Marine Classes
Cheese
Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
<div class="IPBDescription">Which one are you?</div> <span style='font-size:21pt;line-height:100%'>Marine Classes</span> v1.1
<i>Commander Furlong had a look at his men. They were brave soldiers.
And everyone of them had his very own speciality. These marines knew exactly what to do at the battlefield.
But it wasnt just fighting in general they knew. Furlong had the great advantage to command veterans. In other regiments the Marines split quite fast. Most of the time because they died during their first battles with the Kharaa.
Not so with his regiment. They fought together since a long time.
Thats why he always knew which person to assign to each task...
</i>
So generally...everyone of us plays a role in Natural Selection. Sicne i went through a number of these i d like to write them down. Most likely you ll find yours in it. If not, just tell me and i ll try my best to add it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ok..lets start
<b>The Field Seargent</b>
<i>"Rieker for **** sake! I want that room cleared. NOW! Get your **** down there. Soreily!...cover that Vent over there. I want every skulk that comes through dead by the time it reaches the floor. Ok guys. We got incoming 7 o'clock. Rieker get him down! Rest builds the Phase gate. Commander... We are ready now"
</i>
The Field Seargent will usually be
- a Commander outside of his chair becuase its blocked by someone else
- a Non-Commander that does a lot of Tactics and knows the game quite well
<u>Important Stuff:</u>
- Work together with the commander. Not against him. Dont tell him what he has to do. Instead try to support his plans by taking some guys to the waypoints he gives you
- Know the Commander. This Class works best if you play together with the commander a lot (usually if 2 clan players move to a pub and one of them does comm it works best)
- Dont spam. If you voicespam your Squadmembers will most liekely mute you sooner or later.
- The minimap. Your best friend. As Field Seargent you have to be aware of everything that goes on at the map. Base gets attacked? Grap some guys and save it. A gorge lames up somewhere? gather a group and clear that room. If any room needs assistance you should be aware of it by simply pressing (default) C from time to time.
<u>Pros&Cons:</u>
+ A good Field Seargent is an enourmous help for the commander
+ A good Field Seargent will bring his Squad save from A to B and back
- A bad Field Seargent will annoy everyone. Commander included
- A Bad Field Seargent will cause a lot of problems till het gets muted
So think about it. Know the Commander you play for/with. Know his tactics. Obey his orders. Try to convince other Marines to follow his orders too. Guide those who need guidence. Well...and if you are sure you can do that. Then the Field Commander is your class!
<u>Equipment:</u>
Headset, Minimap, perhaps a welder to keep your squad alive, MT can help a lot, Sometimes Mines
<b>The Demolition Man</b>
<i>He shot another Grenade into the Room. BANG. Alien Blood dripped of his Armor..."Where have you gone Fatty?" he shouted before throwing his Handgreande at another OC. Before it could shoot its Spikes on him it exploded in a big green FLASH. "Sector Clear Commander. proceeding to the next room". With a smile he proceeded to the next room...</i>
The Demolition man is the guy who clears lamed up rooms. Basically he is the Boom-Boom marine. With all the funny equipment.
<u>Important Stuff:</u>
- The Demoltion Man is the Gorges worst enemy. Gorges HATE Demoltion Men
- Your job usually starts as soon as a) something gets lamed up b) Armory is upgraded.
- Know the Damage System. You should know exactly how much damage you do. How much damage the Enemys can take, etc
- Have a mate that helps you. A lonley GL is quite easy to get down
- Know where aliens will most likely place Structures and get them down
- Use your Minimap to find WoLs
- Your Aim with the Grenade Launcher should be very good sicne you ll need it all the time
- as long as you dont have a Gl your job is it to kill Alien ResTowers
<u>Pros&Cons</u>
+ A good GL will save your Squad a lot of work and make their lifes so much safer
- A Bad Demlotion man will a) die very fast b) be completely useless. Both are a waste of 15+ Resources.
So...if you have fun while blowing away something a gorge built during the last 5 minutes...there you go. With the right person to cover your back this class can be very funny. Just try not to be too careful but at the other side not to be too crazy. Well...a little crazyness adds a lot of fun to the demolition man.
<u>Equipment:</u>
Grenade Launcher, LMG+Full Ammo, Handgrenades, Mines, Welder, Damage Upgrades help a lot
<b>The Scout</b> (aka The Ninja)
<i>Two more skulks ran through the tunnel. clack clack clack their claws went. Grad hold his breath and prayed to god that they wont smell him. They didn't...slowly he rasied his hand and touched the console. "Commander I'm in position".
A phase Gate dropped beside him. Carefully he took another look at the Hive. No Aliens near it. His heartbeat went faster and faster while he built. 5 more seconds and the backup would phase through. Equiped with Shotguns they would take down the hive before any Kharaa Forces could react.
