The Armory Isn't Very Sexy...
p4l
Join Date: 2003-06-18 Member: 17461Members
<div class="IPBDescription">so stop humping it</div> I just lost a game that would have been so easy to win, due to one thing: The armory, and peoples strange sexual attraction to it. Everyone is humping it! It's an armory gangbang! It's out of control.
It's more frustrating losing a game because your team is armory humping than it is to lose as alien to JP/HMG rush, more frustrating than losing due to a dumb comm, more frustrating than someone using a bug and hiding in some ridiculous spot for 10 minutes... it's madenning to me. I can't stand it.
This is just for anyone who doesn't think their armory humping is a problem: We're on eclipse, we have a TF with 4 turrets and a siege outside their first, and only, hive. They have carapace level 2 and get 3 soon after this happens, but here it is: We have 4-5 guys there. Their hive is in maint, very close to our spawn, simple to get to, no problem. The team can't manage, though. Of the 4-5 guys on a 10 man team, we get wiped out by what looks like an entire skulk team rush, short the gorge who is off capping. They take us down with heavy losses, but their hive is right their so very very close, they get back to us almost immediately. 15 seconds after the first dead skulk, a new one comes, and a new one 10 seconds after that etc. etc. etc. Doesn't matter, we have turrets, a few mines, and a phase gate about 50% done. We can win it, easily.
But the team dies, and stop to hump the armory.
In the 5 seconds in takes them to get all that ammo, the TF is down. Then when they get there, they die before making it through their second clip since it's 5 marines vs. 8 skulks. Of course, I was harrasing them with my 100 bullets, slowing them down, too. If I hadn't been there, they would have taken the turrets or pg as well as the TF. Ok, so we've lost that... our guys go down, but they lose all but 2 skulks. Our team is respawning, I am 4th in line, drop in and BOOM of COURSE, 3 guys around an armory. HOW CAN YOU BE SO STUPID?!?!?!? What's left of our outpost is slowly being eaten as you sit and load up on more bullets you will never use. Being prepared is one thing, but this is stupid. Time is SO important early on. And when 5 guys go someplace, DO NOT BE THE 1 GUY STANDING AT THE ARMORY. Team play is PIVOTAL, and here's the kicker: You respawn. Apparently people don't know this, when you die you respawn in an ip... it's not your one and only life, so you don't have to make it count. Our belated comm was shouting at people 'Just go and die!!! SLOW THEM DOWN!'. No one listened. They humped, they humped, we were conquered. GFG.
This happens every game I Play marines as, and often enough costs the win. YOU DO NOT NEED 250 BULLETS TO RUSH TO DEFEND SOME PLACE.
Transmission over.
It's more frustrating losing a game because your team is armory humping than it is to lose as alien to JP/HMG rush, more frustrating than losing due to a dumb comm, more frustrating than someone using a bug and hiding in some ridiculous spot for 10 minutes... it's madenning to me. I can't stand it.
This is just for anyone who doesn't think their armory humping is a problem: We're on eclipse, we have a TF with 4 turrets and a siege outside their first, and only, hive. They have carapace level 2 and get 3 soon after this happens, but here it is: We have 4-5 guys there. Their hive is in maint, very close to our spawn, simple to get to, no problem. The team can't manage, though. Of the 4-5 guys on a 10 man team, we get wiped out by what looks like an entire skulk team rush, short the gorge who is off capping. They take us down with heavy losses, but their hive is right their so very very close, they get back to us almost immediately. 15 seconds after the first dead skulk, a new one comes, and a new one 10 seconds after that etc. etc. etc. Doesn't matter, we have turrets, a few mines, and a phase gate about 50% done. We can win it, easily.
But the team dies, and stop to hump the armory.
In the 5 seconds in takes them to get all that ammo, the TF is down. Then when they get there, they die before making it through their second clip since it's 5 marines vs. 8 skulks. Of course, I was harrasing them with my 100 bullets, slowing them down, too. If I hadn't been there, they would have taken the turrets or pg as well as the TF. Ok, so we've lost that... our guys go down, but they lose all but 2 skulks. Our team is respawning, I am 4th in line, drop in and BOOM of COURSE, 3 guys around an armory. HOW CAN YOU BE SO STUPID?!?!?!? What's left of our outpost is slowly being eaten as you sit and load up on more bullets you will never use. Being prepared is one thing, but this is stupid. Time is SO important early on. And when 5 guys go someplace, DO NOT BE THE 1 GUY STANDING AT THE ARMORY. Team play is PIVOTAL, and here's the kicker: You respawn. Apparently people don't know this, when you die you respawn in an ip... it's not your one and only life, so you don't have to make it count. Our belated comm was shouting at people 'Just go and die!!! SLOW THEM DOWN!'. No one listened. They humped, they humped, we were conquered. GFG.
