Tsa Tactical Doctrine 101
Grendel
All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
<div class="IPBDescription">Read me if you want to live.</div> <b>Welders</b>
Welders cost 5RP, which is almost nothing.
Yes they can fix heavy armour and weld open vents and fix buildings.
What is rarely appreciated is that they repair light armour as well.
Even if you have level 3 armour, once that is bitten away you'll have to constantly drop medpacks to keep the troups alive.
One welder (2.5 medpacks) will keep those Frontiersmen in tip-top fighting condition and give them added tactical flexibility. So get one guy to stand at the back and weld wounded Light Armour troups. Even at level 0, they usually pay for themselves.
<b>Shotguns</b>
Don't give these to everyone in your squad. They are pretty powerful, but their killing power is severely reduced at range. Keep one or two LMG marines about to kill fleeing lerks and parasiting skulks. Also, whilst shotguns are now considered THE weapon of choice for all combat situations, the humble HMG still has one benefit. <i>It can kill or redeem an Onos before it gets into stomp range</i>. Even fairly smart Comms and players seem to be having difficulty with this concept. They are also a much better bet against Lerks, especially once umbra turns up.
Welders cost 5RP, which is almost nothing.
Yes they can fix heavy armour and weld open vents and fix buildings.
What is rarely appreciated is that they repair light armour as well.
Even if you have level 3 armour, once that is bitten away you'll have to constantly drop medpacks to keep the troups alive.
One welder (2.5 medpacks) will keep those Frontiersmen in tip-top fighting condition and give them added tactical flexibility. So get one guy to stand at the back and weld wounded Light Armour troups. Even at level 0, they usually pay for themselves.
<b>Shotguns</b>
Don't give these to everyone in your squad. They are pretty powerful, but their killing power is severely reduced at range. Keep one or two LMG marines about to kill fleeing lerks and parasiting skulks. Also, whilst shotguns are now considered THE weapon of choice for all combat situations, the humble HMG still has one benefit. <i>It can kill or redeem an Onos before it gets into stomp range</i>. Even fairly smart Comms and players seem to be having difficulty with this concept. They are also a much better bet against Lerks, especially once umbra turns up.
Comments
I a large server the problem is not as important but in a small one with only 6 or 7 marines its instadeath
If we could get rid of all newbies in the game it would definately work
Yes, mines need intelligence to use!
Here's another situation for you: a mixed group of HA with LA or JP. The HA aren't the only ones who will benefit from welding, so get the LA/JP guys fixed up while you have that welder out.
Jumpin jesus christ bananas, they're <i>amazing</i>. One HMGer that has anywhere decent aim can hold off five skulks while the shotgunners go to work on the hive. If you're only starting your hive assault when the armory is done, definitely drop one or two HMG's into the mix. They're twice the cost of a shotgun, but have 10x the stopping power against skulks at a range where shotguns are not effective.
Thx 4 the reminder i WILL keep this in mind....