How To Handle Your Lmg
Lost3
Join Date: 2003-12-09 Member: 24181Members
<div class="IPBDescription">Point away from face...</div> We had a topic previously that was "Getting to know your inner HMG".. no seriously it was "How to handle the HMG". Which brought up in my mind it might be useful for some folks (ie newbies) to hear from folks who have been around the block, what to do with your standard issue LMG. What its good for, what its not good for, why always humping the armory is just a bad idea in general, etc.. etc... So first...
From Previous posts in various forums...
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LMG right now is:
10 dmg at lvl. 0 per bullet/ 11 lvl 1/12 Lvl 2/13 Lvl 3
50 bullets per clip, 250 max reserve
Standard issue: 50 rounds in magazine, 50 rounds in reserve
Has ROF of roughly 12 bullets a second
Reload time: 3.2 Sec
a Skulk has approximately 110 health without Carapace.
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If someone can confrim these numbers I'd appreicate it. I'm not sure about these, there may be some old number hiding in here. However, this gives you a rough feeling for what the LMG can do. As you can see you would need to put about 1 second worth of bullets into a skulk to kill them off. In a game, with the blood pumping, and things biting you 1 second can be both extremely short and extremely long.
At first glance the LMG looks like a good weapon and in fact it is. Even an unupgraded LMG can manage to belt out a maximum 500 point of damage. If you consider the total number of bullets that can possible be carried, 3000. Not a bad number atl all.... The problem is those pesky aliens don't really like to sit still while you shoot at them. But given that skulks have 11 bullets or so worth of life in them, its not an insurrmountable issue.
The basic rules for using the LMG are thus....<ul>
<li>Don't Hump the Armory, especially at the game start you will never get to use it all
<li>Your LMG is best used at medium ranges
<li>Know the hitboxes of the aliens
<li>2 LMGs are better then 1, stay in groups
<li>Concentrate your fire on targets, dont spray a room
<li>Be aggresive when possible, keep your buddies with more expensive weapons alive
</ul>
Thats all I can think of here at the moment, trapped at work. Please add in.
From Previous posts in various forums...
<!--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-->
LMG right now is:
10 dmg at lvl. 0 per bullet/ 11 lvl 1/12 Lvl 2/13 Lvl 3
50 bullets per clip, 250 max reserve
Standard issue: 50 rounds in magazine, 50 rounds in reserve
Has ROF of roughly 12 bullets a second
Reload time: 3.2 Sec
a Skulk has approximately 110 health without Carapace.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If someone can confrim these numbers I'd appreicate it. I'm not sure about these, there may be some old number hiding in here. However, this gives you a rough feeling for what the LMG can do. As you can see you would need to put about 1 second worth of bullets into a skulk to kill them off. In a game, with the blood pumping, and things biting you 1 second can be both extremely short and extremely long.
At first glance the LMG looks like a good weapon and in fact it is. Even an unupgraded LMG can manage to belt out a maximum 500 point of damage. If you consider the total number of bullets that can possible be carried, 3000. Not a bad number atl all.... The problem is those pesky aliens don't really like to sit still while you shoot at them. But given that skulks have 11 bullets or so worth of life in them, its not an insurrmountable issue.
The basic rules for using the LMG are thus....<ul>
<li>Don't Hump the Armory, especially at the game start you will never get to use it all
<li>Your LMG is best used at medium ranges
<li>Know the hitboxes of the aliens
<li>2 LMGs are better then 1, stay in groups
<li>Concentrate your fire on targets, dont spray a room
<li>Be aggresive when possible, keep your buddies with more expensive weapons alive
</ul>
Thats all I can think of here at the moment, trapped at work. Please add in.
Comments
I was very fortunate, when I first started playing, to find a lone player's server and he showed me the ropes. One thing that I would not have known if he haddn't told me:
SKULKS HAVE NO HITBOX IN THEIR HEAD!
So if you see a skulk from the side, you can shoot through his brain with no effect (gives new meaning to hive mind <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ). Also, skulks like ot lie in wait above doorways to ambush you, but sometimes they screw up- their head (no hitbox) is visibly hanging down, even though they can't see you!
So don't do the noob thing and spray your entire clip into their head! They will hear you reloading and take advantage of those few precious seconds!
I think you mean <b>300</b>...
I think you mean <b>300</b>... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think he means 3000. 50 bullets X 6 clips. At 10 damage per bullet, and 300 bullets, that's 3000.
And I disagree on the armory humping thing, because you WILL get to use it all. I have many, many times, and end up either running back to base for ammo or going on a suicide mission with a pistol. Now, if there's some urgent thing needing to be done right outside of the base, then I'll go there first, but still.
<!--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-->Don't Hump the Armory, especially at the game start<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
When the game starts, its hellava more effecient to move out asap. Humping the armory at start takes precious TIME.
as to LMGs, the most important thing is to remember that it is inherently innaccurate. It takes 12 shots to kill a vanilla skulk, but on average i use 20 bullets to kill one, and up to 30 for the ones who can Bhop. Fire in bursts, and dont just guzzle the clip in the direction of the skulk.. take the time to aim, and it dies a LOT faster.