This happens every game I Play marines as, and often enough costs the win. YOU DO NOT NEED 250 BULLETS TO RUSH TO DEFEND SOME PLACE.
Transmission over.
Comments
When the pressure's on, take what you've got and go!
In a normal, non-urgent situation, I try to get 150 bullets for lmg, and maybe some extra for pistol. This is because I often play the role of "outpost defence", basically either staying in an outpost or patrolling between rooms. I don't go for a full 250 bullets, because I feel too weighed down.
But, in a panic situation, where a marine base is under attack, I only get what ever ammo I can grab whilst moving past the armory, that is IF it is on my way. If it is going to take extra time to cross the room to get ammo I don't bother.
I usually sprint out of the spawn and assault Fades headon with a level 3 LMG+Pistol I have taken down many Fades allready. It takes only 2 clips in that case.
I can empty two or three clips no problem in a hot situation and kill a whole lot of them. Ususally the comm is too busy to drop ammo, so getting 250 is a good idea, unless something important is at stake.
I usually end up with 2-4 armories at key locations. So marines spawn, then run to the spot I want them and hump it there. This also gives the benefit of easy mine drops.
Why can't one press of the 'e' key (or whatever you set it to) just fill up your entire clip? Unbalanced you say? Limit the max bullets to 150 or 200 bullets.
It really does frustrate me when 2-3 people are yelling "YOU DONT NEED THAT AMMO, YOU WONT USE IT ALL" and the commander is yelling "GET THROUGH THE F***ING PHASE GATE" yet there are STILL 5 people slowly humping away, oblivious to the fact that the phase gate at the other end will be gone before they are done humping.
I think I should put something about armouy humping in my sig.... I really do detest it to the depths of my soul.
Rhuadin
While on resource creeps, it is a good idea to build multiple armories, it's not sometimes a good idea since it's redundancy costs minerals that you need if you are trying to do something fast. Also, like I said, the burden is on the marines not the comm. There is no reason the commander should have to use stupid tricks to force his players to do what is needed. That is ridiculous, and while it does work, it doesn't solve the problem, it only postpones it. That doesn't teach the players to use team work, it teaches them the armory is over there.
Killer: " I don't like armoury humping when people are screaming phase phase phase, but I do like getting 250 bullets. I don't feel weigh down. When moving out to secure some place, esp close to alien hive. The 250 isn't a bad idea. Especially if you have to empty clips fast to kill a rush.
I can empty two or three clips no problem in a hot situation and kill a whole lot of them. Ususally the comm is too busy to drop ammo, so getting 250 is a good idea, unless something important is at stake. "
For clarification, when there is nothing to do, I get 250 bullets too. I mean, when I just get into a game and I don't know where people are and no one is shouting to get anywhere, I take my time to get loaded up. When I know I am going to hold some place, as I do often on a 1 man capping mission, then I stock up. But when there is someplace to go, I usually give it two clicks as I walk past, then charge full throttle to the objective point. It seems more than half the people in this game don't feel that way, they seem to think their uh... uber "elite" bunny hopping skills will keep them alive through a full 6 clips. Wrong kiddo. I see guys hump all day and get killed before finished 1 clip. WTH is that, you just wasted so much time!
