available at round start. Once called, 30 after the AI confirms, “Cleric” arrives.  It is UH-60 Blackhawk manned with a GUA-19 minigun. It is an airborne gun platform that is highly effective for suppressing and killing the enemy. It is vulnerable to rocket attacks.  Also, its pilot and gunners can be killed by ground fire. The minigun is not available as an option for Push when on defense.

Gunship Helicopter:  “Assassin” makes its presence known with an initial rocket strike on the target area that hits 30 seconds after being confirmed. This Apache attack ‘chopper then uses it’s M230 30mm chain gun as an airborne attack platform, similar to Cleric’s minigun. Like a helicopter, it has the same vulnerabilities. Assassin is not available as an option for Push when on defense.

 

The Insurgent Commander has 6 call-ins:

Smoke Mortars:  As with Security smoke calls these are like immediately available in Frontline and for offense in Push.  Once called in, the mortars fire shortly thereafter. They land and begin spreading out 25 seconds after confirmation. Smoke covers a broad area on the map providing excellent cover for advancing.

Explosive Mortars:  These come online shortly after the round start. Mortars fire just after confirmation and the shells start to rain down 25 seconds after the confirm in a prolonged barrage of 15 rounds.

Chemical Mortars:  They are available shortly after round start. They fire and then land 25 seconds after confirmation. The shells land a dense chemical smoke that will kill anyone without a mask who is in the cloud after a few seconds of breathing in the toxic fumes.

Drone Explosives:  This unique call employs an explosive drone. Normally, when ready to target, the indicator turns green, but for this call if you target an open window the drone can fly through the target is purple. You can direct the drone into a room, where it will explode. This drone arrives 15 seconds after called.

Bomber Done:  This will summon a flyover of 3 drones that drop a deadly, directed explosive attack on the target. They arrive 15 seconds after confirmation.

Rocket Barrage:  This call summons a heavy rocket bombardment that lands in 5 waves of 6 rockets. The waves come a few seconds apart, the first landing 25 seconds after confirmation. They have a wide dispersal pattern.

 

Here’s a quick reference for the various attacks:

Number of Call-ins

Security

Push-Off

Push Def

Co-op

Frontline

Smoke Color

Attack Delay

Smoke Artillery

4

0

4

4

blue

30 seconds

Explosive Artillery

2

3

3

3

red

30 seconds

Autocannon Strafe

2

3

4

3

yellow

12 seconds

Minigun Support

1

0

1

1

purple

30 seconds

Gunship Helicopter

1

0

1

1

green

30 seconds

Insurgents

Push-Off

Push Def

Co-op

Frontline

Smoke Color

Attack Delay

Smoke Mortars

4

0

4

4

blue

25 seconds

Explosive Mortars

2

2

3

2

red

25 seconds

Chemical Mortars

2

2

3

2

magenta

25 seconds

Drone Explosives

2

0

2

2

purple

15 seconds

Bomber Drone

2

2

3

2

purple

15 seconds

Rocket Barrage

1

0

2

2

green

25 seconds

 

 

Basic Tactics

These tactics are best leveraged in Push. For Frontline, think in terms of “do I need a call that is offense or defensive” in nature and you can align your decision to the offensive or defensive Push tactic. Co-op is a little different as bots behave more predictably than people and in checkpoint mode you can always expect a vigorous counter-attack on the last point.

 

Push and Frontline:  Security

Offense:

You will have smoke almost immediately at round start. Find a safe spot and call the smoke in front of the main approach to the point you need to capture. Generally, you want smoke immediately in front of the enemy, not your teammates.

You may also want to use smoke on bigger, open maps when your team is struggling to cover open ground.

Security’s 4 lethal attacks are A10, Artillery, and 2 types of choppers. 

Use an A10 against emplaced defenders, especially if they seem to be entrenched across a point or other defensive line. It attacks in a very straight line.It also arrives the quickest, so if you need something immediately, it may your best bet. A10s are not great against multiple story buildings. They will attack on a perpendicular line to the Commanders line-of-sight to the called target.

Security artillery is much more limited than Insurgents. It can be used on an area you need to suppress to open a lane to the point. Also, consider using it on a heavily defended flank or the back side of a point.

The two chopper calls are extremely powerful and the primary reason why Security has, overall, less call-ins than the Insurgents. Cleric hunts for targets so you do not need to be as precise with your call-in. Just target anywhere where you want it. It will arrive at that point and begin its attacks.

Assassin will launch a directed missile strike, so the target you select is important! After the initial missile strike it will circle the target area.