A hiss behind him...A newly born skulked looked at him with his red eyes. The moment it realized the Phase Gate a clip of Pistol Ammo landed in its body.
"Commander Phase gate is up! Give me some help over here FAST!" Grad shouted. A Squad of five Heavys phased through. "Good job marine, We ll do the rest!". A moment later the hive went down.</i>
The Scout is one of the most viable weapons a Commander has access to. In many games one of these scouts saves the round by building a sneaky Phase gate at an important position.
<u>Important Stuff:</u>
- Know the map you play. One of the most important things to scouts is to know their surroundings
- Know how and where to hide. If you arent able to hide you ll be no use for anyone.
- Know when and where to attack. If the battle is focused on a certain place then take the other flank.
- Survive! If a skulk will see you in the next moments then use your ambush position and gun him down. If you didnt accomplish your objective. if you manage to take your enemies down fast enough and to get a Phasegate up in time everything will be fine. Just make sure you tell the commander that someone spotted you.
- Know when to build and when to hide. If enemies are near then dont ask for a phase gate. Tbh...even tell your Commander that he shouldnt at any circumstances drop anything till your are sure it is safe. A Medpack can be devastating if a skulk hears it.
- Know how to sneak and how to move fast. Strafejumping/2 Hops/etc. You ll need these to get into your positions.
- Communication. If you see anything important (Onos/eggs/Chambers/Rts) report it
<u>Pros&Cons:</u>
+ A good Scout can win the game for the commander (Ninja PG)
+ A good Scout can save the Marines from a Rush or a surprise Onos in Base
- A bad Scout will die all the time and be completely useless (Scout becomes a Rambo then)
- If the Aliens use Sensory CHambers the job of the Scout gets very very difficult (Scent of Fear)
<u>Equipment:</u>
Phase tech, Minimap,MT is incredibly usefull for Scouts, perhaps a welder, perhaps mines for the newly built PhaseGate
<b>The Heavy Support:</b>
<i>Johnson ran as fast as he could. They were behind him. 50 Meters...perhaps 100. He had no time to check. As he sprinted through the hallways it became clearer and clearer that they would get him. "Clack" "Clack" "Clack" The bunch of skulks came closer. "****!! Send me...over..." he coughed "...help me!!" The door. He had a chance to lock it from the other side. But that meant he would have to win another 200 meters run against these agile Khaara lifeforms. 150 meters..."I have to make it" he thought in panic. A burning pain in his foot. Then he felt. Three of the Skulks surrounded him. Hissing, deciding which parts they would chomp of next. Johnson closed his eyes...A Heavy Machine Gun fire hail went through the room. Alien Blood splashed all over him. "Get up! there will be more of them in some seconds" a voice told him. Johnson got up, his feet still shaking and followed the heavy armored Marine.</i>
The Heavy Support is the classic "Backup Guy". Usually equiped with a HMG he covers his teammates and holds important places at all costs.
<u>Important Stuff:</u>
- You are one of the best equipped Classes. So take good care of your gear. Its expensive
- You are not, under any circumstances supposed to run around alone. Either in a big group as support or alone in a secured position. No running around the map alone!
- Use Phase Gates to move to the positions that are under attack. Try to stay at the front and move with the front. Means if Dres is udner attack you should allready be at dres. If the ALiens try to outflank you and move to a locked Hive you should be there before they can attack (Phase gates ftw). Use your Minimap to keep a good overview
- Dont mess up with an Onos if you are alone. Fades/lerks/Gorges/Skulks should be no problem but if an onos attacks you, be ready to quickly dissapear through a phase gate if he gets too near. If you survive and the sector goes down its bad. If you die and the sector goes down afterwards its worse!
- Heavy "Support" also means that you support your teammates with a welder. Not just with firepower
- As Heavy Support you ll most likely have Heavy Armor. Use the gasmask to withstand in rooms light Marines would die (Spores). These are the places where your apearence is most important
<u>Pros&Cons</u>
+ Your Weaponery is devastating to the Khaara Forces
+ Your Appearence blocks most of the Kharaa lifeforms off this sector
- if you die a whole lot of res get lost (fully equipped about 35 Res)
- Heavy Armor and HMGs come during middle-endgame. Till then you have to do something else
<u>Equipment:</u>
Heavy Armor, HMG, Welder, Perhaps mines, Damage/Armor upgrades, MT
<b>The Mechanic:</b>
<i>"Damn it. We got more incoming through that vent. They are taking down my resource tower. Do something against it!" the Commanders voice yelled at them.
