Marine tactics class
Narfwak
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<div class="IPBDescription">Why does no one ever think of these?</div> Everyone seems to be discussing all their "advanced command strategies" and "fool-proof" alien killers, and yet no one seems to really be paying attention to those little Frontiersmen out on the battlefield. Commanders need their troops to be as competent as possible without micromanagement, so I think it's time for the Marines to get their learn on. I have compiled some gnifty tricks I noticed when playing NS, here they are. Please add to this list as well, but remember - this is a list of tactics and tricks for individual marines or groups of marines, not plans of attack for the commanders.
<b><u>-==Basic Training==-</u></b>
1)Never underestimate an LMG. It might suck for a heavy offensive, but if you need to get somewhere quickly and want to nail skulks and lerks easily, the LMG is your best friend.
2)Pistols are powerful. Just look at the values in the manual. The only trouble is hitting things, so don't use them unless you know you are good with them.
3)TALK. Half-Life has voice comm for a reason, use it.
4)Burst fire. Recoil isn't really an issue in ns, but ammo sure is. Going full auto on the wall next to a skulk is a sure-fire way to become snack food.
5)Related to above, make sure you have full ammo at all times if possible. This includes keeping a full clip (not always true with HMG, that's why it's so big), and loading up before you leave the base. Just remember to use the armory. You never know when you may have to defend an area all alone. This DOES NOT mean annoying the hell out of a commander when all you've done is expend a single clip.
6)Reload at smart times. The LMG and HMG take a bit of time to reload (HMG especially), so don't reload if you really don't need to. If you run out of ammo in a firefight, retreat behind your teammates and reload.
7)BE OBSERVANT. I cannot emphasize the importance of observance too much in any team oriented game. Anyone worth their salt in DoD will know what I mean. If you see an alien running somewhere, and you think it didn't see you, SAY SO. That alien is a man on a mission, and that mission needs to be stopped. Also, wear headphones so you can hear running aliens or nearby hives and chambers before you get caught off guard by them.
<b><u>-==Advanced Unorthadox Tactics==-</u></b>
<b>=The Commander's Handyman=</b>
It sounds goofy, but a marine with an LMG and a welder (commander's give these out WAY too little) is a damn useful micromanagment tool. Chances are, when the commander wants to build the TSA's more advanced buildings, he will do so at the main base. And who is at the main base? No one, if they can help it. This leaves the commander to grab people as they exit the spawn, only frustrating them by handing them a welder instead of giving them their HMG back.
The solution? Have one man on your team be "The Commander's Handyman." It's goofy, but it works. The Handyman fixes damaged towers, builds random things in mostly unoccupied areas (you never know when the aliens are going to try to expand there), and run patrol routes through the various marine outposts the commander has. This lets the rest of the team focus on offense, with only one man on D! I ended up trying this strategy out by accident when I didn't have voice comm (making me worthless as an offensive soldier), and I happened to find a welder lying around in our base. After that, it all just came together; whenever the commander needed random and seemingly insignificant tasks done, I was there. Most of these less-obvious tasks (or at least less obvious to most of my teamates, which I didn't really mind) really paid off in the long run. The ironic thing was that I toplisted the server for a while with my 1337 LMG skillz even though I wasn't even trying to kill aliens; in fact, I avoided them much of the time.
<b>=Welders in Combat=</b>
Another not-so-obvious trick involving a welder. Did you know that welders repair heavy armor for free? And did you know that most players royally suck with pistols and tripmines? The answer: the all-mighty welder-man.
By outfitting most of the marines with welders in conjuction with heavy armor, offensive manuevers can be helped a lot. Marines can not only repair their outposts after attacks, but can also become an armed wall of death. If you see several marines in heavy armor in front of you, start welding them. This tactic is similar to the gorge's healing spray, and just about as effective. Their armor repairs while they take damage, and the marine with the welder can take cover behind their massive frame. Works best with marines with HMGs or Gren Launchers, so they can kill the source of damage before if does too much damage themselves.
<b>=Up, Up and Away!=</b>
Jet packs are darn tricky to get used to, but can be just as functional as heavy armor in specific situations, especially against melee foes.
First of all, a properly used jetpack can make you go very fast, and therefore can make you a usefull scout (I guess it could also be quite usefull for The Commander's Handyman as well, although I can't say I've tried it). It lets you access high up places, and get a better view of rooms so skulks can't ambush you as easily.