Of course, they can always be shot down, sometimes quickly, but while in the air they do more than kill the enemy; they suppress them simply by driving their opponents to cover and act as a distraction while in the air. The noise also provides audio cover for faster movement and attack. The choppers provide the best opportunity to take a contested point.

 

Defense:

Defense calls are limited just to A10 runs and Artillery.

Use the A10 when you feel desperate. They come quick and hit hard, so if you sense the enemy massing along a line or attack point, try to call it there. Use Arty to try to push the attackers out of a specific area that they may be using to pressure on your team.

 

Push and Frontline:  Insurgents

Offense:
Smoke, just like Security use it immediately to provide cover for your early move toward the objective. Remember, smoke is better applied on the defenders, rather than in front of the attackers.

Insurgents have a wider range of tools, use them!

Insurgent artillery fires 15 rounds! Call this to hammer a part of the map that your enemy has been using to suppress you from. If they are all over the right flank, then call it there!  If you’re on point, call the arty toward the back of the point or just behind it to discourage reinforcement.

Chemicals are great for points that are more open (think open roofs, multiple entry points) or dropped on a popular reinforcement lane.

Bomber drones are the closest you have to a “bunker buster”, so for a smaller point with entrenched defenders, call a drone. Direct it to an open window or broken wall on point. If you do it right, it will enter the building then detonate.

You only get 1 Rocket Barrage, so use it well! Anytime you’re down to 2 waves is a great time. The barrage lasts for just over 60 seconds! Use this for large scale point suppression. Try to target it so your teammates can move to the point without being hit.

 

Co-op

For Security, use A10s to clear large numbers of defenders early on the point when you know they are clustered or massed at a specific defensive point.   A well-placed A10 run can also destroy a weapons cache, so consider using it if your team is having trouble destroying a cache.

Use artillery as an area attack when defending a point.  You can call it as you are capping and it can take out a lot of the counter-attackers at the beginning.  But the risk is that if there is no counter, then the call is largely wasted.
As much as possible save the choppers for the final point as it is the only point that will definitely be counter-attacked and the attack lasts longer and is more intense.

Smoke, for both sides, is not particularly effective in co-op.

On the Insurgent side, use both types of drones to clear points as they are more precise attacks.  Explosive drones, especially, can take out enemies in a small space. The explosive drone, like the A10, can also be a good way to take out a cache, provided the cache is not buried too deep into a building.

Chemicals are best used on defense. You can pro-actively call them on the point as you hold it.  Just make sure to alert your teammates to use their masks!

Insurgents have a much heavier artillery barrage, use it to suppress an area when defending a capped point. 

The rockets have a significant spread so use them either in a situation when you are having a difficult time with a cap point or on the final point defense. Try to call them on the area where the counter attackers are most likely to come from.

 

Tips

Here are some tips that may have been lost in the shuffle.

Cultivate Observers: Anytime you play with an Observer who “gets it”, who works with you, gives cover fire, yet knows part of his job is to stay alive till the confirmation comes in… FRIEND THIS PERSON.  Playing Commander with an Observer who doesn’t understand how to work with you can frustrating and counter-productive.

Use it or lose it! Optimally you will save your best call-ins for very specific points or uses. However, if you get down to the last wave or 2, call IT IN. Don’t lose on Point A not having called Cleric or the rocket barrage.

Lead from the front! Yes, you will often be behind the lines or at a safe distance, but Sandstorm Push needs a lot of effort to win objectives. Yes, stay safe to get your attacks radioed in. But, then move forward.  Be aggressive! You’re playing a video game, not LARPING.  A good Commander not only calls in the right support as needed but also helps take those objectives.

This is gonna hurt you a lot more than it hurts me. Do your best to inform teammates of the locations and types of attacks you are making. Remind them that colored smoke indicates where the attack is coming. You can do all that, but TKs will still happen. You will sometimes injure your teammates. This will cause reflective damage to you. It happens. Accept it.

Remember, no matter what damage you cause your teammates, all calls hurt your opponents significantly worse!

Take out that cache! On Push, the final point is always a weapons cache. An A10 run on Crossing Security or,  bomber drones, conversely, on Crossing Insurgent can take out cache’s (or cause significant damage) if called precisely. If you are very low on waves and still have these calls available, consider trying it.

Smoke the defense, not the offense. Intelligent use of smoke calls for you to target the defensive line.  The closer the smoke is to your line, you will find you are making yourselves targets as you emerge from the smoke. Well-placed smoke will be immediately on or in front of defenders. Granted, due to the static and spread out nature of most defensive players, you can’t cover everyone, but this is a very good standard rule.

Still have questions? We'd love to help.