"Commander? I repaired the Restower. No need to send more people over here. oh and by the way...i fixed that vent too..."</i>
The Mechanic is the guy who stays behind at the score board. He doesnt have a lot of frags and he didnt destroy many chambers either. And its good the way it is. Because his objective is something different. Mechanics are FieldMedics, Builders and Rt Collecters. Their job is to keep the Commanders res flow.
<u>Important Stuff:</u>
- Listen closely to the Commander. As soon as something is under attack you should be on your way to repair it.
- Remember that your job is not to fight. Its to keep and use your equipment. So dont rush in without thinking. Or move to positions that arent save.
- In a group you objective is to keep every Teammate at 100% Armor
- Alone your objective is to repair and build Resource Towers
- If you have mines your objective is either to secure certain positions (Phase Gates) , the base or the Rts. One mine placed at every Rt will save you a lot of work (place them in the legs at the backside of the RT)
- If a Sector has been udner attack you check if something is damaged and repair it.
- You should know every weldable spot and what it activates.
<u>Pros&Cons:</u>
+ If you do your job your Commander will love you and the Squad Members will appreciate it (if they notice)
+ A good Mechanic makes everyones live a lot easier.
- If you dont know what to do the 5+ res are wasted
- You wont get as many frags as your teammates who own the heavier weapons and fight all the time
- Some people wont notice/appreciate your work sicne they dont see what you are doing
<u>Equipment:</u>
Welder, Mines, later perhaps a Jetpack for faster movement between the Rts, Minimap
<b>The Fighter</b>
<i>"Commander we are in position". A turret factory got dropped. One of the Marines started building while the others covered the entrance to the hive. "Incoming, two, right side!" one of them shouted before he emptied his clip into that direction. One of the skulks hung out of the vent while the other one lay in his blood at the floor. "Reloading Cover me". Another Skulk leaped in. Fire Bursts filled the room...</i>
The Fighters are the class we usually forget to mention because they are quite common. But if you think about it the fighters do the main job in this game. So we shoul mention them <!--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-->
<u>Important Stuff:</u>
- Stay in teams
- Short communication
- Fighters are the most flexible class. This means they can quickly adapt to another class if needed.
- Try to move with a Field Seargent
<u>Equipment:</u>
every possible combination. From Sgs to mines over jetpacks to grenade launchers. Everything possible here
<b>The Freelancer</b> (aka Rambo)
<i>There were two of them. Both doing gurgling sounds as they built the Resource Chamber. These two gorges thought they could slowly lock every Res Nozzle as long as the whole marine team fought at the other side for Double res. Zaphot checked his clip. Slowly and as careful as possible he put in a new one. Two deep breaths...then he jumped out. One of his boots landed in the mouth of the first one and kicked him away several meters. Before they coudl react he emptied his LGM Clip at the other one and brought him down. The other one got onto his feet again and treid to retreat to the hive. "You wont get away fat bastard" Zaphot cried and drew his pistol. Two clean shots at its legs made it unable to move. A Spit destroyed his Visor but he didnt care. He drew his knife and leaped onto the lying gorge and cut of its head. </i>
(poor fatty...uuh ppl will hate me for that one)
Most people dont like Freelancers but the fact is that nearly everyone becomes a freelancer from time to time. May it be because your team sucks. Or because you went into the wrong direction. Sooner or later you ll find yourself alone far away from the next base/outpost. In this situation you ll be the Freelancer or so called Rambo. But fear not...since freelancers do good things too.
<u>Important Stuff:</u>
- Freelancers are quite flexible too. They can become scouts if they do the right things at the right time. They can become fighters again if they meet up with the next squad. They can become mechaincs if they secure/save specific sectors.
- The most important thing is to stop freelancing if a) the commander needs everyone at a certain position. Neverminding the time you need to get there. If he tells "you" to move there you should stop freelancing and do so. b) if you have equipment with you. As LA/LMG marine ist not that bad if you die. If you loose 30+ Resources its very bad.
- Know your skill. Are you able to kill a gorge? 2? more than one skulk? a Lerk? etc. If you know you cant win against more than 2 Skulks then dont fight against them. Hiding helps. Either wait for a better situation to come or try to ambush them. Ambushes will give you a great advantage.
- Know when to attack ResChambers and when not to. If a Fade or a ALekr is around the map you should concentrate on targets you can destroy with 1-2 LMG Clips and a Pistol Clip. Gorges are good targets, single chambers, etc.
- Decide if its better to kill that Alien or to build something important (PGs/Tfs/Rts)
<u>Pros&Cons:</u>
+ very Flexible
+ is able to outflank aliens killing the weaker ones (gorges/damaged aliens)
- is missing at another perhaps more important sector
- Skill has to be good. otherwise he ll die every time without beeing of any use for the team
<u>Equipment:</u>
LMG, Pistol, Knife, any other stuff is most of the time a waste of res.
