The Perfect Squad

Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
edited January 2003 in Frontiersmen Strategy
<div class="IPBDescription">Name you best equiptment configs....</div> I personally have many favorites. And a few things that bug me. Why do most other commanders think, for some unknown reason, HA is only usefull when combined with a HMG.
various configs I enjoy and the roles they play for me->

*Melee Warrior-Used best for taking the point in a slow advance or even for taking out structures. Awesome against skulks and lerks, and decent versus fades.
-HA, Shotgun,Welder
*Point Man - As the name states, he needs to be cheap enough to be worth it if he dies, but he is most likely going to face some stiff melee fighting.
-LA, Shotgun, Pistol
*Scout- He differs from the pointman in that he takes only 20rds in his shotgun at most and may even give up his pistol. he is all about speed and building structures.
-Shotgun, pistol?
*Grunt- He is essentailly a standard marine, only with HA. A fully upgraded LMG is a feirce force, and with HA he can more than take his fair share of punishment.
-HA,Welder/pistol, LMG
*Harasser-He uses his shotgun, welder/pistol, jetpack combo to bypass defenses, or to do hit and runs on those poor grounded fools.
*Airborne-any marine with a jetpack is very very deadly.
*Tank-Standard HA, HMG combo of doom. VERY Slow..but not bad if they dont know you are comming. And with welders they are deadly in mass.
*Air Support- IMO, giving a HMG to a nonskilled LA marine is plain dumb. Now...if you give the same player a JP, and they can dogde decently...they become a very powerfull support unit.
In a close game, most rp's are gona have to be made by the skin of you commanders teeth. So he will have to find the best way to outfit a squad to be most effective for that particular strategy.
Going for lots of resourse nodes, have tons of cast...go for mass HA/HMG. Going for speed? JP's and LA with full upgrades. Going for frontal quick tatical assualts? Go pointman with HA/LMG or LA/SHOTGUN combos.

Overall, there are more...MUCH MUCH more than the standard HA/HMG, LA/LMG combos. Which do you prefer, and with what strategys?

PS. Thanks Rebo....I totally forgot about some of the best mines strategies. They are always a good addition to any force. Place them in spots that are used for traveling around the map, and you will almost always catch an unaware skulk or fade running down a hallway.

Comments

  • reborebo Join Date: 2002-11-01 Member: 2734Members
    edited January 2003
    Miner:: 2 tfacs +6 turrets pays for 100 mines

    25*2+6*19=50+114=164 RP

    divide by 8 = 20 sets of mines

    mulitply by 5 = 100 mines
    ----------------------------------------

    I would like to see any skulk rush take down two hives phases with 50 mines at each phase <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    and if your naughty and do the mine ammo exploit those tfacs and sentrys pay for 410 mines <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I like shotgun/pistol/jetpack the best, but I'm versatile.

    Resources permitting, I'll use whatever I think I need depending on the current situation. That could be any countless number of things, so I won't bother listing them all.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Assult squad:

    HA/Shotty/Welder * 1
    HA/HMG/Welder * x (x >= 2)
    HA/GL/Welder 1

    (nobody needs a pistol because they've got a welder and if they need ammo all they have to do is ask)

    Hive take down via vents:
    JP/HMG/Pistol * 3+
    (cheap enough to be almost expendable)

    Cheap'n Chearfull attack squad:
    HA/LMG/Pistol
    JP/HMG/Welder

    BlueGhost
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Hive killing: HMG, HA, Welder.

    Anti- WoL: GL, Pistol, HA if available.

    Anything else: Shotgun, pistol, jetpack.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I wrote a ginormous article on marine squad tactics in the "marine tactics class" thread on the top (10,000+ views! w00t!). It didn't get all that much feedback, and the planetns turds won't post it as an article there, but I think it has some merit.
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    Here is the marine squad I most frequently use:
    LA, LMG, Pistol, knife * x (where x is the number of non-commander marine players minus 1)
    LA, knife * 1 (this is the newbie that just found out how to drop weapons)

    Eater.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    hehe hive killing for me: JP, HMG, welder. hopefully some armour upgrades 2.
    Then sit on the hive. lol

    Also if u comm is pushing for res i leave without HMG and use LMG with HA. [beats standing around bae asking for HMG when your phase could be getting eaten as u ask.

