Grenade Strategy
Cheese
Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">a Tactic that requires Grenades</div> I just wondered...TA the moment im searching for unusual tactics...well ive found some but there is one Item, i cant put into any Strategy. Its the Grenade...I simply find no Tactic that is useful using the grenade...but there has to be something? Right?
So...perhaps anyone here has seen a useful Grenade Tactic once in his life... If you ve seen anything or have an idea please tell me. Thx...
edit: it could also be something map-specific (so only useable at one single map...nevermind...i ll take it *g*)
So...perhaps anyone here has seen a useful Grenade Tactic once in his life... If you ve seen anything or have an idea please tell me. Thx...
edit: it could also be something map-specific (so only useable at one single map...nevermind...i ll take it *g*)
Comments
but what I am searching for is kind of something different. Im searching for a strat where the Comm researches Grenades to win. COuld be in Combination with for example MT...well :C i guess we wont find anything....but lets see
PS: please remember: this is not a thread about "use your grenade to kill a Lerk in the Vent"
You should be sitting on 4+ rts with the aliens being heavily distracted by marines attempting to siege their hive. this is around the 2:00 mark
(your tech order at this point should be arm1, armoury, weap 1, weap 2, mt...)
the phase gate will be difficult for them to take down provided you prime grenades then lob once you phase, extra spawning will have to be compensated until after the sieges you can spare the res for a 2nd ip.
If the distraction is successful you should have about 6 rts, if the distraction is totally dominant you can always use the res guy to get down alien rts or secure other phases in necessary fallback locations <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I ll train that with my Boyz.
and... 3 marine guards = no way to pg
so <3 marine guards (dead guards :<) = grenades = minced skulks
just to make it a bit clearer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1) clearing vents
2) clearing OC's
3) getting the stupid skulks that hide behind a res tower
4) low res alternative to a grenade launcher for spamming chokepoints to hold back aliens while building a siege location or something
5) clearing a phase gate that is being eaten
Grenades are not a game ender any more then a welder or pistol is, they are simply items usefull in certain circumstances and for increasing the total firepower of a marine.
pistol...ok...pistol isnt a game ender...you are right with this one
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UUuu
I just <3 to rush for armor3 and get every1 with sg/hmg and get this little thing called "non-slowed ha-train" towards that second hive.
PLUS FOR ALL COMMS IN PUBS/NS!!!!
80% games i have rushed armor3 iv? had great >30 min games with epic fights over 2.hive (won about3/4 of em)
EDIT:
to the idea!!
1. grannies needs good teamwork and usage 2. in pubs you have to tell them every 15s they got grannies
Besides those points If you get ninja pg get every throw theyr grannies to hive before shooting.... its amazingingly effective---> all aliens rush hive, but yous still have maybe 4/5 shots on sg.
I haven`t made any grannywon tactics althou ?v`e tried to make some <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
Would that be before or after cat packs?
Ive tried this one with MCs...i put MCs all aroudn the PG in a nice circle...at the beginning there was the problem of the MC right behidn me because i wasnt able to damage it. But with the "shoot the Nade high in the air" Move it works very fine! 200 damage 360°
they are great around when they get lerks. but by that time, people usualy have fades, which are the bigger problem.
What server is this, 16v16 players?
Even if it was a 10v10, that's 9 effective grenades...and that's only 1800 damage.
The hive still has over 5000 health, I'd rather just pass out two shotties than research grenades.
A pair of shotguns and the rest with lmgs would have killed it in one rush. Being inefficient JUST to use a weak upgrade isn't how you win a game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
they're really only good for vents, ocs, and like the previous posts said, phase gates.
A fade that dies to a 3 ppl with nade launchers is a silly fade indeed. :|
Anyway, hand nades on combat are a totally different issue. They are FAR more viable there. Hand nades > Mines to prevent rushes. Spawn, pull the pin, aim. If you die at step 2, np. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
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No idea what you are on about with the 360 decrees of MCs Cheese. :S
And btw, Hand nades are 100. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<a href='http://www.cri-hacks.com/damage/' target='_blank'>http://www.cri-hacks.com/damage/</a>
As has been said, hand nades are for PGs, Ocs and vents. They should be taken when the entire team has a gun, aliens have only 1 hive, and you need something to research.
I was playing a game last night where the marines rushed for grenades and set up a phase gate outside of our hive in Sewer. We had four fades in a 20 player game and somehow we couldn't kill them. They kept lobbing their grenades straight into our hive, killing many skulks and gorges. Without the backup, the fades just had way too much difficulty killing all of the marines. They would run in, kill a few, then run out again. But then those few marines that died would just respawn with more nades which they would lob into our base and kill even more skulks and gorges. It was a pretty effective strat, it kept our hive under attack for a solid 20 minutes. But the problem is that it doesn't go anywhere. It was a stalemate. Of course, they could have just built sieges, but apparently there was a bug that they couldn't build sieges there. Basically, the point is that you can kill a hell of a lot of skulks and gorges, thereby weakening the fade rush with grenades. It's not the fades who really do all the damage. The fades just draw fire while the skulks do the real damage. If there are no skulks, the fades can't really do a whole lot except kill more marines which ends up with more grenades and more dead skulks.
If they had been able to build siege in the spot that they chose, we would've lost to a grenade rush. But luckily they couldn't, so we eventually broke the stalemate. But that is a relatively effective way of using grenades.
wow.... 4 fades cant kill a team of rines with HAND NADES?
gfg...
u must be playing on the OldF server