<b>The Hunter</b>
<i>"Ok guys...I scanned the whole area and it seems like there are about 2 to 3 of them. They keep scouting the sector so you better hurry till they leave. I want a good clean sweep! Wipe them out..."
Lorai and Henderson activated their Jetpacks. Engines heat up. "Ready!"
A burst of fire and out of the marine base they were. Henderson checked his HMG. Full ammunition, unlocked, ready to kill.
"54 feets till you reach the sector. Get ready"
"Roger that!"
The door opened. Things became pretty fast then.
3 Fades raised their heads and hissed. That moment the both jetpacks charged into the room and started unloading their weapons. One kharaa soldier got knocked down right where he stood. The others screamed and blinked through the room to escape.
Without a need to talk Lorai blocked the main entrence and unloaded a blast of schrapnell into the face of the Fade who panically tried to change his movements into the other direction.
Headless his body blinked through the room before he crahes into a wall.
The last one took his chance and managed to retreat into one of the vents.
He actually made it through the whole ventilation system to the other side of the complex before two well placed grenades blew off his feet..."</i>
The Hunter is the type of marine that will gain the best equipement the comm is able to spend. Their job is to move in a group of other hunters and to get down the higher kharaa lifeforms.
<u>Important Stuff:</u>
- never hunt alone. Its much easier if you have a team that consists of at least 2-3 marines.
- Use traps. Only low-skilled Fades/Lerks/Onos will charge right into two heavy weapons and go down. For high skilled aliens you ll need traps including door blocking, baiting, hiding and all that nice stuff.
- a Combination of Equipment is important. HMGs are great for a Hunter but still 1 Sg can help a lot since it does a lot of damage with one single shot.
- concentrate at the higher lifeforms. Dont waste your time hunting down Skulks or Gorges.
- Know the map and the paths aliens will take to get back to their hives. A wounded, retreating alien is an easy target.
- take care of your equipment. Know when to attack and when not to attack or you ll lose your stuff very fast.
<u>Pros&Cons:</u>
+ Higher lifeforms killed? thats a huge plus i'd say
+ blocking higher lifeforms of the main force which helps the other rines a lot
+ Sometimes these 2-3 Hunters take up the Commanders last resources and manage to turn around the game
- Hunters need to be excellent fighters and they need a good teamwork. Otherwise they are a waste of resources
<u>Equipment:</u>
HMGs, Shotguns, Jetpacks, MT helps a lot, all damage/armor upgrades, a welder is a good thing too
So...i hope you like the classes. If i forgot something i ll add it later <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> If you have any questions/suggestions just tell me. They are good-->I ll add them
<i>Commander Furlong had a look at his men. They were brave soldiers.
And everyone of them had his very own speciality. These marines knew exactly what to do at the battlefield.
But it wasnt just fighting in general they knew. Furlong had the great advantage to command veterans. In other regiments the Marines split quite fast. Most of the time because they died during their first battles with the Kharaa.
Not so with his regiment. They fought together since a long time.
Thats why he always knew which person to assign to each task...
</i>
So generally...everyone of us plays a role in Natural Selection. Sicne i went through a number of these i d like to write them down. Most likely you ll find yours in it. If not, just tell me and i ll try my best to add it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
ok..lets start
<b>The Field Seargent</b>
<i>"Rieker for **** sake! I want that room cleared. NOW! Get your **** down there. Soreily!...cover that Vent over there. I want every skulk that comes through dead by the time it reaches the floor. Ok guys. We got incoming 7 o'clock. Rieker get him down! Rest builds the Phase gate. Commander... We are ready now"
</i>
The Field Seargent will usually be
- a Commander outside of his chair becuase its blocked by someone else
- a Non-Commander that does a lot of Tactics and knows the game quite well
<u>Important Stuff:</u>
- Work together with the commander. Not against him. Dont tell him what he has to do. Instead try to support his plans by taking some guys to the waypoints he gives you
- Know the Commander. This Class works best if you play together with the commander a lot (usually if 2 clan players move to a pub and one of them does comm it works best)
- Dont spam. If you voicespam your Squadmembers will most liekely mute you sooner or later.
- The minimap. Your best friend. As Field Seargent you have to be aware of everything that goes on at the map. Base gets attacked? Grap some guys and save it. A gorge lames up somewhere? gather a group and clear that room. If any room needs assistance you should be aware of it by simply pressing (default) C from time to time.
<u>Pros&Cons:</u>
+ A good Field Seargent is an enourmous help for the commander
+ A good Field Seargent will bring his Squad save from A to B and back
- A bad Field Seargent will annoy everyone. Commander included
- A Bad Field Seargent will cause a lot of problems till het gets muted
So think about it. Know the Commander you play for/with. Know his tactics. Obey his orders. Try to convince other Marines to follow his orders too. Guide those who need guidence. Well...and if you are sure you can do that. Then the Field Commander is your class!
