Tsa Tactical Doctrine 101

GrendelGrendel 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.

Comments

  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    well said. i never thought i'd say this, but i hope the shotgun gets nerfed just a tiny bit, i think its a little powerful for such a low-tech-tree weapon. just my opinion. it is pretty lame gettin rushed early game by a team of shotty-weilding rines and a med-spamming com
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    From extensive 'testing' (read, 3 hours of rushing each other) on a full 24 player server. It seems the gorge rush is quite the counter to the shotty rush and visa versa.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    While this is a very good tactic in theory, the hardest problem a comm can have is actually making you SGs work with the wleder, and keep the whole team togheter

    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
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    I drop 2 shotguns to the two most competent players on my team. This pretty much guarantees that they'll be able to hold a position (if not, I will get very very angry). Liberal application of shotguns are a key to marine victory. That being said, it's always nice to SG rush a hive. Normally, if it's fairly undefended, it'll go down in seconds.
  • Salty_JusticeSalty_Justice Join Date: 2003-08-23 Member: 20101Members
    Remember: If you're going to use mines to kill an onos, mass em together. If the onos steps on one, they all blow. Nooby marines place mines all over the place when defending from onos, so that he can step on one, leave, heal, and step on another. Place all 5 in a clump in spot that the onos needs to walk over (such areas are plentiful in most bases, another reason why reactor room sucks <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->) so that he walks over it and is immediately redeemed or in so awful a spot that you can actually kill him.

    Yes, mines need intelligence to use!
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    edited September 2003
    I usually give out a shotty to the guy with the best aim once the armoury goes up. It works wonders in killing skulks (especially cele ones), and early game aliens don't have the capability to deal with one shotgunner one on one.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    It's rather important that the shotty guys are actually shooting, and that generally means they don't have welders. Nothing like having your shotty marines die because they aren't paying attention to the surroundings. Plus, still having a pistol makes up for some of the shotty's minimal weaknesses.

    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.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    I see HMG's far too little.

    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.
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    good strat yeah.......this would indeed prevent the medkit dump situation (with i did a lot as a comm and seen much as a <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> )

    Thx 4 the reminder i WILL keep this in mind....
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