Secondly, you can just hop out of the way of attackers. An onos can't hit someone flying through the air, and a skulk would have trouble doing so.
However you use the jetpacks, both commanders and players should keep this in mind - a jetpack is a highly specialized tool. It isn't for just tossing around to random people, or for equipping everyone with. Heavy armor is much more usefull in standard assault situations.
<b>=Knife Mastah Assassin=</b>
Ah, the knife. Such a seemingly useless weapon has never before been seen in a Sci-Fi game. However, the knife is really the tool of an absolute and undisputed murderer on the loose in the hands of a very, very 1337 (and fairly lucky) LPB.
I discovered this in complete desperation while defending the rear aft junction in ns_bast. Aliens were coming everywhere, mostly just lvl 1-3 for the longest time, and I had already plastered alien guts all over the walls with my LMG and Pistol. Completly out of ammunition, I nabbed my knife and started slashing.
I was amazed.
In my circle-strafiing feat of fury, I wacked two lerkers out of mid-air flight, and stabbed two hyper, jaw-gnashing skulks in the back before I went down in a hail of spikes and skulks flying around everywhere. That's right, <i>four</i> kharaa <i>in a row</i> with a <i>knife</i>.
Well, if you think about it, the knife does 30 damage. It swings about twice per second. Thats about a second and a half to kill a skulk if you are skillfull about it. The knife has other odd uses too. For example, I actually found myself doing more damage to a resource chamber with my knife than with my LMG. I don't recommend knifing most buildings though, as it leaves you unprepared for the inevitable counter-attack.
<b>=Bomb Screen=</b>
This is pretty much a no-brainer. Several marines with grenade launchers can keep a steady stream of grenades flying into key areas (this worked well in the tram tunnel in ns_bast), thus creating a screen of explosions. This usually scares the #### out of andthing less powerfull than a fade, effectivly blocking off an area. It should be noted that this is a temporary solution only, as a clever alien <i>will</i> figure out how to get around. Doing this for a prolonged period of time also makes you more predictable, which is also not good.
Trip mines are a much better solution anyway. Have a marine run into the cloud of explosions and place mines in the area beyond, then run back. Just make sure you make the mines at least somewhat concealed, and skulk-proof them by placing them all over, close to both the ceiling and the floor. And, of course, get your commander to put turrets there for ideal defence.
<b><u>-==Basic Training==-</u></b>
1)Never underestimate an LMG. It might suck for a heavy offensive, but if you need to get somewhere quickly and want to nail skulks and lerks easily, the LMG is your best friend.
2)Pistols are powerful. Just look at the values in the manual. The only trouble is hitting things, so don't use them unless you know you are good with them.
3)TALK. Half-Life has voice comm for a reason, use it.
4)Burst fire. Recoil isn't really an issue in ns, but ammo sure is. Going full auto on the wall next to a skulk is a sure-fire way to become snack food.
5)Related to above, make sure you have full ammo at all times if possible. This includes keeping a full clip (not always true with HMG, that's why it's so big), and loading up before you leave the base. Just remember to use the armory. You never know when you may have to defend an area all alone. This DOES NOT mean annoying the hell out of a commander when all you've done is expend a single clip.
6)Reload at smart times. The LMG and HMG take a bit of time to reload (HMG especially), so don't reload if you really don't need to. If you run out of ammo in a firefight, retreat behind your teammates and reload.
7)BE OBSERVANT. I cannot emphasize the importance of observance too much in any team oriented game. Anyone worth their salt in DoD will know what I mean. If you see an alien running somewhere, and you think it didn't see you, SAY SO. That alien is a man on a mission, and that mission needs to be stopped. Also, wear headphones so you can hear running aliens or nearby hives and chambers before you get caught off guard by them.
<b><u>-==Advanced Unorthadox Tactics==-</u></b>
<b>=The Commander's Handyman=</b>
It sounds goofy, but a marine with an LMG and a welder (commander's give these out WAY too little) is a damn useful micromanagment tool. Chances are, when the commander wants to build the TSA's more advanced buildings, he will do so at the main base. And who is at the main base? No one, if they can help it. This leaves the commander to grab people as they exit the spawn, only frustrating them by handing them a welder instead of giving them their HMG back.