<u>Equipment:</u>
Headset, Minimap, perhaps a welder to keep your squad alive, MT can help a lot, Sometimes Mines
<b>The Demolition Man</b>
<i>He shot another Grenade into the Room. BANG. Alien Blood dripped of his Armor..."Where have you gone Fatty?" he shouted before throwing his Handgreande at another OC. Before it could shoot its Spikes on him it exploded in a big green FLASH. "Sector Clear Commander. proceeding to the next room". With a smile he proceeded to the next room...</i>
The Demolition man is the guy who clears lamed up rooms. Basically he is the Boom-Boom marine. With all the funny equipment.
<u>Important Stuff:</u>
- The Demoltion Man is the Gorges worst enemy. Gorges HATE Demoltion Men
- Your job usually starts as soon as a) something gets lamed up b) Armory is upgraded.
- Know the Damage System. You should know exactly how much damage you do. How much damage the Enemys can take, etc
- Have a mate that helps you. A lonley GL is quite easy to get down
- Know where aliens will most likely place Structures and get them down
- Use your Minimap to find WoLs
- Your Aim with the Grenade Launcher should be very good sicne you ll need it all the time
- as long as you dont have a Gl your job is it to kill Alien ResTowers
<u>Pros&Cons</u>
+ A good GL will save your Squad a lot of work and make their lifes so much safer
- A Bad Demlotion man will a) die very fast b) be completely useless. Both are a waste of 15+ Resources.
So...if you have fun while blowing away something a gorge built during the last 5 minutes...there you go. With the right person to cover your back this class can be very funny. Just try not to be too careful but at the other side not to be too crazy. Well...a little crazyness adds a lot of fun to the demolition man.
<u>Equipment:</u>
Grenade Launcher, LMG+Full Ammo, Handgrenades, Mines, Welder, Damage Upgrades help a lot
<b>The Scout</b> (aka The Ninja)
<i>Two more skulks ran through the tunnel. clack clack clack their claws went. Grad hold his breath and prayed to god that they wont smell him. They didn't...slowly he rasied his hand and touched the console. "Commander I'm in position".
A phase Gate dropped beside him. Carefully he took another look at the Hive. No Aliens near it. His heartbeat went faster and faster while he built. 5 more seconds and the backup would phase through. Equiped with Shotguns they would take down the hive before any Kharaa Forces could react.
A hiss behind him...A newly born skulked looked at him with his red eyes. The moment it realized the Phase Gate a clip of Pistol Ammo landed in its body.
"Commander Phase gate is up! Give me some help over here FAST!" Grad shouted. A Squad of five Heavys phased through. "Good job marine, We ll do the rest!". A moment later the hive went down.</i>
The Scout is one of the most viable weapons a Commander has access to. In many games one of these scouts saves the round by building a sneaky Phase gate at an important position.
<u>Important Stuff:</u>
- Know the map you play. One of the most important things to scouts is to know their surroundings
- Know how and where to hide. If you arent able to hide you ll be no use for anyone.
- Know when and where to attack. If the battle is focused on a certain place then take the other flank.
- Survive! If a skulk will see you in the next moments then use your ambush position and gun him down. If you didnt accomplish your objective. if you manage to take your enemies down fast enough and to get a Phasegate up in time everything will be fine. Just make sure you tell the commander that someone spotted you.
- Know when to build and when to hide. If enemies are near then dont ask for a phase gate. Tbh...even tell your Commander that he shouldnt at any circumstances drop anything till your are sure it is safe. A Medpack can be devastating if a skulk hears it.
- Know how to sneak and how to move fast. Strafejumping/2 Hops/etc. You ll need these to get into your positions.
- Communication. If you see anything important (Onos/eggs/Chambers/Rts) report it
<u>Pros&Cons:</u>
+ A good Scout can win the game for the commander (Ninja PG)
+ A good Scout can save the Marines from a Rush or a surprise Onos in Base
- A bad Scout will die all the time and be completely useless (Scout becomes a Rambo then)
- If the Aliens use Sensory CHambers the job of the Scout gets very very difficult (Scent of Fear)
<u>Equipment:</u>
Phase tech, Minimap,MT is incredibly usefull for Scouts, perhaps a welder, perhaps mines for the newly built PhaseGate
<b>The Heavy Support:</b>
<i>Johnson ran as fast as he could. They were behind him. 50 Meters...perhaps 100. He had no time to check. As he sprinted through the hallways it became clearer and clearer that they would get him. "Clack" "Clack" "Clack" The bunch of skulks came closer. "****!! Send me...over..." he coughed "...help me!!" The door. He had a chance to lock it from the other side. But that meant he would have to win another 200 meters run against these agile Khaara lifeforms. 150 meters..."I have to make it" he thought in panic. A burning pain in his foot. Then he felt. Three of the Skulks surrounded him. Hissing, deciding which parts they would chomp of next. Johnson closed his eyes...A Heavy Machine Gun fire hail went through the room. Alien Blood splashed all over him. "Get up! there will be more of them in some seconds" a voice told him. Johnson got up, his feet still shaking and followed the heavy armored Marine.</i>
The Heavy Support is the classic "Backup Guy". Usually equiped with a HMG he covers his teammates and holds important places at all costs.
