Team Formation While Moving
Error404
Join Date: 2002-11-19 Member: 9353Members
<div class="IPBDescription">The Importance of Formation</div> <u><b>Team Formation While Moving</b></u>
The most successful marine teams are the ones that can get from A to B. In the early game, the weakness of the marine team is not to do with their base, but while moving through hostile territory. The importance of successfully reaching a waypoint usually makes the difference between winning and losing. This my attempt to write a guide to ensure that the movement of marines is as pain free as possible.
<b>Travel in Single File</b>
Marines who bunch up together, are more likely to die together, as one of the fearsome skulks you're likely to meet, one of the things that makes me smile are close sticking marines = easy multi-kill. Marines should travel in groups of a minimum of three. Stay a fair distance apart, say between 4-5 metres, you can allow more depending on the aiming skill of your teammates. The first man always scans the area in front of him, the next man will have his sights trained on the man in front of him and so forth (the reason being that skulks attack close range so you might as well have your sight on or near your mate), the last man should occasionally look behind and above him after going every doorway.
To sum up:
Front Man - Should scan area infront, avoid shooting skulks that aren't in the immediate range.
2nd Man - Keep aim on front man, incase of surprise attack
3rd Man - Keep aim on 2nd man infront, incase of surprise attack
X man - So forth...
Last Man - Whoever 'becomes' last man has the greatest responsibility and should be the marine with the fastest reactions. Like the front man, he should avoid shooting skulks that aren't in the immediate range.
If either the front or last man is killed, the man closest takes over their responsibilities. It is important to keep pressing on forwards after an attack, to avoid more kharaa pinpointing your location and coming at you. Theres no point turning back because the next time you take that route, you can guarantee that it'll be harder to get through. A good commander will monitor his away team and drop medpacks as necessary to avoid losing territory covered.
<b>Standing Still is the Sure Way to Get Killed</b>
Psychologically, when someone is standing still, its easy to believe that they might be absent from mind, or off-guard. Marines who stand still are just yearning for a skulk-bite. The sound of footsteps of more than three marines is sometimes enough to put a lone skulk off from attacking. While waiting for orders, marines should constantly be moving, and making noise, it gives the impression that they are alert and ready for any action. Move at all times even while reloading, I don't understand why lots of marines have to stop to reload, keep moving.
<b>Building at WayPoint</b>
Depending on the numbers that make it, as many marines as possible should take watch. Ideally, only 1 or 2 marines should be building while the others protect them from skulk attack. You took so much risk getting to the waypoint, that you should ensure that you don't lose people by being careless. Its better to have 1 guy building then losing 2 guys at a time. Its most important that nobody wanders off out of sight, all marines in the group should be in visual of each other, if you wander outside of your teammates accuracy range, then its your fault that you die. At this point, your commander may wisely drop medpacks so that you can move onto the next waypoint. As defensive turrets are assembled at each waypoint, it should be easier for re-spawned marines to rejoin the forward group.
<b>The Forward</b>
The forward group, is the group that is covering the newest ground, aswell as building defensive structures and securing resource nodes, they also act as recce. Any groups coming up from behind will function more as patrol to make sure that kharaa are not attacking marine structures. The marines in the forward group are the ones that the commander should invest in, the commander shouldn't waste resources for patrol groups. If you lose the forward group, you lose the ground covered, as well as valuable time, it'll be wise for the commander to set up phase gates now and then to allow reinforcements to the forward. There should always be a group of marines moving forward, having all marines stay in one position too long gives time for the kharaa to protect routes with offensive chambers making progress more difficult. In effect the forward are the hard guys of the team!
<i>Thats all for now, if I think up some more to add I'll post it in this thread. Hope its useful.</i>
The most successful marine teams are the ones that can get from A to B. In the early game, the weakness of the marine team is not to do with their base, but while moving through hostile territory. The importance of successfully reaching a waypoint usually makes the difference between winning and losing. This my attempt to write a guide to ensure that the movement of marines is as pain free as possible.
<b>Travel in Single File</b>
Marines who bunch up together, are more likely to die together, as one of the fearsome skulks you're likely to meet, one of the things that makes me smile are close sticking marines = easy multi-kill. Marines should travel in groups of a minimum of three. Stay a fair distance apart, say between 4-5 metres, you can allow more depending on the aiming skill of your teammates. The first man always scans the area in front of him, the next man will have his sights trained on the man in front of him and so forth (the reason being that skulks attack close range so you might as well have your sight on or near your mate), the last man should occasionally look behind and above him after going every doorway.
To sum up:
Front Man - Should scan area infront, avoid shooting skulks that aren't in the immediate range.
2nd Man - Keep aim on front man, incase of surprise attack
3rd Man - Keep aim on 2nd man infront, incase of surprise attack
X man - So forth...
Last Man - Whoever 'becomes' last man has the greatest responsibility and should be the marine with the fastest reactions. Like the front man, he should avoid shooting skulks that aren't in the immediate range.
If either the front or last man is killed, the man closest takes over their responsibilities. It is important to keep pressing on forwards after an attack, to avoid more kharaa pinpointing your location and coming at you. Theres no point turning back because the next time you take that route, you can guarantee that it'll be harder to get through. A good commander will monitor his away team and drop medpacks as necessary to avoid losing territory covered.
