Shotgun/welder Early Strike Squad

elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
edited August 2003 in Frontiersmen Strategy
<div class="IPBDescription">something I dreamt up yesterday</div> I haven't commed much yet in 2.0 (won mostly tho <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) but I cooked this up the otherday. When away from Natural Selection, daydream about it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

Anyhow it involves.. shotguns and welders. And no early turret factory <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

For instance on a map like ns_veil. I am thinking of having 2 squads of marines; 1 for defense the other for offense. The offensive squad, let's call it squad 1, will get shotties and welders. They will aggressively try to take the center 2 nodes, while whoever, either squad 1 or 2, will cap those nodes near base. Squad 2 will patrol those nodes and base, while I get an observatory and phase the center 2 nodes.

I'll get an arms lab and upgrade armor 1 first probably, so that my shotty squad will have something to weld and hopefullly won't die as much.

Shotty squad, squad 1, will then proceed in force to a destination of my choosing. Meanwhile squad 2 continues to patrol our nearby nodes, as well as phasing to the center. At this point the rest of the game is more flexible; perhaps I'll lock the center with turrets, perhaps I'll send the shotty squad to assault their nodes, perhaps I'll lock a hive with the shotties, perhaps I'll phase the far nodes, cap them, and have squad 2 patrol them.

What I am trying to accomplish is a minimum of deaths on my team and a maximum of deaths on the alien team. In this way my team will be rolling in the dough while the aliens will not.

Disadvantages are: slightly more costly than turret fac + electrify, especially if I end up taking the casualties myself (but I'll probably change strat then), and if aliens work really well together or get lucky they'll probably be causing those casualties a lot <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (since if they get lucky and kill the first time, maybe even the first couple of times, they'll have more money, and can begin to lerk at least, and if they get a 2nd hive they'll umbra :/)

I haven't tried this yet but hopefully it will work somehow. I post it here so that others can maybe get the gist of it and if it works it'll spread around <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    edited August 2003
    You have to realize that dividing the team into defense/offense, spending most of the res on shotguns (you won't have enough to equip the whole team in the beginning) and then sending half on their way is just begging for the other team to avoid you and save for lerks, then destroy you.

    [Edit: and don't forget the costs of medpacks too, those are 2 per medpack]
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited August 2003
    the idea is to kill them all. That way I'll be rolling in res. It's no use if I just avoid them. The shotty squad is meant to attack, and to live. To that end, I will get them armor 1 almost certainly and maybe motion ASAP as well.

    The idea is that enough of their team will die/be occupied so not only will I get res from killing but have freer reign over the nodes of the map.

    Furthermore it does not cost very much more than simple tfac + a few electrified RTs. Only a few more res. I tend to be rolling in res anyway if I have electrified RTs; might as well be rolling in res and killing them and have a good occupying force. I do not intend to equip the whole team; only a few good players (hopefully I'll have more tho), that leads to another weakness I forgot to mention - it may divide the team.

    I prefer offense.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Lerks + Spores + Spikes + Any Chamber for Upgrades + Ocs = good game, no close-range contact required from Kharaa with shotties whatsoever. That's what I was getting at.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited August 2003
    <!--QuoteBegin--Sarisel+Aug 4 2003, 01:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Aug 4 2003, 01:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lerks + Spores + Spikes + Any Chamber for Upgrades + Ocs = good game, no close-range contact required from Kharaa with shotties whatsoever.  That's what I was getting at. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    doesn't apply. It would be gg in anycase, whether or not you lost the shotties, b/c lerk + spikes + OC + any chamber for upgrades = pwnt electrified RTs

    besides, the welders are for welding up, and I am getting them armor upgrades as fast as possible, + medspam. The idea for the strat to work is that they kill enough and don't die too much, meanwhile I can hold a few RTs anyhow. That way my res flow won't be hurt; in fact I'm betting on it being even better while alien res is worse than otherwise. And I can thusly outtech and crush them.

    A bunch of shotties can do a shitload of damage real fast. The trick is to keep them alive and have them used purposefully.

    This strat is untested anyhow - it does not cost much more than tfac electrified RTs, although getting it to start seems like it might be slow - you can always shotty strike and do a lot of damage, but can I get started early enough for my idea to work and be unique? I don't know. Does it have to be that I get the shotties later? Maybe. Does it eventually become another ha/shotty assault? Maybe; I'd prefer it not to be.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    also clans were complaining about aliens winning and I was wondering how to invent strats for 2.0. It may be that an extremely coordinated alien team will take out my shotty squad consistently. I do not know if this is because I am not competent enough however; it may also be that a good enough commander with shotty/welder squad can pull it off without too much difficulty against good alien teams.

    However shotty welder main weakness is obviously range which lerks are good at. Lerks are low dmg tho, and my squad will almost always be at full health/armor as a consequence. Therefore aliens need someone else to strike - but imagine the ideal case where my squad's teamwork is perfect. Perhaps it will work.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    I'm not saying that the idea won't work, but keep in mind the cost of the entire operation. Making up new strategies like this is a good idea, and realizing their strengths and weaknesses adds to the learning experience.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    Make your squad 2 guys with SG, 2 guys with LMG+welder. Lerks won't be a problem and your welder guys can keep the main offensive force in perfect condition.

    IMO, 30 res better spent than in electrifying nodes or turrets.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    edited August 2003
    <!--QuoteBegin--RabidWeasel+Aug 4 2003, 07:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Aug 4 2003, 07:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Make your squad 2 guys with SG, 2 guys with LMG+welder. Lerks won't be a problem and your welder guys can keep the main offensive force in perfect condition.

    IMO, 30 res better spent than in electrifying nodes or turrets. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yes

    I thought of that, but it seems like, if your marines are going to be jealous and whiny, doing so would divide your team even more. You'd have to have some willing teammates, perhaps people you know or clanmates or slaves ^^. Because effectively you may be telling somebody, hey your teammate gets a shotgun but you don't, instead you get a welder and have to weld them up. Although if they traded it back and forth it might be seen differently, and could foster teamwork. hmm..
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->have some willing teammates, perhaps people you know or clanmates or slaves <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I've been using combined arms shotty + lmg squads (normally without welders, or at most 1) for a while now. My solution thus far is to give it out at the start, and basically say after that, every time the lmgs get a lerk, they get a shotgun. Works out okay.
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