<u>Important Stuff:</u>
- You are one of the best equipped Classes. So take good care of your gear. Its expensive
- You are not, under any circumstances supposed to run around alone. Either in a big group as support or alone in a secured position. No running around the map alone!
- Use Phase Gates to move to the positions that are under attack. Try to stay at the front and move with the front. Means if Dres is udner attack you should allready be at dres. If the ALiens try to outflank you and move to a locked Hive you should be there before they can attack (Phase gates ftw). Use your Minimap to keep a good overview
- Dont mess up with an Onos if you are alone. Fades/lerks/Gorges/Skulks should be no problem but if an onos attacks you, be ready to quickly dissapear through a phase gate if he gets too near. If you survive and the sector goes down its bad. If you die and the sector goes down afterwards its worse!
- Heavy "Support" also means that you support your teammates with a welder. Not just with firepower
- As Heavy Support you ll most likely have Heavy Armor. Use the gasmask to withstand in rooms light Marines would die (Spores). These are the places where your apearence is most important
<u>Pros&Cons</u>
+ Your Weaponery is devastating to the Khaara Forces
+ Your Appearence blocks most of the Kharaa lifeforms off this sector
- if you die a whole lot of res get lost (fully equipped about 35 Res)
- Heavy Armor and HMGs come during middle-endgame. Till then you have to do something else
<u>Equipment:</u>
Heavy Armor, HMG, Welder, Perhaps mines, Damage/Armor upgrades, MT
<b>The Mechanic:</b>
<i>"Damn it. We got more incoming through that vent. They are taking down my resource tower. Do something against it!" the Commanders voice yelled at them.
"Commander? I repaired the Restower. No need to send more people over here. oh and by the way...i fixed that vent too..."</i>
The Mechanic is the guy who stays behind at the score board. He doesnt have a lot of frags and he didnt destroy many chambers either. And its good the way it is. Because his objective is something different. Mechanics are FieldMedics, Builders and Rt Collecters. Their job is to keep the Commanders res flow.
<u>Important Stuff:</u>
- Listen closely to the Commander. As soon as something is under attack you should be on your way to repair it.
- Remember that your job is not to fight. Its to keep and use your equipment. So dont rush in without thinking. Or move to positions that arent save.
- In a group you objective is to keep every Teammate at 100% Armor
- Alone your objective is to repair and build Resource Towers
- If you have mines your objective is either to secure certain positions (Phase Gates) , the base or the Rts. One mine placed at every Rt will save you a lot of work (place them in the legs at the backside of the RT)
- If a Sector has been udner attack you check if something is damaged and repair it.
- You should know every weldable spot and what it activates.
<u>Pros&Cons:</u>
+ If you do your job your Commander will love you and the Squad Members will appreciate it (if they notice)
+ A good Mechanic makes everyones live a lot easier.
- If you dont know what to do the 5+ res are wasted
- You wont get as many frags as your teammates who own the heavier weapons and fight all the time
- Some people wont notice/appreciate your work sicne they dont see what you are doing
<u>Equipment:</u>
Welder, Mines, later perhaps a Jetpack for faster movement between the Rts, Minimap
<b>The Fighter</b>
<i>"Commander we are in position". A turret factory got dropped. One of the Marines started building while the others covered the entrance to the hive. "Incoming, two, right side!" one of them shouted before he emptied his clip into that direction. One of the skulks hung out of the vent while the other one lay in his blood at the floor. "Reloading Cover me". Another Skulk leaped in. Fire Bursts filled the room...</i>
The Fighters are the class we usually forget to mention because they are quite common. But if you think about it the fighters do the main job in this game. So we shoul mention them <!--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-->
<u>Important Stuff:</u>
- Stay in teams
- Short communication
- Fighters are the most flexible class. This means they can quickly adapt to another class if needed.