<b>Standing Still is the Sure Way to Get Killed</b>
Psychologically, when someone is standing still, its easy to believe that they might be absent from mind, or off-guard. Marines who stand still are just yearning for a skulk-bite. The sound of footsteps of more than three marines is sometimes enough to put a lone skulk off from attacking. While waiting for orders, marines should constantly be moving, and making noise, it gives the impression that they are alert and ready for any action. Move at all times even while reloading, I don't understand why lots of marines have to stop to reload, keep moving.
<b>Building at WayPoint</b>
Depending on the numbers that make it, as many marines as possible should take watch. Ideally, only 1 or 2 marines should be building while the others protect them from skulk attack. You took so much risk getting to the waypoint, that you should ensure that you don't lose people by being careless. Its better to have 1 guy building then losing 2 guys at a time. Its most important that nobody wanders off out of sight, all marines in the group should be in visual of each other, if you wander outside of your teammates accuracy range, then its your fault that you die. At this point, your commander may wisely drop medpacks so that you can move onto the next waypoint. As defensive turrets are assembled at each waypoint, it should be easier for re-spawned marines to rejoin the forward group.
<b>The Forward</b>
The forward group, is the group that is covering the newest ground, aswell as building defensive structures and securing resource nodes, they also act as recce. Any groups coming up from behind will function more as patrol to make sure that kharaa are not attacking marine structures. The marines in the forward group are the ones that the commander should invest in, the commander shouldn't waste resources for patrol groups. If you lose the forward group, you lose the ground covered, as well as valuable time, it'll be wise for the commander to set up phase gates now and then to allow reinforcements to the forward. There should always be a group of marines moving forward, having all marines stay in one position too long gives time for the kharaa to protect routes with offensive chambers making progress more difficult. In effect the forward are the hard guys of the team!
<i>Thats all for now, if I think up some more to add I'll post it in this thread. Hope its useful.</i>
Comments
* Not all marines should go. A long train of 8 marines means nobody's watching the base and it's easier to get separated. I'd say 2/3 of a team should go. I can't think of a single instance when you wouldn't want one guy back at the base.
* If/when marines get picked off while in formation, they should not immediately head back out to the waypoint after they respawn in the base. Wandering solo marines = <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> food. Wait for backup. Always move with a buddy. When two marines die and respawn, they can move out together.
* Suppressive fire from the front guy while moving isn't a bad idea. Short bursts (1-3 shots) from an LMG will dissuade many <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> from wandering around the corner to attack immediately and can make getting to a waypoint a bit easier.
The marines guarding base could act as reinforcements
When 2 marines die, the base guards move out and let the spawning marines take over basecamping.
That way everyone gets a piece of the action and you get reinforcements out quicker.
Plus, the base defenders probably have full ammo.
Thats 1 thing i really like about this game <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
2x2 is groups of 2 take position while moving marines move up to take new positions and last positions in back move up, leapfrog style.
Wedge takes the least time to form, allow for maximum speed movement essentially "trading marines lives from attrition, for speed"
I dont believe in lines since the maps are KNOWN locations. SWAT specifically trains for "alien" unknown environments. I thought it was punny. The question is still, how much do formations help in NS?
X
X X
X
X
Guy in front takes the ceilings, left and right guards take their respective flanks, and man 4, carrying the biggest guns, covers man 1 and the back when the group stops.
Trailer man can be dropped to guard a waypoint, or, can be pulled up as re-inforcements. He is the flex man.
X X
X
X X
The people in the front and back are the HA guys. THe guy in the middle is the jetpack person. Jetpack person has the GL and the Pistol. Half of the HA's have the welder.
Would this work well?
Formations: Yes, it is very very hard to do it unless oyu are in a clan.
Ripley: A wedge formation is horrible for CQC. They take too much room for the narrow hallways. And there is usually nobody guarding the rear. guarding the rear is essential for marine survival.
I do agree that the 2x2 would probably be the best for NS. But you tend to be in a time constraint. By going 2x2 and doing it properly would cause you to lose precious time.
Don't forget about tactics!!!
The Flank: A good commander or squad leader can execute this well. Know where you want to attack. Send one squad in the more expected way whilst you move your other team into position. When given a signal, they attack from the enemy's flank, thereby blindsiding them and killing them unexpectadly.
In contrast, a marine squad must always keep their flanks covered. Skulks are fast enough to get you offguard when you stop looking. When a squad engages an enemy, the rear guard should keep watching the flanks, to make sure that they were not drawn into a trap or flanked.
Covering Fire: Or Suppresing Fire is used to cause your enemies to find cover while you and/or your squad move into a better position. You want to concentrate this fire. 1 marine firing may not cause a Fade to flee, but 5-6 marines, and they will stay under cover a bit longer. If you are going for the kill, then this is not the thing to do. But remember, going for the kill can sometimes be a bad thing. Your commander may be moving another squad into position to seige a hive or other entrenched area. By occupying your enemy, you are givving your teammates an easier time, and hopefully, drawing more enemies to your area. it may sound counter-productive, but this will make things much easier on your teammates. If the enemy should flee, thats when you give chase (you will know by either the footsteps moving away, or the enemy not returning fire for an extended period of time.
* This is how Sgt. York was able to pick off a German Squad moving in formation...killing the men at the end.
Just like to point out, that Kharaa don't exactly attack like humans. Text-book strategies taken out of SAS and marine handbooks apply only to situations against human foes, ie, they don't stick to ceiling, jump down and bite you at close range and at high speeds!
Keep posting your ideas, its been enjoyable.