How Not To Die With Heavy Armor

n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
After comming a 2 hour game that ended up in a horrible stalemate, I've decided that some people have trouble staying alive with their 50 dollar 290 armor units. Part of keeping heavies alive depends on the comm, the other depends on the player himself.

1. Mixed weapons. I just love it when a comm throws out a crowd of 5 SG HA w/ nothing else. A group of skulks can run circles around the HA and get their 9-11 bites in without getting hit. However, one HMG will ruin their fun. GLs will make all hell for them. Not to mention SGs take forever to reload. ALWAYS bring one or two HMGs, and one GL is absolutely neccessary.

2. Not everyone needs welders. Try assigning one or two designated welders who prioritize welding above all. Some may disagree, but I disagree with them: Heavies need to focus on firing! I've often seen heavy groups get disorientated because they needed welding, or someone else needed welding. This will leave an entire crowd of HA with their welders out, totally helpless to the 3 or 4 skulks running around their feet.

3. The same rules that apply with LA marines apply also for HAs. Most importantly, SPREAD OUT! I don't mean across the map, but across a room, to cut down on the time it takes for one kharaa to go from one heavy to the next.

4. When defending an area, stay BEHIND the turrets to keep from getting devoured. That lerk getting on your nerves? IGNORE HIM! I've lost countless heavies to lerk/skulk bait. I've noticed one thing, this happens more often with the "elite" (I know that will get converted but wth) players/clanners who get a little too cocky then the helpless nubs.

5. Never ever go alone! N E V A R! I DONT CARE IF YOUR COMM TELLS YOU TO GO ALONE! Tell him he's an idiot and it isn't worth risking 50 dollars worth of equipment. If you happen to find yourself alone, RUN. If you make it back to base, good, if not, 50 res down the drain.

6. Never directly assault a fortified hive and/or the last hive directly. NEVER. Today I had a game in which the entire TEAM was ha, and we had both pipeline and cargo hive. Our comm got cocky and said "w/e you guys just go in and finish it." So we did. We were pwned. By skulks. Never assault a fortified hive.

7. Did some idiot get HA and decide to go rambo? Then for god's sake, DONT GIVE HIM HA AGAIN!

Well that's it. Please stop dying HA. It really pisses me off. And that's not good.

Comments

  • OldManOldMan Join Date: 2003-01-23 Member: 12655Members
    edited August 2003
    <!--QuoteBegin--n4s7y+Aug 26 2003, 12:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 26 2003, 12:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 7. Did some idiot get HA and decide to go rambo? Then for god's sake, DONT GIVE HIM HA AGAIN!
    ...
    Please stop dying HA. It really pisses me off... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
    100 % agree. the hell <==> work hard for few hundred res and a retard waste all alone.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--n4s7y+Aug 26 2003, 05:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 26 2003, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heavies need to focus on firing! I've often seen heavy groups get disorientated because they needed welding, or someone else needed welding. This will leave an entire crowd of HA with their welders out, totally helpless to the 3 or 4 skulks running around their feet. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think this is at the same time hilarious and pathetic, but so true. I just don't understand people who get 200 RP worth guns and then use WELDERS to fight against onos thinking they get somekind of an immortality if they just keep welding. HMGs are there for a purpose, when you run out of ammo, reload, don't take your welder out and weld eachother until 1 skulk kills you all one by one... There should always be 3/4 guys in a group firing guns, reloading (dont take knife or welder, just reload the damn HMG. I know it's slow). You don't need to weld so much if you keep firing your HMGs, because hardly anything will get close. Then you just need to do "quick welds" for minor damage and move out.
  • KrytosKrytos Join Date: 2003-08-19 Member: 19988Members
    <!--QuoteBegin--n4s7y+Aug 26 2003, 05:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 26 2003, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2. Not everyone needs welders. Try assigning one or two designated welders who prioritize welding above all. Some may disagree, but I disagree with them: Heavies need to focus on firing! I've often seen heavy groups get disorientated because they needed welding, or someone else needed welding. This will leave an entire crowd of HA with their welders out, totally helpless to the 3 or 4 skulks running around their feet. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What I've seen done, is for the com to give weldars to a few Vanilla marines and send them in with the HA. The vanillas keep welding, and the HAs keep fighting. Works wonders if done right.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    Actually i disagree with point 1)

    Unless u can afford the res, go with a mix of shotguns/gls.

    HMGs are obsolete when u consider that you can get two shotguns for the price of a hmg.

    Meaning: 5 HA SG 1 GL team is 45+(35x5) = 220

    On the other hand:

    5 HA HMG 1 GL team is 45x6=270

    With that extra 50 res, you could kit another HA GL welder out.

    Also, shotguns are better than HMGs at structures - surprisngly big advantage.

    Against skulks, id say shotgun is also better than a hmg.

    Against multiple enemies, the hmg might be slightly superior, but only very slightly.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Shotties slaughter skulks. HMGs sometimes have a hard time hitting them because of how small a skulk is compared to its firing cone. Still, the HMG is generally better, so a mix works well. A squad of HA leaving base without a GL is asking for trouble. This leads me to...