- Try to move with a Field Seargent
<u>Equipment:</u>
every possible combination. From Sgs to mines over jetpacks to grenade launchers. Everything possible here
<b>The Freelancer</b> (aka Rambo)
<i>There were two of them. Both doing gurgling sounds as they built the Resource Chamber. These two gorges thought they could slowly lock every Res Nozzle as long as the whole marine team fought at the other side for Double res. Zaphot checked his clip. Slowly and as careful as possible he put in a new one. Two deep breaths...then he jumped out. One of his boots landed in the mouth of the first one and kicked him away several meters. Before they coudl react he emptied his LGM Clip at the other one and brought him down. The other one got onto his feet again and treid to retreat to the hive. "You wont get away fat bastard" Zaphot cried and drew his pistol. Two clean shots at its legs made it unable to move. A Spit destroyed his Visor but he didnt care. He drew his knife and leaped onto the lying gorge and cut of its head. </i>
(poor fatty...uuh ppl will hate me for that one)
Most people dont like Freelancers but the fact is that nearly everyone becomes a freelancer from time to time. May it be because your team sucks. Or because you went into the wrong direction. Sooner or later you ll find yourself alone far away from the next base/outpost. In this situation you ll be the Freelancer or so called Rambo. But fear not...since freelancers do good things too.
<u>Important Stuff:</u>
- Freelancers are quite flexible too. They can become scouts if they do the right things at the right time. They can become fighters again if they meet up with the next squad. They can become mechaincs if they secure/save specific sectors.
- The most important thing is to stop freelancing if a) the commander needs everyone at a certain position. Neverminding the time you need to get there. If he tells "you" to move there you should stop freelancing and do so. b) if you have equipment with you. As LA/LMG marine ist not that bad if you die. If you loose 30+ Resources its very bad.
- Know your skill. Are you able to kill a gorge? 2? more than one skulk? a Lerk? etc. If you know you cant win against more than 2 Skulks then dont fight against them. Hiding helps. Either wait for a better situation to come or try to ambush them. Ambushes will give you a great advantage.
- Know when to attack ResChambers and when not to. If a Fade or a ALekr is around the map you should concentrate on targets you can destroy with 1-2 LMG Clips and a Pistol Clip. Gorges are good targets, single chambers, etc.
- Decide if its better to kill that Alien or to build something important (PGs/Tfs/Rts)
<u>Pros&Cons:</u>
+ very Flexible
+ is able to outflank aliens killing the weaker ones (gorges/damaged aliens)
- is missing at another perhaps more important sector
- Skill has to be good. otherwise he ll die every time without beeing of any use for the team
<u>Equipment:</u>
LMG, Pistol, Knife, any other stuff is most of the time a waste of res.
<b>The Hunter</b>
<i>"Ok guys...I scanned the whole area and it seems like there are about 2 to 3 of them. They keep scouting the sector so you better hurry till they leave. I want a good clean sweep! Wipe them out..."
Lorai and Henderson activated their Jetpacks. Engines heat up. "Ready!"
A burst of fire and out of the marine base they were. Henderson checked his HMG. Full ammunition, unlocked, ready to kill.
"54 feets till you reach the sector. Get ready"
"Roger that!"
The door opened. Things became pretty fast then.
3 Fades raised their heads and hissed. That moment the both jetpacks charged into the room and started unloading their weapons. One kharaa soldier got knocked down right where he stood. The others screamed and blinked through the room to escape.
Without a need to talk Lorai blocked the main entrence and unloaded a blast of schrapnell into the face of the Fade who panically tried to change his movements into the other direction.
Headless his body blinked through the room before he crahes into a wall.
The last one took his chance and managed to retreat into one of the vents.
He actually made it through the whole ventilation system to the other side of the complex before two well placed grenades blew off his feet..."</i>
The Hunter is the type of marine that will gain the best equipement the comm is able to spend. Their job is to move in a group of other hunters and to get down the higher kharaa lifeforms.
<u>Important Stuff:</u>
- never hunt alone. Its much easier if you have a team that consists of at least 2-3 marines.
- Use traps. Only low-skilled Fades/Lerks/Onos will charge right into two heavy weapons and go down. For high skilled aliens you ll need traps including door blocking, baiting, hiding and all that nice stuff.
- a Combination of Equipment is important. HMGs are great for a Hunter but still 1 Sg can help a lot since it does a lot of damage with one single shot.
- concentrate at the higher lifeforms. Dont waste your time hunting down Skulks or Gorges.
- Know the map and the paths aliens will take to get back to their hives. A wounded, retreating alien is an easy target.
- take care of your equipment. Know when to attack and when not to attack or you ll lose your stuff very fast.
