Cover Fire
aonomus
Dedicated NS Mastermind (no need for school) Join Date: 2003-11-26 Member: 23605Members, Constellation
<div class="IPBDescription">A way to help your teammates</div> Hard to explain without a photo, I'm just lazy to make a crappy photo...
Anyway, due to the aliens melee nature, if everyone stands at a perpendicualr angle to the marines line of sight (or the hallway they are in), when a alien comes to attack, while its attacking the marine, you can easily nail it.
This can also work for turning corners in a squad. One goes in with backup, while the others cover for the rine, then they all move in.
I've tried this a little bit and it seems to work <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Anyway, due to the aliens melee nature, if everyone stands at a perpendicualr angle to the marines line of sight (or the hallway they are in), when a alien comes to attack, while its attacking the marine, you can easily nail it.
This can also work for turning corners in a squad. One goes in with backup, while the others cover for the rine, then they all move in.
I've tried this a little bit and it seems to work <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Comments
It's in the sticky about Tactical positioning.
^^Listen to the man. A general rule of life is "the more complicated you make something, the more likely it is to **** up".
If a lerk decided to gas then your formation would go straight to hell. That formation seems pretty good for more realistic situations but we are dealing with enemies that can cloak, fly and climb walls <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
I'll give that topic a look though.
However, if you manage to nail some noob skulk while moving forward, it'll give the team a bit of confidence. And confidence is a game winner, folks.
Keep it simple, Stupid.
And
As Scotty said:
Aie, the more complicated they make up the plumbing, the easier it is to stop up the drain.
Beyond that, everything that's really important is just common sense, like being dead makes it hard to provide cover, and watch your six. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Well considering the tactical movement threads entail 5 marines at a minimum, I would consider them highly impractical...
Anyway, due to the aliens melee nature, if everyone stands at a perpendicualr angle to the marines line of sight (or the hallway they are in), when a alien comes to attack, while its attacking the marine, you can easily nail it.
This can also work for turning corners in a squad. One goes in with backup, while the others cover for the rine, then they all move in.
I've tried this a little bit and it seems to work <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I find covering fire very helpful -- especially when teammates are entering rooms and there are skulks hiding above the door. Usually they'll drop down and take their bite, while your teammate wheels around trying to find where to fire their gun. If you are back a ways, you have a clear shot and can often (typically) save their lives.
Having said that, the higher lifeforms are too powerful for anything like this to matter... so, its useful early game, then it becomes useless, like many things the marines do...
It gets more interesting once you get Fades - surrounding him for example gives a distinct advantage. Telling the shotgunners to hold until they're basicly in point blank does too - a Fade being shot by 1-2 LMGers easily overcommits, stands still for a moment and catches shotgun love. And of course the most infamous thing to do, have 2 guys cut off the Onos escape route instead of blindly emptying your clips the moment you see him - either by body-blocking or finishing him.
Anyway, tactics matter more in the late game than the early game, where good aim means little to nothing.
where good aim really counts
not that hard to hit a onos or fade, comared to a skulk
This is mainly for pub play where most marines dont check doorways before going through.
In a big push type of situation, speed is often more important than perfect tactics.
If you want to think about covering fire and smart tactical movement you would probably be better served to think about 2 or 3 marines max.
Besides I don't like the lines of fire in that diagram at all. Guy 5 right in the middle blocking just about everybody from some direction or another. #5 AND number 2 are way too close to the corner, If a skulk does attack, the proximity just gives him multiple targets which means he is less predictable which will make it harder to shoot.
Ive saved many lives and condemned many lives but heck it can save lives which is important. <_< >_> O_O X_X YA.......