    Attacking a hive with HA - You basically have three choices if you want to live: hang around for a moment and GL crawl to somewhere you can fire on the hive, GL crawl to somewhere you can siege, or actually scan the hive to reveal those cloaked skulks that are about to kick your butt. Perhaps even drop an observatory. Either way, walking into a hive room blind is going to get you killed. Either reveal them or don't go in at all.

    Other than that, welders are cheap enough to give to everyone. HA generally need welders more than pistols, and lots of HA with welders means that the healing gets done faster (can still get back to firing quickly) and you don't run the risk of someone incompetant being in charge of welding.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    If there was some coordination amongst a group of heavies, this is what would happen if they were attacked and lets say a few run out of ammo and need to reload.

    1. All HA are aware of each other.

    2. One or two HA weld the HA that is under attack, while he reloads along with the others. The most important thing is, if you're not being attacked, weld! Meanwhile, the one under attack should either attack with a knife or reload his weapon. Attacking with a welder is just plain out stupid against melee attackers. Knife is much more efficient.

    3. When the attack if over, one or two HA weld everybody else and themselves. Not everybody welding everyone else, just one or two while the rest reload and cover.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    As a comm I almost NEVER assault a hive room. If they have sens chambers then each spawning skulk is going to get anywhere from 1-3 bites on the first hev armor he sees. Clips and armor will run dry very fast, and soon everyone will need welding, and cover fire to reload. In general, I assault to with in siege range, then drop an obs and a tf. This forces the aliens to assault your siege location where you have the upper hand (you have turrets, they don't). And means that the turrets will be able to cover any welding or reloading people.

    As for some of your rules, I don't agree with the idea of spreading out, or not giving everyone welders. In pubs, when someone calls out "I need welding" you want the highest possible chance that someone will weld them. Hence, the bigger the group they are in, and the more people in that group that have welders, the greater the chance they will be welded.
    As for sending light armors with welders, I find this doesn't really work. They often get gassed and make you spend a ton of res on medkiting them (enough that you could have gotten them hev armor). Or when they get gassed the run away, and suddenly one of the hevs have to pull out a welder.

    As for spreading out in a room, <i>this is one of the worst ideas</i>. Now, before you take offense, let me explain. With light armor spreading out is good, since skulks get confused and run from one to another, while the commander heals the damage with medkits (which can be dropped anywhere). However, with hev armor, the commander cant heal the damage (since it is to armor), only teammates with welders can. Thus, the farther away Hev armor #1 is from Hev armor #2, the longer it will take for the damaged to be healed. And in a fire fight, everyone will be trying to dodge attacks, which makes going from point A to point B hard with out letting skulks get easy hits on you.
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    Devour has a longer range then you think. An onos can jump and devour someone that is on the railing near hera's cc. So stay far away.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--n4s7y+Aug 26 2003, 11:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 26 2003, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4. When defending an area, stay BEHIND the turrets to keep from getting devoured. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    actually it doesnt help much if at all.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--Vahn_Paktu+Aug 26 2003, 09:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vahn_Paktu @ Aug 26 2003, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Devour has a longer range then you think. An onos can jump and devour someone that is on the railing near hera's cc. So stay far away. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    damn, this I was unaware...



    this simple way to not die as a heavy armour is to not rambo off and stick with the group, power in numbers
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    <!--QuoteBegin--ZiGGY^+Aug 26 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Aug 26 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--n4s7y+Aug 26 2003, 11:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 26 2003, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4. When defending an area, stay BEHIND the turrets to keep from getting devoured. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    actually it doesnt help much if at all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    As always, Ziggy makes a completely pointless post.

    The point behind keeping people behind turrets is to force onos to walk past the turrets. I am aware you can devour them from beyond the turrets, but staying behind the turret wall does not neccessarily mean RIGHT behind. Just somewhere out of reach of the onos is fine.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Machiavelli+Aug 26 2003, 11:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Aug 26 2003, 11:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for spreading out in a room, <i>this is one of the worst ideas</i>. Now, before you take offense, let me explain. With light armor spreading out is good, since skulks get confused and run from one to another, while the commander heals the damage with medkits (which can be dropped anywhere). However, with hev armor, the commander cant heal the damage (since it is to armor), only teammates with welders can. Thus, the farther away Hev armor #1 is from Hev armor #2, the longer it will take for the damaged to be healed. And in a fire fight, everyone will be trying to dodge attacks, which makes going from point A to point B hard with out letting skulks get easy hits on you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Spread out means 6-10 feet apart, not on other sides of the room. If you do not spread out, one stomp disables your whole team. Even if you had pairs of HA with some distance between them, you'd be okay, but having your entire investment defenseless is much worse than them taking a little extra damage.

    Besides, kharaa come mostly in waves (the whole teamwork thing). When they do, you have a few seconds to regroup and weld before spreading back out again, and if they don't, well, they aren't exactly scary to your HA.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    I'd like to add something to this argument.

