Combat Squads

CoeryCoery Join Date: 2004-02-22 Member: 26792Members
<div class="IPBDescription">Classes</div> In combat I like playing as a Squad. With each marine responsible for a designated role. If it were organized, I think it would give the Marines a Tremendous Advantage. Follow classes:

1. Support Soldier - Motion Tracking, Scan-Area, Welder, Ressuply, and Mine.
2. Heavy Weapons - Damage, HMG, Heavy Armor, Resupply, and Heavy Armor.
3. Demolition - Grenade Launcher, Mine, Hand grenade, and Heavy Armor.
4. Beserker - Catalyst, Shotgun, Damage Upgrade, Scan-Area, and Jetpack
5. Recon Soldier - Motion Tracking, Scan-Area, Jetpack, Resuply, and Catalyst.

Personnaly I prefer Support Soldier.

Comments

  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    edited March 2004
    <!--QuoteBegin-Coery+Mar 14 2004, 02:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coery @ Mar 14 2004, 02:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2. Heavy Weapons - Damage, HMG, Heavy Armor, Resupply, and Heavy Armor.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Did you count up the points on this guy? L3W, HMG, and HA soak up all nine points. That means no resupply, no L3A, and no welder, which you didn't list, but is something I think the heavies really should have in this plan. I don't think L3A is really needed though, so I say drop down to L1W in favor of resupply and welder. If you don't like resupply, you can just get L2W instead.<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. Demolition - Grenade Launcher, Mine, Hand grenade, and Heavy Armor.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Mines are more defensive things in most cases, and hand nades are way too weak, especially if you're toting a GL. Drop them in favor of welder and resupply/L2W/L3A/catalyst.<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->4. Beserker - Catalyst, Shotgun, Damage Upgrade, Scan-Area, and Jetpack
    5. Recon Soldier - Motion Tracking, Scan-Area, Jetpack, Resuply, and Catalyst. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    These two classes are a little too much alike, and there's not really any need for recon per se in Combat, so just drop him and make different berserker variants. In any case, I don't think these guys need to take scan unless there's many cloakers around. If there aren't a fair number of them, it's really a wasted point. The basic berserker layout could be shotgun, JP, Cat. That soaks up seven points. What the guy takes with his other two would be determined by his role. A generalist might go HMG/hand nades. A spawncam^H^H^Hreinforcement suppressor could grab mines/L2W. Somebody who really wants to nail down the hive could get GL/resupply.
  • Agent111Agent111 Join Date: 2004-03-15 Member: 27344Members
    I was thinking about this, but I would tend to class them differently, Id say support (as in LA attackers) units should have HMGs, not HAs, if a Support unit has a shotgun then most of his shots will hit the back of the HA whom he is shooting near, however if the supports had HMGs they would lose less shots to spray.
    This also leaves open the extra point for something. Personally I go:-
    (In order)
    Mines
    Armour 1
    Weapons 1
    Shotgun
    Armour 2
    HA
    Weld (could be got earlier if the CC needed repair)
    REsupply (gotten earlier if the Armoury is destroied)

    I find this is a good set up for a CO_ HA (for my play style at least, I tend to get mine pwnage <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> )
  • ZeuS1ZeuS1 Join Date: 2004-02-10 Member: 26371Members
    There is one squad combination I believe would be almost unstoppable, unless aliens have an excelent coordination (which almost never happens)

    Note: this example is for an 8 ppl rine team (-1 commander and -1 noob/rambo that doesn't follow orders):

    a) HA SHOTTY
    b) HA SHOTTY
    c) JP HMG WELDER
    d) JP HMG WELDER
    e) JP HMG WELDER
    f) HA GL

    Front
    a b

    c d e

    f

    Back


    This is why it would work:

    If attacked by two or more onos: <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
    Onos would probably stomp the HA rines first, and eat the ones in the front. But even if they try to hit/run, they will leave with extremely low health due to heavy fire, and can easily be finished by the JPers, freeing the HA marines.

    If attacked by lerks: <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
    the shotties can easily finish lerks flying towards the marines, and the gl spam would finish them in case the shotties don't.

    By fades: <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
    Again, shotties can critically hurt them before they can kill a HA (JPers would be flying around out of swipe range) and HMG GL can do the rest

    3 Welders are more that enough to repair damage quickly, and JPers wouldnt sustain almost any damage (hopefully) so they carry the welders to repair HA.

    What do you think? opinions? suggestions? flames?
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    <!--QuoteBegin--ZeuS-+Mar 15 2004, 07:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-ZeuS- @ Mar 15 2004, 07:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There is one squad combination I believe would be almost unstoppable, unless aliens have an excelent coordination (which almost never happens)

    Note: this example is for an 8 ppl rine team (-1 commander and -1 noob/rambo that doesn't follow orders):

    a) HA SHOTTY
    b) HA SHOTTY
    c) JP HMG WELDER
    d) JP HMG WELDER
    e) JP HMG WELDER
    f) HA GL

    Front
    a b

    c d e

    f

    Back


    This is why it would work:

    If attacked by two or more onos: <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->
    Onos would probably stomp the HA rines first, and eat the ones in the front. But even if they try to hit/run, they will leave with extremely low health due to heavy fire, and can easily be finished by the JPers, freeing the HA marines.

    If attacked by lerks: <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
    the shotties can easily finish lerks flying towards the marines, and the gl spam would finish them in case the shotties don't.

