Armory Humping
VampMaster
Join Date: 2003-03-16 Member: 14585Members
<div class="IPBDescription">IS A BAD THING</div> Yeah, I just want to write that, because I just finished a game as Lerk, killed tons and tons of armory humpers (stuff like 8 at the same time).
1) Do not armory hump, no use, if you are new, you will most likely be dead by the end of your first clip.
2) As soon as you get attacked, or even before that as you hear aliens, STOP HUMPING, you need to be able to react at an attack.
3) when you get shot with a spore cloud, DON'T STAY IN IT, Move out of that cloud as much as possible... Killed someguy because I shot him a spore cloud, and just moved around, he tried to kill me but didn't move...
1) Do not armory hump, no use, if you are new, you will most likely be dead by the end of your first clip.
2) As soon as you get attacked, or even before that as you hear aliens, STOP HUMPING, you need to be able to react at an attack.
3) when you get shot with a spore cloud, DON'T STAY IN IT, Move out of that cloud as much as possible... Killed someguy because I shot him a spore cloud, and just moved around, he tried to kill me but didn't move...
Comments
I like to categorize my armory humpers as several types -- here they are, in order of my probability of still winning, despite having them comprise the majority of my team.
The regular newbie
-Doesn't know yet not to grab full ammo, but when I yell at him to get through the phasegate enough he'll learn and do it.
The somewhat careless humper
-Occasionally gets bit in the butt by a skulk when at the armory
The more careless humper
-Occasionally gets bit in the butt by a skulk when at the armory... and then ignores the damage and tries to continue to hump.
The addicted humper
-Continues humping despite the armory being gassed
The really addicted humper
-Spawns, observes that the armory is gassed, and then consciously *enters* the gas to hump the armory
The deprived, frustrated addicted humper
-Frantically humps the armory to the bitter end, after the other 4 armory humpers get eaten by skulks one after another
And finally....
The really deprived, mentally fixated frustrated addicted humper
-Spawns. Observes the onos in the base, destroying the arms lab. Observers the gassed armory, surrounded by armory humpers. Instead of shooting at the onos, runs to the armory and starts humping to fill his LMG. One of the other humpers dies from the gas, drops his shotgun, which unfortunately this humper picks up automatically. Starts filling his Shotgun ammo. Meanwhile other humpers get killed by onos/gas. Finally, as the last marine alive, after the IP has been destroyed, he gets devoured.
I really have seen all of these happen. And you know, you gotta wonder. I can understand a newbie not realizing the urgency of a commander's pleas and not stepping through the phase gate a moment too late, because he filled up an extra clip of his ammo.
And then there are those who hump *despite* the presence of aliens in base. I don't even understand, it's mind boggling. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Anyway, those are my experiences.
Rhuadin
No need to slow everything down just because you have a fix idea that u are gonna need 300 lmg bullets..
thats my opinion.
and yes.. i have seen alot of humpers getting killed in gasclouds just cause he thinks he will need the ammo to kill the lerk or whatever is harassing you.
The truth is that you will NEVER shoot 300 bullets into the lerk. unless you are really good at hiding when reloading that is..
On some public servers, there is a regular armory war going on. Some marines would rather kill themselves and respawn with a full clip rather than take ammo from a nearby armory. Others can't go anywhere without being fully loaded up on both primary and secondary weapon ammo (and they would polish their knife too, if they had the option). I think the best solution is probably somewhere in between, just use common sense when picking up those extra clips...
load up with 200 lmg and 20-30 pistol. thats really enough.
Personally. even when there's nothing urgent going on, I rarely get past 150 lmg bullets, but I almost always load up on Pistol ammo, as that goes really quickly.
If there's nothing to do, please, fel free to hump away, I do. If you're needed somewhere, odds are that 100 lmg bullets and 20 pistol ones will either get the job done or you'll be in the spawn que anyway. On th eoff chance that you surive, I am sure the COM can drop you an ammo pack or two, or you could just head back and get humped up.