    If the aliens have 2 hives and you are assaulting with HAs, tell your guys to stand on top of structures behind your turret wall. That makes them immune to stomp, which means they can keep shooting until they actually die or run out of ammo. It helps a lot more that you'd expect because every second a HA is stunned is one less second he could be using to kill bad aliens.
  • ByGonesByGones Join Date: 2003-07-31 Member: 18619Members
    One thing I found effective is to have maybe one or two people welding unless their about to be killed. I try to do that, which is why I usually stay w/ either an LMG if res is tight when we get HAs or a grenade launcher so I can run support/structure elimination or whatever fairly easily. I hardly ever fire a shot on the way to the hive simply because I weld the other heavies non stop. Once we get to the hive I try to alternate with another GLer if there is one, so while hes firing Im reloading/welding so theres a constant stream of nades pounding the hive/target and the heavies tend to stay alive longer. There are probably holes in this, but Im one of the rare players who prefer to build/weld/run support than the ever so common rambos I've been finding. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

    Note: yes I am a newb to the forums, but oh well o.o
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--n4s7y+Aug 26 2003, 05:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 26 2003, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4. When defending an area, stay BEHIND the turrets to keep from getting devoured. That lerk getting on your nerves? IGNORE HIM! I've lost countless heavies to lerk/skulk bait. I've noticed one thing, this happens more often with the "elite" (I know that will get converted but wth) players/clanners who get a little too cocky then the helpless nubs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wrong...I have many times snagged a LA/HA guy who was standing behind a building/turret with ease.

    Hell..even once on Eclipse as an Onos..I saw a Marine grabbing ammo at an armory next to the com chair..

    CC (armory) Railing

    (armory was about right in the center)
    I jumped up *still on the low floor* did devour and I devoured the Marine on the account he was about 5 skulk lenghts away...umm..PROBLEM..may need looking into..or it may of been a fluke..

    but hiding being a turret will NOT save you from being devoured.
    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    That's not what I meant by hiding behind a turret. The turret should act like a wall to slow down the onos progress. You should stand some distance behind this wall. Standing behind the wall will force the onos to jump over to get you, enough time for him to redempt/die.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--n4s7y+Aug 27 2003, 03:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 27 2003, 03:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's not what I meant by hiding behind a turret. The turret should act like a wall to slow down the onos progress. You should stand some distance behind this wall. Standing behind the wall will force the onos to jump over to get you, enough time for him to redempt/die. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Meh..i'm a pretty good jumper when it comes to jumping over turrets..so they tend not to slow me down... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    But the Devour range needs to be fixed
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. Not everyone needs welders. Try assigning one or two designated welders who prioritize welding above all. Some may disagree, but I disagree with them: Heavies need to focus on firing! I've often seen heavy groups get disorientated because they needed welding, or someone else needed welding. This will leave an entire crowd of HA with their welders out, totally helpless to the 3 or 4 skulks running around their feet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Ahhh I hate this one. Very annoying. HA all run out of ammo and start welding each other mid battle. Weld does not weld fast enough to cover the damage you take at the same time. You are better left reloading and trying to fight them off. The best way to do this is if you are in the back of group always have the welder out and do not pull out your HMG until the guys in front of you fall back. When that happens, pull out your gun and start fighting. Let the wounded in back heal each other. This was a huge problem in 1.0 games. People thought they were superman and kept fighting in the front instead of falling back when they reach below 100 AP. They also would ALL start shooting. Bullet don't pierce other players so your just hitting their backs. Pull out the welder and heal those in front of you.

    and sej, hmgs are needed if you are going to fight an Ono or two. Celerity onos can run in and out and just whittle your forces down. HMGs will pick him off as he runs away. I personally drop 2-3 hmgs in a group. The rest are shotties.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Keep the HA together. Send the LA boys in first. They're cheap, they can die, and ultimately that aliens will be saying "oh its only LA". I guarantee you, once aliens see HA, word gets about very fast. You WILL attract attention. The longer you can keep your HA undetected, the more damage you will do.

    Don't rambo in HA. You generally can't outrun anything that plans to kill you. Rambo hunting celerity cloak Onos is just waiting for you.

    If you've an HMG and you're in HA, try and shoot the bigger, slower targets. JPs can shoot skulks because they move a good deal faster and can line them up. HA can't aim so smoothly at a good skulk player. Shoot the Onos, let the LMGs and shotties take care of the skulks. Take combined arms, and know how to use them.

    On the note of welders, always make sure you're welded up after each big push. This will work well until you're outside the hive, when the aliens will be respawning in very rapidly. At this point, either turtle your (soon to be doomed) siege, or rush in and take down the Hive. For hive pushes, you can drop a pile of mines near the hive itself with an LA marine, while the HMGs take out the hive. Most alien spawners will get mined to death, meaning the HMGs are harassed less.

    Generally, only engage on your terms. This means NOT rushing around blind corners, and not standing welding right outside a hive. Once you start chasing aliens and sitting welding each other you'll tend to die very quickly.
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