For fades and onos, LEARN the hitboxes... aim for the center of the chest or grion on the fade, and it dies faster.. more % of your bullets hit. For onos, aim DEAD CENTER. If the onos is faceing you, it doesnt matter, but if your looking at the guy the long way, aim inbetwen his legs, and aim low.
Also learning to drag your aim as the guys leap at you helps too.. its hard, but worth it. Eventually you can track blinking fades and kill then as they leave to heal =P
<!--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-->Don't Hump the Armory, especially at the game start<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
When the game starts, its hellava more effecient to move out asap. Humping the armory at start takes precious TIME. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I disagree there is usually a huge sulk rush at the start. A few extra bullets can make a diffrence.
<!--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-->Don't Hump the Armory, especially at the game start<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
When the game starts, its hellava more effecient to move out asap. Humping the armory at start takes precious TIME. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That may be true, but I have on at least one occasion run out of ammo and died with a knife in my hand after an otherwise successful scouting run. I certainly wouldn't recommend humping all the way up to maximum satisfaction, but grabbing an extra 50 bullets for the LMG and another clip for the pistol might be enough to keep me on the front line for another few minutes.
i usaly only grab an extra clip from the armory before going out, it takes to long to do a full hump. When i run out i just start picking up lmgs off my dead comrades. also sometimes it helps to shake your mouse a little when against the extra good dodgers, the increas in spread can save your life.
Just gotta remember to pull the mouse up an down a bit to keep on target.
Just gotta remember to pull the mouse up an down a bit to keep on target. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I grab two packs while passing, then continuing. I never grab any for my pistol at the beginning, 20 shots is enough for me to take out 2-3 skulks. (Not meant to praise myself even though I am, but I do alot better with the pistol then a shotgun)
Also, for OCs, unless they stack them on top of eachother, I always find a corner in the wall to hide behind where they can't hit me, and knock off each one. Of course, I bring 300 bullets with me when Im doing this, but only when I know where the OCs are and how many.
I dont think what any of you say is wrong as such.. about the humping issue etc.
It really does depend on how good you are! I've done some key re-configuring and can now fire my pistol at an extremly rapid rate! with excelent accuracy.. but unfortunatly it means that my pistol drinks the ammunition, and my lmg's 50 load and 50 reserve seems to never end!
I used to have pistol out, when I can see long range.. and lmg when in short tight corridors.
if I spoted a skulk at distance I would normally take a few pots shots to bring him down a few notches.. and then spray with lmg.
Now tho, if I spot a skulk I pretty much take him out instantly with the pistol, long distance, medium or even close..
again this depends on the skill of that skulk, but because if he is good then I probably wont take him out on first sights.. and would dodge around the scenery until he gets close.. so if its obviously a "elite" skulk, I would then take out my lmg.. and back off!!.. he will either back off too because he is low in health, or he will attack at some point, in which case he will need to come out of hiding.
If that skulk then simply rushes you.. no problem, easy aim killed easy with lmg.. if he is hopping around..then short controled bursts.. the disadvantage of hopping is that it takes longer for the skulk to get into range.. giving you a chance, to notice his hopping pattern and literally dodge out of the way yourself.
with all this in mind.. on a basic issue of pistol and lmg I think my maximum was 4 skulk kills on my own, with backup probably more.. (yes sometimes you do have to use the knife).. and by then you could probably ask the comm for one or two packs of ammo... and all this is in the first part of the game, where pretty much your going to encounter skulks only.. so for 5min+ you can be in any situtation, so then I do tend to hump.. but only a little! stock up lmg to 50/150 and pistol 10/20 (more on the pistol if time permits)
happy hunting <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
sK|SADE-yX
For one, please for the love of God have hud_fastswitch 1 enabled.
When going up against OCs, especially a group of them, with a group of marines, have everyone crouch and empty thier clips one at a time, pulling back only to reload. The OCs will shoot at the closest marine, so as the commander it's easy to drop health right on top of him. 5 Marines skirting in and out getting shot up all the while are somewhat harder to heal.
Thats when it comes down to "Do you want it done, or you do you want it done right." Arguably, destroying the Ocs and way possible is getting it done right. However, even though it may take much longer, I rather have one person worry about the OCs and take them out slowly, while the others do something else. This may waste more time for (1) marine, but your freeing up two-three others, and you have less of a chance for a skulk to come from behind and take out all your marines who you just wasted the res giving medpacks too.
What I usually do in the early game is have my PISTOL as my primary weapon. When a skulk rounds a corner in front of you and starts charging, fire about 3-4 shots from your pistol. That should weaken it a LOT, and then if you can follow the target when he's trying to dodge, you should be able to kill him pretty easily. The good thing is that this strategy only takes up about half the ammo in your guns, so you can repeat it instantly if you need to, before reloading.
15. I have done careful testing, and it is 15.
<!--QuoteBegin--_Lost_+Dec 17 2003, 11:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_Lost_ @ Dec 17 2003, 11:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a Skulk has approximately 110 health without Carapace.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
108, according to my calculations, and 155 with level 3 carapace.
lmg shoots way too fast for its own good, hmg could be faster though
That does work. Also if you move side to side not too fast tho or you will run into shot. That usually works cause it takes time for the OC/s to shoot again. If theres more that chances are preatty good that they will all shoot at once.