Command, 90% of the time, does not know how to help you. Instead they decide to go on their own whims.
So I just ignore them and instead, use that time to help and trust the people who will help me (my squadmates, especially the ones I know can shoot) and that teamwork is much more useful, reliable, and vital in comparison to the untrustworthy, unreliable, and unnecessary teamwork with Command.
CIC is unnecessary and annoying in tactical play (unless they provide information or support that is useful, timely, and reliable), but in strategic play they are the only ones with the full view of the field, and should focus their efforts there if they want to be seen as a reliable commander. But strategically, their influence is weak or very slow (because troops donât listen), so itâs also kind of pointless to listen to them there, because itâs better to be with your teammates (the ones who donât listen). Another thing is new players are more likely to follow orders that keep them safe then the ones that put them in danger, so having no bodys with aggressive strategy limits what you can do quite a bit (thats why its only really feasible to be aggressive tactically on defensive fronts: ie: following up on an injured xeno). And yet, new players donât quite have what it takes to make decisions on their own tactically - which leads to very defensive fronts, with minimal CIC influence. Itâs a win condition for xenos to stall out new players (and thus make a majority of marines useless), and kill players who try to follow up on gameplay cues (such as injured xenos) since once theyâre gone, theres nothing that can break the stall.
Other experienced marines will realize this and instead, support new players who try aggressive things, so that they are less likely to die and will allow throughput on the front (by alleviating noob anxiety) via pressuring and stopping xeno attacks and saving bodies etc. This leads to a skirmish gameplay loop, and eventual shift of morale/tempo (and thus aggressiveness/defensiveness) since without confident noobs there is no safe aggressive play, and is the pretty standard arrangement of fronts. The problem is that confident noobs also let themselves get capped, and play more defensive in the future.
So there is no perfect solution because as noobs develop, they donât know who to trust, donât know when to trust, and donât know why to trust because of trust issues. Super noobs also donât trust themselves, and once they gain self-confidence and/or tactical experience they become useful noobs (if a bit selfish, because of trust issues). But truly pro noobs know to do best you must both support other noobs and do things, because in the context of the game everyone is a resource that is useful even the noobiest noob and noone is not a resource, even yourself.
Thatâs why CIC is a weak role and why xeno is easy.