The solution? Have one man on your team be "The Commander's Handyman." It's goofy, but it works. The Handyman fixes damaged towers, builds random things in mostly unoccupied areas (you never know when the aliens are going to try to expand there), and run patrol routes through the various marine outposts the commander has. This lets the rest of the team focus on offense, with only one man on D! I ended up trying this strategy out by accident when I didn't have voice comm (making me worthless as an offensive soldier), and I happened to find a welder lying around in our base. After that, it all just came together; whenever the commander needed random and seemingly insignificant tasks done, I was there. Most of these less-obvious tasks (or at least less obvious to most of my teamates, which I didn't really mind) really paid off in the long run. The ironic thing was that I toplisted the server for a while with my 1337 LMG skillz even though I wasn't even trying to kill aliens; in fact, I avoided them much of the time.
<b>=Welders in Combat=</b>
Another not-so-obvious trick involving a welder. Did you know that welders repair heavy armor for free? And did you know that most players royally suck with pistols and tripmines? The answer: the all-mighty welder-man.
By outfitting most of the marines with welders in conjuction with heavy armor, offensive manuevers can be helped a lot. Marines can not only repair their outposts after attacks, but can also become an armed wall of death. If you see several marines in heavy armor in front of you, start welding them. This tactic is similar to the gorge's healing spray, and just about as effective. Their armor repairs while they take damage, and the marine with the welder can take cover behind their massive frame. Works best with marines with HMGs or Gren Launchers, so they can kill the source of damage before if does too much damage themselves.
<b>=Up, Up and Away!=</b>
Jet packs are darn tricky to get used to, but can be just as functional as heavy armor in specific situations, especially against melee foes.
First of all, a properly used jetpack can make you go very fast, and therefore can make you a usefull scout (I guess it could also be quite usefull for The Commander's Handyman as well, although I can't say I've tried it). It lets you access high up places, and get a better view of rooms so skulks can't ambush you as easily.
Secondly, you can just hop out of the way of attackers. An onos can't hit someone flying through the air, and a skulk would have trouble doing so.
However you use the jetpacks, both commanders and players should keep this in mind - a jetpack is a highly specialized tool. It isn't for just tossing around to random people, or for equipping everyone with. Heavy armor is much more usefull in standard assault situations.
<b>=Knife Mastah Assassin=</b>
Ah, the knife. Such a seemingly useless weapon has never before been seen in a Sci-Fi game. However, the knife is really the tool of an absolute and undisputed murderer on the loose in the hands of a very, very 1337 (and fairly lucky) LPB.
I discovered this in complete desperation while defending the rear aft junction in ns_bast. Aliens were coming everywhere, mostly just lvl 1-3 for the longest time, and I had already plastered alien guts all over the walls with my LMG and Pistol. Completly out of ammunition, I nabbed my knife and started slashing.
I was amazed.
In my circle-strafiing feat of fury, I wacked two lerkers out of mid-air flight, and stabbed two hyper, jaw-gnashing skulks in the back before I went down in a hail of spikes and skulks flying around everywhere. That's right, <i>four</i> kharaa <i>in a row</i> with a <i>knife</i>.
Well, if you think about it, the knife does 30 damage. It swings about twice per second. Thats about a second and a half to kill a skulk if you are skillfull about it. The knife has other odd uses too. For example, I actually found myself doing more damage to a resource chamber with my knife than with my LMG. I don't recommend knifing most buildings though, as it leaves you unprepared for the inevitable counter-attack.
<b>=Bomb Screen=</b>
This is pretty much a no-brainer. Several marines with grenade launchers can keep a steady stream of grenades flying into key areas (this worked well in the tram tunnel in ns_bast), thus creating a screen of explosions. This usually scares the #### out of andthing less powerfull than a fade, effectivly blocking off an area. It should be noted that this is a temporary solution only, as a clever alien <i>will</i> figure out how to get around. Doing this for a prolonged period of time also makes you more predictable, which is also not good.
Trip mines are a much better solution anyway. Have a marine run into the cloud of explosions and place mines in the area beyond, then run back. Just make sure you make the mines at least somewhat concealed, and skulk-proof them by placing them all over, close to both the ceiling and the floor. And, of course, get your commander to put turrets there for ideal defence.
Comments
*bump*
-Grail
-PD
I was charged by an onos, and didn't die immediately, and he ran out of charge...so I started knifing him out of fear, since it just happened to be there, my LMG was out as was my pistol cuz I'd respawned shooting at a fade...and I took him out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Even better tip though:
Welders; they're my best friend, not only do they make short work of most buildings, but they also seem to kill aliens quick, and that includes the onos; I think they do damage to armor and health at the same time; ie. they strip armor and hurt they alien as well. This can be great if u come up behind an onos or fade while they're fighting your teamates on the other side. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Ah, the knife. Such a seemingly useless weapon has never before been seen in a Sci-Fi game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ah ah ah! Ever played Aliens vs Predator 2?
