Marine Efficiency

RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
<div class="IPBDescription">Being an economical grunt...</div> Why does every marine feel the need to grab 250 bullets if they KNOW they will die before their first clip runs out?

I usually fill up to 50 | 100 (2 spare clips) and go carry on with my objective. It's much quicker and I get out on the field that much faster. It can mean the difference between saving the other marines who are still alive and and arriving to see them all dead.

The only times I run out of ammo is if I am stupid enough to take on offensive chambers. Normally what I do there is tell my commander about them, and then let him decide if he wants to seige it or get more marines on the job to take them out.

Failing that, I can then run back to base to and refill if need be (time is only of the essence when you are actually doing something useful. If you are wandering/scouting etc you have all the time in the world.)

And failing that too, I will look at my health, and if I am below 50 health and low on ammo, I can just kill myself to get my health and ammo back for the cost of one resource, rather than getting my comm to spawn two medpacks and a welder for 14 resources....

Basically, make decisions based on your current task. If you are doing nothing (ie waiting for res to build up) feel free to do something time consuming (like filling up on ammo or suiciding), but if you are on a mission, and you need to be at your waypoint ASAP to give extra firepower (or atleast an extra target for the aliens to shoot at) then please only grab what you need before setting out.

Comments

  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    One of the good things for the Kharaa is when the Marines don't realize that their respawn cost is essentially zero. (As is the respawn cost for aliens.)

    So if you spawn and die and spawn, no resources are really used.

    Unless you have a jetpack or heavy armor on, dying right next to a spawn portal is a good idea, any weapons you have can be reused by the next guy.
  • playermanplayerman Join Date: 2002-11-09 Member: 7854Members
    <!--QuoteBegin--Revenge+Nov 26 2002, 04:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Nov 26 2002, 04:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why does every marine feel the need to grab 250 bullets if they KNOW they will die before their first clip runs out?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There's no way of KNOWING you'll die before the first clip runs out.
    You may die because you ran out of ammo.
    So the amount of ammo i load up depends on the situation.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Well if fades are right outside our base chances are I wont need anything more than my default loud out.

    Feel free to grab as much ammo as you can when there is no pressure to perform, but when it comes to crunch time and you start dying more but still need to get as much work done and just as quickly, try taking less ammo. Those few seconds can make all the difference (especially if you add all savings together)
  • Markeo900Markeo900 Join Date: 2002-11-17 Member: 9041Members
    Yup, marines need to play more ecenomical. Its so sad seeing ppl that won't leave a base till they've got a big **obscenity** gun even thought they can't even see their frag count they're so scared of dying.

    Know good it feels to kill a marine with 25rps worth of hmg with a skulk that costs nothing?

    Its feels good, oh yes. It feels good.

    Don't scream for a gun, get out there, the LMG is a lot more powerful than people think.
  • STDGooseySTDGoosey Join Date: 2002-11-23 Member: 9714Members
    if you are playing with skilled players then I like them to load up, cuz if they live and use up thier ammo then dropping them more is wasted RP.

    Also a bug in the marine HUD currently is that guns will not display more then 250 spare bullets, when they really hold much more. LMG actually can hold 50+300 and HMG can actually hold 50+500

    Those numbers I am not sure are exact (got them from Nazgul's site), but I have tried loading an HMG until it stopped making sounds, and then firing off some rounds.. and when I reloaded my ammo stayed at 250. So I think it is true.

    This isnt a big deal for LMG marines, who are disposable anyways and such...

    But for HMG marines..... It is a world of a difference
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Did you know: The Half-life ammo counter actually goes up to 255.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    How much ammo I nab depends entirely on the seriousness of where I need to be, and if we have Phase Gates there or not. If I know I'll going deep behind enemy lines by myself, I'm gonna stock up fully. If I'm going to Holoroom, I'll grab about 100 extra bullets of LMG and fully load my pistol. I almost always fully load my pistol unless I'm a welder boy.

    Yes, excessive ammo-grabbers are a problem as they slow down Marine efforts. And chances are, they probably die pretty fast too.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Not to brag, but im a good marine, give me max ammo, and i can run out and dish out 300 rounds off lmg 40 rounds of pistol, and the get out my knife. this is pretty much my tactic for taking out structures and such, more early game than anything. but if u think about it thats 3800 dmg, say only 3/4 hits, then its about 2975+ and knife dmg, thats pretty damn good for 0 resources. sounds pretty efficient to me. Of course this is all early game, i doubt i would live long with fades and onos' with just that equipment.
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