Armory Humping:not A Good Thing
FeydToBlack
Join Date: 2003-02-04 Member: 13079Members
<div class="IPBDescription">Do you really need all dead weight?</div> I dont know whether I should place this in the marine, or noob forum. Well, I am going to place it here because this is mainly a noob problem.
Please dont stand around attempting to get all of the ammo you can before running out into a fight. Many are the times that I have seen outposts fall due to entire marine teams armory humping, while one or two brave souls continually die trying to do something.
As a general rule, if something is being attacked enough to need your attention, you most likely wont live long enough to waste even one clip, let alone 6.
So, please heed the call of those that are trying to do the work that you could be doing and start killing.
Besides, look at all of the fun time that you are wasting.
Please dont stand around attempting to get all of the ammo you can before running out into a fight. Many are the times that I have seen outposts fall due to entire marine teams armory humping, while one or two brave souls continually die trying to do something.
As a general rule, if something is being attacked enough to need your attention, you most likely wont live long enough to waste even one clip, let alone 6.
So, please heed the call of those that are trying to do the work that you could be doing and start killing.
Besides, look at all of the fun time that you are wasting.
Comments
2ndrule: if a battle arises collet ammo after the battle not befor.
3rd rule: always do what your commander or experinced players say, inless they are trying to ruin the game.
follow these rules and you shall be victorius
What's even more frustrating is that marines will take the phase, see a couple fades, shoot them some and run away. Then they'll spam for health in the base while our outpost is getting destroyed.
I can't tell you how many times I've killed a fade when I charged it... the usual signs that they are gonna die is if they start retreating... just chase the darn thing down and unload everything you have on it.
I just love to hear the sound of a Fade dying... well of course, on the Marine team only <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Unless it's an emergency, I personally just grab an extra clip (aka 2 reloads, 100 spare bullets total)
As long as I'm hassling the fades they aren't destroying our structures or killing our hmg/ha guys.
The ONLY time I would stop for ammo would be for a lerk attack on Refinery, and that would be pistol ammo. Refinery is so damn big lmg do virtually nothing to lerks up by the roof and hmg's are even worse but a pistol is absolutely devistating. Problem is that I tend to emtpy 8-10 shots every time I get a good target so without the extra ammo I end up returning to base after about 2 seconds!
Reason u should always get full ammo for both guns is that if ur in a area with no turrets then if ur good enough to stay alive then u will use ammo faster than u think <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> 250 ammo = 5 clips <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
In that case, you ask for backup and you go back in the phase while you get 2-3 clips, then come back. Well, if there arent any phases, you're pretty doomed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Just a thought.
Just a thought. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
but aliens dont start out with carapace and adrenaline they have to evolve every time. Comparing the two sides in a like for like manner is pointless. They are dirrerent. They are supposed to be different, that's part of the appeal.
The point of this thread is to ask marines to jump through the phase gate when they heear the Commander call for their help.
In 1.04 a pg can be taken down by a couple of skulks in the time it takes a marine to load up with ammo if left to it. So getting one marine through the gate to tie them up with a clip of ammo until re-inforcements arrive is essential. If you run low on ammo and there are other marines there go back and get more ammo. Simple really,
...oh and there is no way any one can tell us they can guarantee surviving the time it takes to fire 2clips of lmg and 2clips of pistol when they phase straight into a firefight. Not unless they plan on enabling godmode <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
A picture is worth a thousand words <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> :
<img src='http://w00tland.fragism.com/ns_tanith0000.jpg' border='0' alt='user posted image'>
Just a thought. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, it makes little difference since energy regenerates itself. It wouldn't affect any situation other than when a hive is under attack, for spawning skulks, and in that case it's not fair on them.