Unless it's an <i>emergency</i>, get at least some ammo before leaving base. If you're holding a postion through a phase, and it's being pounded by lots of skulks and a lerk or two, the starting ammo just isn't enough. Pick up a clip or 2, then phase.
If you either a JP or HA, load up. You aught to live long enough to use it all (or you wasted the team's res). LA with a shotty or hmg, load up at least most of the way. You should probably let your lmg buddies take the fall for you, anyway, to keep the hardware alive.
In the very start of the game, sometimes it's helpfully to load all the way up. You can last pretty long against unupgraded skulks if you're careful.
It all depends, but most situations don't require the full loadout.
It all depends on the player and what he/she wants to do.
Unfourtunately, the armory humpers (meaning people who continuosly get full ammo after every spawn) generally don't need that many bullets. Occasionaly I will get a full stock up, if I'm going res tower hunting... many aliens respond to the whole 'res tower under attack' message...
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No!
You won't even live long enough to use it, go through the fricken' phase first!
I always go with 50/150 10/20 unless its a rush (rush to double node or rush to the phase)
The only time i think anyone should get full ammo for a LMG is if there going chamber hunting (like if you just died from a wall of oc's near a res point and you respawn)
As for early armory humpers.. im the guy that usualy covers main base. So i got there back <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
Even if they are annoyingly over-prepared..
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No!
You won't even live long enough to use it, go through the fricken' phase first! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You misunderstand me. I mean if the base can handle itself for a moment (like there are no gorges or onos about), you're going to need ammo to fight off the threat. The starting ammo is hardly anything, and the kharaa will be able to do more damage (and get some free rfk) if you run out of ammo. It's worth letting a skulk or two chomp at something for an extra few seconds if it allows you to actually handle the threat, rather than die and let them continue at will.
If you're in danger of actually losing the base, of course you need to get yourself into the action.
If you're in danger of actually losing the base, of course you need to get yourself into the action. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You must play with slow aliens or entire plantations of turrets.
The games I see, once they *start* to attack the base or outpost, you're in danger of losing it. It's just that fast.
Meaning: The main problem with humping is not paying attention around you... So grab half a clip, turn around, take a good look, grab another half, etc... Early game, this works well.
oh, and when i used to be a rine, and my aim was very nice i would always get 50/250 10/30. reason being is i would keep that stupid skulk pinned down with pre-fire. what i would do, is i would shoot at the corner i knew a skulk was at, then i would purposly stop shooting with half my ammo depleted, the skulk, thinking i was out of ammo starts to rush. then i use the remaining ammo to kill him. it worked. and it was fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
And i played DOD.. Cs.. TFC.. and TS.
when you go from shooting slow mofo's with huge hitboxs in BRIGHT MAPS on Cs. You loose your eye's for NS. But i tell ya what... when i was good at NS and i moved to CS, dear god it was TO FRIGGIN EASY. lol.
(yea this was abit off topic.. but how much can you chit chat about armory molesters..)
If I'm seeing things right, more ammo still slows you down. Not sure, difference was always hard to notice unless you did timing type things.
I usually got at 50/100-150 and 10/20
And I am usually good for a while, replenish my ammo if I lose my reserve.
I usually got at 50/100-150 and 10/20
And I am usually good for a while, replenish my ammo if I lose my reserve. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i think you've got it the other way around. If your commander decides to seige a hive, you better get your butt over there unless you have <b>0</b> ammo for pistol and LMG. Every marine counts because you're going to have every single alien there. I'd rather be wasting res spamming ammo over there than have you going "Hold up guys, i gotta get 250 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->" at base.
Since its not that urgent when gaining ground, you can sometimes afford to get 250, because your chances of dying are much less than if you were seiging a hive, and most likely, if you can shoot well, you'll be out there for quite a long time.
I will get full clips if I have to hold a position, because I don't know how much time I will have to stay there... 2 minutes, or 20 minutes.
But if we need to gain ground, the faster the troops gets to front line, the more bullets go flying / secs
*not at all spammy*
Really though, we still need a weekly thread on this?