Shotgun Rush
NeoGregorian
Join Date: 2003-02-04 Member: 13093Members, Constellation
<div class="IPBDescription">the NeoGregorian way</div> On a 10 player server with decent players:
Build 1 Infantry portal
then Armory and Observatory
then upgrade Motion Tracking.
While motion trackin is researching, EVERYONE guard base in tactical positions, covering every angle.
when i can afford it i buy 4 shotguns and hand them out to players. After having localized the aliens hive, I eject myself to take the point while i instruct 1 marine with shotgun to guard base.
The 4 soldier team heading out should have packed maximum ammo and be ready to roll with motion tracking up, 3 of them have shotguns. The one with an LMG (myself mostly) and one shotgunner take the lead while we make our way into the enemy hive. While there the LMGer ALWAYS stands guard, while 2 of the shotgunners go all out on the hive. The last shotgunner should always have 5 loads left, to be able to support taking down the hive while being on alert to support the LMGer.
Hive goes down FAST, skulks are rushing in. Probably not all at once and if they do all shotgunners direct their attention to them (since we have motion tracking we see if they mass). If all goes well then the hive is down and the hunt for the remaining skulks and gorge beginns.
gg
ADVANTAGE: Being able to take out first hive fast, having Motion Tracking REALLY fast. Shotgun >> Skulks
DISADVANTAGE: requires some skill on 3 players (base guarder, assault shotty, LMGer). Weak base defence (though, defending guy could probably mine some). No commander support (unless the man guarding base decides to do some double job). And the vulnerability of the 2 shotgunners goin on the hive. If you get overrunned you have a hard time to recover.
This is a tactic not to be used as a primary way of commandeering. If you see it fit on the map in that situation, you might give it a try.
Comments anyone?
Build 1 Infantry portal
then Armory and Observatory
then upgrade Motion Tracking.
While motion trackin is researching, EVERYONE guard base in tactical positions, covering every angle.
when i can afford it i buy 4 shotguns and hand them out to players. After having localized the aliens hive, I eject myself to take the point while i instruct 1 marine with shotgun to guard base.
The 4 soldier team heading out should have packed maximum ammo and be ready to roll with motion tracking up, 3 of them have shotguns. The one with an LMG (myself mostly) and one shotgunner take the lead while we make our way into the enemy hive. While there the LMGer ALWAYS stands guard, while 2 of the shotgunners go all out on the hive. The last shotgunner should always have 5 loads left, to be able to support taking down the hive while being on alert to support the LMGer.
Hive goes down FAST, skulks are rushing in. Probably not all at once and if they do all shotgunners direct their attention to them (since we have motion tracking we see if they mass). If all goes well then the hive is down and the hunt for the remaining skulks and gorge beginns.
gg
ADVANTAGE: Being able to take out first hive fast, having Motion Tracking REALLY fast. Shotgun >> Skulks
DISADVANTAGE: requires some skill on 3 players (base guarder, assault shotty, LMGer). Weak base defence (though, defending guy could probably mine some). No commander support (unless the man guarding base decides to do some double job). And the vulnerability of the 2 shotgunners goin on the hive. If you get overrunned you have a hard time to recover.
This is a tactic not to be used as a primary way of commandeering. If you see it fit on the map in that situation, you might give it a try.
Comments anyone?
Comments
Yes, I agree, an expensive attack has more to lose than a rush.
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And the guy left should take some own initiative depending on the positions of the enemy team. If the abandon attacking then he should resource cap, if they suicide rush he should guard.