    By fades: <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->
    Again, shotties can critically hurt them before they can kill a HA (JPers would be flying around out of swipe range) and HMG GL can do the rest

    3 Welders are more that enough to repair damage quickly, and JPers wouldnt sustain almost any damage (hopefully) so they carry the welders to repair HA.

    What do you think? opinions? suggestions? flames? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I like it, although it does mean that all your eggs are in one basket. This is a great end game train-type squad, but you better be willing to lose the rest of the map in the process.

    Still, I think this is a highly effective setup and will be very tough to take out, much like any setup that has 90% of a team cooperating.
  • KoniaXKoniaX Join Date: 2003-02-16 Member: 13641Members, Constellation
    but suppose one really good fade comes i and swipes away all your jp'ers...... then onos charge and demolish your HAs..... good bye tons of res
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    Yeah, teamwork tends to cause bad things to happen.

    Just imagine if a lerk came along and threw spores and umbra on your jp's while said fade attacked it.

    And then what if 4 skulks xeno leaped into the room?

    I still think that this is a good idea simply because combined arms used effectively is dangerous, even if it's expensive and hard to coordinate.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Shotgun and cataclyst would make a very strong Melee/short ranged troop
    HMG and MT would make heavy support
    GL with mines would make demolition.
    Welder, scans and cataclysts make a good medic/detector type

    Jetpakcs or HA for the whole squad, depending on need. Its important most people have the same armour type, so they die about in the same time, and travel with the same speed.

    2 HAs and 3 JPers will result in the JPers arriving before the HAs, fighting but getting killed(even if the HAs are there) since they dont have the armour, while 2 HAs are worthless against the remaining aliens, lacking mobility.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    You never see this in combat but any organized group moving together will rape what is comes against like 2 onos, fade, lerk, and gorg. A good counter to the marine setup. Gorg can web jps and lerk can chase them down and umbra everyone. Onos are there really to take the hits and devour the HAs.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    i like having the HA have HMGs and JPers to have Shoties. Since the HAs cant realy chase, the Jpers can do it.

    Usualy when I com I go JP first. to take out all thier higher lifeforms. Then switch to HA tactices when asulting a base. (sicne they will build a Ton of OCs everwhere instead of getting bigger creatures
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    but suppose one really good fade comes i and swipes away all your jp'ers...... then onos charge and demolish your HAs..... good bye tons of res<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    are we talking about NS or CO now???

    however i think the huge problem at Combat Maps is that if you send all your guys through one way you will end up loosing because the enemys slowed down your attack while the other enemys attacked your Base/Hive from the other side. So you ll always need some guys to stay in base or at least move into the other direction.

    How do you solve the problem of outflanking?

    (for aliens it is easier cause they can have Webs who seal the areas very good till the enemys have Welders)

    (but whats about Marines?)
  • RetalesRetales Panigg cultist Join Date: 2003-08-07 Member: 19180Members
    <!--QuoteBegin-Coery+Mar 14 2004, 02:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coery @ Mar 14 2004, 02:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2. Heavy Weapons - Damage, HMG, Heavy Armor, Resupply, and Heavy Armor. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This guy has two Heavy armors (O_o)a
  • ChiakiChiaki Join Date: 2003-10-19 Member: 21790Members
    I have often played some 4-player squads with my friends......it works very well.......

    1: HA(4)-resupply(1)-welder(1)-lvl1SG(2)-scan area(1)
    2: HA(4)-resupply(1)-welder(1)-lvl1HMG(3)
    3: HA(4)-resupply(1)-welder(1)-lvl1HMG(3)
    4: HA(4)-resupply(1)-MT(1)-lvl1GL(3)
    possible 5: HA(4)-resupply(1)-lvl3SG (4)


    We try to find a corner to dig into............

    |3
    | 15
    |4 2
    |-------


    GLman fires nades ahead of any MTdot moving in here....SGs are for fades, HMGs for onos.....
    simple, but damn effective.....nr 1 is the primary welder, as his reload can be interrupted without time-loss
    1-2-3-5 duck, the GLman stands up
  • maverick651maverick651 Join Date: 2003-08-21 Member: 20065Members
    While I do like the origonal idea of classes, I only find two bad parts. Only one person needs scanner sweep if they are going to stick together as a squad. I'm sure you may have ment "X class can get scanner sweep if there aren't any others." I myself never get scanner sweep or motion tracking. But I have been in times where one of my buddies would have MT and be reloading, and say "theres a skulk right up there on the ceiling as you go through the door," and I go light him up as effectivly as if I had MT.

    And to the demolition guy, you don't really need hand grenades if you have the grenade launcher. Mines are a nice surprise to slap around the outside of the hive, or in dark pathways. Even a few in the paths into marine start.

    And for ZeuS
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-ZeuS- Posted on Mar 15 2004, 07:59 PM
      There is one squad combination I believe would be almost unstoppable, unless aliens have an excelent coordination (which almost never happens)

    Note: this example is for an 8 ppl rine team (-1 commander and -1 noob/rambo that doesn't follow orders):

    a) HA SHOTTY
    b) HA SHOTTY
    c) JP HMG WELDER
    d) JP HMG WELDER
    e) JP HMG WELDER
    f) HA GL

    Front
    a b

    c d e

    f

    Back
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I really like the idea, except I think f needs to be switched with d, hes got a GL, he should be protected from being bumrushed. Turn it kinda into a walking HA bunker for the GL man.
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