Tho' in that game, it really *is* useless. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
1) It is integral that the marines learn to stay together. All too often am I having the whole team advance on a resource point when I notice one hot-shot going after the hive all by himself. Bad Idea.
2) Claymores are an indispensible tool for defending. Once phase gates have been set up there is no reason not to completely claymore every entrance into an area. This will make it very hard for an Onos to penetrate your base.
3) Use the in-game commands as well as voice. While the VOICE option is the best for strategy, using the in-game commands allows the commander to home in on your position and find out exactly who needs ammo, or health, or a command.
-The Preacher
The one thing to always remember is if you want your commander to do something, build a collector, get ammo, etc. You need to tell your commander what...and where. The vast majority of commanders have played almost all the maps and know all the locations without have to surf though every single marine. All we need is the what and where and you'll get it, but if I am trying to load up the base with weapons and armor and build another base and watch over two groups of Marines and I hear...Commander i need ammo. That doesn't tell me much except that one of my marines is about to die and I don't know where.
Second. Voice Comms. Please Please Please learn to keep the net clear. If you need something say what and where and fast. Everyone on the team is trying to talk to each other in fire fights and groups and the commander is trying to hear everything at once so he knows where he is needed. A 5 minute dialog about the collector your waiting by will not help.
Couple more things.
<b>Welders In Combat:</b>
Never underestimate the damage a welder puts out. In fact, I would use it over the knife. If a lerk casts umbra and comes to bite you, you can pretty much insta-gib him with the welder. Works on skulks too, especially in vents. I've had a skulk leap at me while I had my welder out, and he ended up splattered on the wall behind me.
<b>Ammo and Health:</b>
If you need ammo or health, don't keep spamming on the voice comm. Use the built-in voice menu and the commander will be able to JUMP right to you.
If you need the commander's attention, and you've asked him for it, and he can't find you, just use ANY command a bunch of times. When playing commander, I've had marines need turrets or RP sites set up when my attention was at an offensive on the other side of the map. Both areas were equally important, but it was tricky to manage both at the same time. Solution? I had my marines use the "I need orders" radio comm when they needed structures. The command is mostly pointless anyway (just go where you were before, or where your waypoint is; chances are, using that command in the main base more than once a mapcycle is gonna REALLY **obscenity** off your commander), so it's a good choice.
Also, you might want to do it several times in rapid succession, but not prolonged succession. This ensures that even if a "turret firing" or other brief pops up for the commander, he can still make it to you position. Doing this for a sustained long period of time is just going to make the commander want to drop that turret factory you need on top of you.
<b>=Welders in Combat=</b>
You forgot to add you can set enimies on fire...It just happened to me when a newbie marine tried to weld me to death.
He died. :>
<b>=Up, Up and Away!= </b>
Jetpacks are better than Heavy Armor...and cheaper (last time I checked...)
But it does seem you get bit once too often when your lifting up, up and away...I don't get it; I just do...and I'm one of the best Jetpackers around...
<b>=Up, Up and Away!=</b>
As good as this is....It's more luck. But so is gnashing as an Alien.
<b>=Bomb Screen=</b>
Newbies do this usually anyway....
Alsom, Tripmines are useless. <i>Usually</i>. Most aliens don't realize with the Gorge, Lurk, and Fade, that you can shoot the mine. That's why it's nice to have one with an Onos (Like the trip mine does any damage anyway if he has Regen...) to take those out.
Great Post. I'd love to play you sometime. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
And while some players may like/be good with jetpacks, the VAST majority of players just can't use them correctly.
And if anyone wants to play with me, go to spidergaming:27016
Well I wasn't truly sure; I was makign an assumption there...
So I fire at the mines to no effect. No sooner am I thinking "Why the **** aren't my spikes setting off the mines?" then the marine lobbed a grenade 40 feet into the air and hit me square in the head.
if you have an HMG (which takes a long time to reload), instead of reloading, use an ammo structure. It will refill the clip you have loaded first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
You'd be amazed how many Kharaa you can waste just by standing on an overhang over a door and shooting everything that comes into the room. It's really funny watching an Onos try to jump-gore you too. If you can find a nice hidey hole in the corner of a room you'll also be amazed how many skulks don't pay attention to the cealing they're walking on, since they'll be watching the floor for marines to pounce on.