    Also i like HA and shottie. Really good with backup HMG'er for fades.

    hehe i nailed my first fade with a shottie yesterday[ 5 bullets. ] missed once i think.
    good fun.
  • moto43moto43 Join Date: 2002-11-23 Member: 9742Members
    This is a 3 man team I've been wanting to try for an assault team.

    Front-man: HA:HMG:pistol:Knife
    Takes point and provides the bulk of the anti-alien firepower.

    Grenader: GL:pistol:Knife
    Stays behind the Front-man, main porpose is to take out structures/hives. Additionaly he can provide some extra firepower if aliens are encountered.

    Rear guard: JPack:LMG:Welder:Knife
    The Rear Guards job is to keep an eye out for anybody trying to come up behind the group, provide support-fire and weld the other two. Additionaly he can zip about to get past heavy alien defenses and do something while the other's keep the enemy busy, or use his JP mearly to make himself a more difficult target.

    They are to maintain formation whenever they move. If one of them dies, the others are to either fall back or maintain their possition untill their fellow marine returns.
  • MadJackMcJackMadJackMcJack Join Date: 2002-12-24 Member: 11467Members
    Assuming that it's an 8vs8, this is my ideal squad:

    2: Jetpack/HMG or Shotgun/Pistol

    These guys will take point, and basically flush out any skulks waiting in ambush. They should retreat from any heavy resistance though, and lure them back to the rest of the squad. Also, they should chase down any lone lerks, but not too far.

    4: HA/HMG/Welder

    Basically, they should form a wall of metal that will equal death for any alien coming near them. Advance towards the objective, sweeping all before them. Should they encounter heavy resistance or a WoL, they should halt and let the next guy handle it.

    1: HA/GL/Welder

    This guy should stay in the middle or the other HAs. Upon encounters with fades, umbraing lerks and WoLs, he should lay down a screen of grenades, forcing the enemy bvack while his buddies cover him.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    The theory of putting a LMG/HA with a HMG/JP is that they have the same fire power as a LMG/JP HMG/HA, they move faster and in a normal situation the JPer can force the aliens to engage the HA.

    Because of this the JPer will live longer and the HMG will deal more damage in total.

    BlueGhost
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    well this may seem a little clicheish (gg spelling i know), but i prefer (assuming 6v6) 5 JP/HMG/Welder combos, maybe if fatkao is playing we give him a shotgun and if neccesary i'll get a grenade launcher but other than that those 5 can take down a hive very quickly and they are very efficent and versatile fighting squad.
  • SpeedySpeedy Join Date: 2002-11-06 Member: 7313Members, Constellation
    <!--QuoteBegin--rebo+Jan 23 2003, 05:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rebo @ Jan 23 2003, 05:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Miner:: 2 tfacs +6 turrets pays for 100 mines

    25*2+6*19=50+114=164 RP

    divide by 8 = 20 sets of mines

    mulitply by 5 = 100 mines
    ----------------------------------------

    I would like to see any skulk rush take down two hives phases with 50 mines at each phase <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    and if your naughty and do the mine ammo exploit those tfacs and sentrys pay for 410 mines <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    True, true. However, IF the aliens do get Fades, then kiss those mines goodbye. I'm also not sure if a single skulk setting off one mine would trigger the others.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Speedy+Jan 24 2003, 05:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speedy @ Jan 24 2003, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--rebo+Jan 23 2003, 05:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (rebo @ Jan 23 2003, 05:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Miner:: 2 tfacs +6 turrets pays for 100 mines

    25*2+6*19=50+114=164 RP

    divide by 8 = 20 sets of mines

    mulitply by 5 = 100 mines
    ----------------------------------------

    I would like to see any skulk rush take down two hives phases with 50 mines at each phase  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    and if your naughty and do the mine ammo exploit those tfacs and sentrys pay for 410 mines  <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    True, true. However, IF the aliens do get Fades, then kiss those mines goodbye. I'm also not sure if a single skulk setting off one mine would trigger the others.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually gorge spit works just as efficent as the Fade's acid rocket with regards to tripping off mines.
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