You know, it's funny, I kind of enjoy LMG for a reason like this. I cost my team nothing. I can charge out, maybe not even get a kill but slow that pair of fades down just enough for my team to setup defense. And I didn't cost a thing, and I'm back in 10 seconds. That is a mindset needed for players on the marine team. If you cost nothing, don't be afraid to die. Sure, it's great if you can stay alive, but if you have no 2nd weapon, no JP, no HA, then your job is pretty much to be disposable. And since you are disposable, you don't need 250 bullets. You are going to rush out, stall, maybe get a skulk or two, then die. This isn't CS, man. You don't even have an individual score. So just go... just die. The inverse is also true, I get so tired of comming (I just started since my best friend has voice comm and NS, so when I'm at his house I just whine until he lets me play and I comm whenever I can) I drop HA/welders/HMG for 4 guys. 2-3 stay together, one decides he is going to be the super dee duper hero, climbs into a vent... emerges 2 minutes later near their hive, get's off 1 clip before being lerk spiked to death or the worst, OC'd. Thanks man, you just stole a ton of minerals from the team. Yes, you STOLE them. You didn't misuse them, you didnt' even waste them, you stole them, because I gave them with the agreement of you going to use them wisely. Instead, you were stupid, thought you could do it all, thought you were too valuable to be given orders, and died. GFG.
Anyways, I feel that one 'use' on the armory SHOULD fill up a whole clip anyways, or else it's way too slow.
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NO situational awareness.
I would like to say I am disgusted with those people, and although I am disgusted with a lot of people and am bullyish to some, I cannot find room in my heart for hatred for these people lol
EDIT: I think it's because there is no way to know if they think they're better than me, or have no manners. As soon as they are not nice people then it is war <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Back on topic, meatshield I dislike your playstyle and command you to cease immediately <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can also rampage but I tend to be suicidal, so that as soon as my bullets are low I go do something stupid and die, unless comm wants me to build or I for some reason want to hide. I guess I enjoy the better mov't at beginning, but come to think of it I also can load ammo extremely quickly and if fighting soon out of base other people can die instead of me, and I won't have to rely on mov't as much.. plus with more ammo I can rambo longer, hmm.. INGENIOUS, meatshield!!
Anyways, I feel that one 'use' on the armory SHOULD fill up a whole clip anyways, or else it's way too slow. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
plz elaborate on this flashlight trick...
what do people have against the armory? just cause it is so damn sexah to some people dont mean you have to bash it do you? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It also just so happens that most of the time these CS'ers also have a very.....generous amount of ammunition left in their clips before they die. Scavenging is very useful tactic if time is of the essence. If I'm lucky, I can get maybe 40 LMG rounds and a whole pistol clip off one dead guy. That's enough to hold off maybe 3 lv3 carapace skulks if I have level 1 guns.
what happens if there is a nasty comm that builds 3 cc's to marine start and recycles the rt?
you really shouldn't be explaining exploits to people period.
Or when the idiots continually try humping it anyways
Being able to turn off the armory seems like a good idea in theory, but would be counter productive in many situations. Instead of humping away, people would be like "OMG comm, turn the armory back on".
Instead, these people don't even have the potential to maybe help once they finish getting 200 bullets, as they're doing nothing but demanding for the armory to be turned on.
Also, I consider that little flashlight trick as dodgy as using drawviewmodel_0. Some are ok with it, others consider it borderline cheating. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Anyways, it happened again last night/this morning when I was playing, as skulks ate up a PG with an RT and TF next to (No turrets yet) as folks armory humped. Just hop through the PG, if you run out of bullets you can go bacK! UGH.... lost the pg, but thankfully not the game, though we did resort to the uber lame shotgun/jp hive swatting.
I'M SORRY BUT I HAD TO!!
If you load up full, get slaughtered by some skulks, barely using up ONE lmg clip, then next time you'll only load up about half or a third.
If your team has a phase gate under attack ANYWHERE, knowing that phase gates are easier to destroy than an infantry portal, when you respawn go defend THAT phase gate.
It baffles me sometimes how my teamates can just sit there and let a phase gate go down in the middle of the game just because they want ammo. It's true it's good to load-up especially if you a pretty good alien killer, but in critical situations you need to just say "SCREW IT" and go.
Make it less appealing to hump. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Or at least disable it temporarily. Maybe a notice like "This Armory is Temporarily Closed For Business. Please go through the Phase Gate now, thank you."
Conclusion: Marine team is useless unless it has people who aren't idiots. Play as aliens, at least then you can vote_kick the gorge.
Wow there's an idea... vote_armory_kill. A plugin to have NSPlayer(3) explode when he touches the armory. That'd get him through the phasegate.
We lost that game, due largely in part to people just not going where they were needed, even though the comm was being quite clear where they needed to go...
Asking for JP/HMG was 1st, humping armory 2nd reason why they never left.
they all stand there and get eaten, one takes out a knife, against three skulks? GGKTHXBYE!