Naturally, this doesn't work if you've been hit with parasite, but you know...
<edit>
Oh yes, forgot to mention, the alien defense turrets are <i>retarded</i> when it comes to aiming and spotting people. if you come across a lone grouping of turrets, try 'testing' their firing range by slowly creeping around a corner or structure. Usually there's a nice big blind spot if you inch out from a corner far enough to shoot them. I've wasted groups of 2-4 turrets all by my lonesome with an LMG/HMG without getting hit once. Oh yeah, if you're on an incline going up (e.g. turrets are at the top of a ramp you're climbing), they tend to fire over your head. Alien turrets are just strange. Sometimes they pulverize you, other times you can stand in front of a big clump of them and watch them fire shots all around you while you mow them down.
</edit> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
the welder takes down buildings FAST, really fast.... hell almost beats a lvl 3 upgraded HMG shooting at point blank
... with a welder.
- doesn't needs to reload
- doesn't runs out of ammo
- repairs one's teammates' Light/Heavy Armor
- repairs the Frontiersmen structures
- kills Skulks (if one is wearing Heavy Armor)
- kills Kharaa Organic Strutures very fast
I don't see any reason why the Commander shouldn't be handing out
Welder + Heavy Armor
together and standard issue equipment
(when the Frontiersmen are doing fine and have have a reasonable reserve of resource points)
And why the Marines shouldn't be spamming welding whenever they see fit.
1)Equipment
A)Equip a marine with a Jetpack, Welder, Shotgun
B)A good/Vigalent Commander
2)Missions
A)Use jetpack to get in vents and seal with torch. mission vital vent areas that cant be welded can usually have a turret factory built directly in the vent (including siege cannon <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ) <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
B)the shotgun is a powerful weapon combined with a Jetpack. I am actaully better at Jatpacking than walking tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Zoom in on the jetpack and fire point blank. This is one of the best tactics against fades. on the otherhand, I knifed 5 offensive structures alonewith this equipment. dont ask me how.
C)Repair, Scout Repair, Kill, Repair. The handyman has to be a KNOWLEDGEABLE player that can follow orders and at the very best knows the maps by heart.
Just as a side note, you guys said you knifed an onos.... I knifed three onos in a row!! that was sooooo sweet.... except for that fade..... errr n e ways.
1) Here's a common scenerio. You're being rushed by skulks and fades and the works at your main base and you have only one infantry portal left. Practically every marine is dead and skulks are eating away your portal.
GET OUT OF THE COMMAND CENTER AND SHOOT THAT STUPID SKULK!!
I've seen some commanders sit their little butts at the command center while skulks ate up the portals and ate up the marines that spawned also. There are times where you will have to get the hell out of that chair, and help out your marines. At least attempting this may help you win the game and earn some respect from your marines. Good commanders don't sit idley while their base blows to bits.
2) As many of you guys have mentioned, ignore the lone "rambo" marines. If they scream at you for health and you're busy with helping a team of marines, IGNORE the loner.
*cough* sorry. I'm just a little annoying after playing some NS... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
1) All marines should command at least once. As this will increase your understnading of the game greatly, you will know that you why you cannot get HMGs whenever you want. Why the commander might not be giving you health and ammo. And etc. Even just startign a lan game by yourself and moving around as a comamdner over the map will help your understanding, you'll realzie why they don't always instantly respond to your location and etc.
2) If you want something from a commander, such as a grenade launcher, also say why. I'm sure there more willing to give you one to take out the chambers in a room he is telling you to take, rather then thinking you'll jsut run off by yourself somewhere and lose it right away.
3) If your commander tell your marines your overall strategy, so you won't get people thinking why you didnt take that node right next to them and etc. Perhaps you were saving up to fortify an empty hive you took elsewhere.
<b>Here is another note about the welder:</b>
Many marines **obscenity** about how the armor upgrade system doesn't work properly for the marines, that they aren't getting the upgrades their commander is researching, blah blah blah. I used to do this too. However, this is not the case - your armor is getting upgraded. The issue is that you ALWAYS spawn with 50 armor. However, by using a welder, light (i.e., not Heavy Armor) armor can be brought to its maximum levels by way of being repaired by a welder. This may seem like a pain in the arse for some, but this helps incourage teamwork and forces squads to work together (or, in the case of n00bs, to scream every five seconds like small prepubescent children for heavy armor).
Be a good Frontiersman and weld a friend in need.