<u>Pros&Cons:</u>
+ Higher lifeforms killed? thats a huge plus i'd say
+ blocking higher lifeforms of the main force which helps the other rines a lot
+ Sometimes these 2-3 Hunters take up the Commanders last resources and manage to turn around the game
- Hunters need to be excellent fighters and they need a good teamwork. Otherwise they are a waste of resources
<u>Equipment:</u>
HMGs, Shotguns, Jetpacks, MT helps a lot, all damage/armor upgrades, a welder is a good thing too
So...i hope you like the classes. If i forgot something i ll add it later <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> If you have any questions/suggestions just tell me. They are good-->I ll add them
Comments
I think it's foolish you added ninja equip with an lmg and a pistol though.
True ninjas drop all equip and ammo and just run it knife.
Guns and ammo slow you down a lot, those few seconds you'll gain can give you the advantage you need in sneaking inbetween skulk patrols.
Im surprised you dont have a defender style class there as well.
One that sits inside the TF or armory with an lmg and is able to pick off the skulks coming by before they can even get into biteing range.
I like this thread a lot though, cool story <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think it's foolish you added ninja equip with an lmg and a pistol though.
True ninjas drop all equip and ammo and just run it knife.
Guns and ammo slow you down a lot, those few seconds you'll gain can give you the advantage you need in sneaking inbetween skulk patrols.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
well...yes you are right. it slows you down. Which is bad for ninjas. But...i still keep my Weapons most of the time. Sometimes late ingame if they allready have onos and fades i drop my lmg since it wont be of any use. The pistol doesnt really matter. And is quite useful against a single skulk. While the LMG...If skulks attack you...yes your chances to survive are better. if an Onos/fade/Lerk attacks you. You have no chance anyways. Especially as soon as they get 2 hives.
But still...if a skulk attacks me while building the PG chances are good i ll bring him down with a upgraded Pistol (damage ups). With Knife only this 15 res are lost for sure.
Why am I not dropping my LMG in early-mid game if i want to sneak? Because if i see there is now way yet to build a sneaky pg i ll group up with my teammates and go back to the Fighter or Squad Leader class <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> Without a primary and secondary weapon this is quite hard.
But you are right. A real Ninja would drop everything <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--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-->Im surprised you dont have a defender style class there as well.
One that sits inside the TF or armory with an lmg and is able to pick off the skulks coming by before they can even get into biteing range.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
hmm yes...mechanic and heavy support covered this section for me. And usually Fighters do this job too (from time to time). If you remove the Heavy Equipment from the Heavy Support class you ll see that hes the defender (moves only through phase gates/covers important areas/etc)
<!--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-->I like this thread a lot though, cool story tounge.gif<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
thank you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
The Field Seargent
i usually try to spur the rest of the marines on, trying to get them to follow orders, build, stay together, inform everyone of enemy/structure positions, status of enemy team etc. to the best of my ability
The Demolition Man
generally i wouldn't say i am this unless i am in combat where i go gl jp half the time. in ns maps, if i am equipped with a gl, my mindset changes to the demolition man as you described.
The Scout
i usually help my commander to sneak pgs, using all the tricks i know to get me to move as fast as i can. i also try to use as many hiding positions as possible. i also tend to explroe the map a lot where others don't. at the same time trying to keep deaths minimum
The Heavy Support
again if the situation calls for it, and i have a heavy weapon, i will just change to this mindset. instead of being a scout i tend to have more teamwork
The Mechanic
well if i have welder, i tend to weld every person and thing that i need to weld, while at the same time remaining a fighter.
The Fighter
yeah i sure as hell am a fighter.
The Freelancer
i guess every scout is in a way a rambo. sort of. i would consider myself a rambo in certain situations, taking down alien rts and chambers alone.
well, so i guess i am a little bit of each. depending on the equipment i have and the situation i hand, i simply adapt to be the most useful role in that situation. I have been everyone of these roles before, and i think that a good marine is one that can adapt to a suitable role after accessing the situation
meh, im a Sargeant!, Demo Man, freelancer and that sneaky scout =D!!
But it is possible to tell what your general style of play is.
Mine is, if i am on a public server with a clanmate-commander, definately Field Seargent/Scout and at Pubs where i play alone i do the Scout/Freelancer/Fighter thing most of the time.
Hardly ever mechanic, heavy support or demolition man
Bravo, thanks for pointing out the obvious.
I think the point is though that most people will excell in one kind of class.
We're not all uber-leet all the time.
- "The Hunter" added
<!--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-->
Freelancer next/ Heavy Support.
As some have mentioned, a marine has to play several roles at once and it all depends on the type of equipment you get. I think one important devision is between solo players and group players. The ninja, freelancer, and possibly the mechanic are solo classes while others are primarily group classes.
I dont know why so many are so un-keen on welding, it's almost more important then hp.
I've grown to pretty much expect this any time I see you playing rine. a decent field comm is a good thing to have, rally the troops and all
~Bum
class -
EBIL MICSPAMMER FROM HELL