What is the ideal marine squad?
etalian
Join Date: 2002-10-01 Member: 1397Members
<div class="IPBDescription">Marine squad config (4 marines)</div>I was just think about what to put in a marine squad. For example you have a squad with 4 marines. What weapons do you select to have the best firepower. Assume you have all the upgrades. I guess it depends on the map since some maps might have more close quarters fighting than others.
My squad would be:
x1 grenade launcher marines
x2 HMG marines
x1 shotgun marine
The main reason for this combination is that a nade launcher allows you to take care of the vent problem and swarming also. The HMG marines will be able to do large amounts of damage at long to medium range. The shotgun marine's job will be to finish any aliens that surived the hail of long range firepower and get close to the squad.
I also think a nade and shotgun marine would speed up hive demolition. I am not a playtester, but am trying to make a good guess about the best weapon combinations after reading some marine gun posts.
My squad would be:
x1 grenade launcher marines
x2 HMG marines
x1 shotgun marine
The main reason for this combination is that a nade launcher allows you to take care of the vent problem and swarming also. The HMG marines will be able to do large amounts of damage at long to medium range. The shotgun marine's job will be to finish any aliens that surived the hail of long range firepower and get close to the squad.
I also think a nade and shotgun marine would speed up hive demolition. I am not a playtester, but am trying to make a good guess about the best weapon combinations after reading some marine gun posts.
Comments
ADDED: Here will be my squads of four when I'm comm.... well, I'd have one or two.
Engineer squad:
1x Engy (Welder and mines, no primary weapon)
2x LMG
1x Shotgun
Light Attack Squad (squad for covering the heavier one, and cheap):
3x LMG
1x Shotgun
or
4x LMG
Heavy Covering Squad:
3x HMG
1x LMG (for longer ranges)
Base Assault:
2x HMG
1x Grenade Launcher
1x Shotgun
3 HAs with HMGs and Welders
1 Jetpack with GL and Welder.
However, getting that squad anywhere in the map is bleeping hard! So... To get them places, I'd outfit four other marines with:
4 Jetpacks with LMGs
or if it were late game:
3 Jetpacks with HMGs
1 Jetpack with a GL
And I'd send those guys out to wherever I needed to go and set up a phase gate. The moment that came up, I'd start setting up a defense, with the GL guy or one of the LMGs building, the rest defending him. Yes, he might build slow, but at least they'll have a chance at surviving. Once you have a mini-base with a Phase Gate and turrets (if within distance of a hive, a siege turret as well), I'd either defend it till the siege turret did its work, or move on to the next spot. That way, all hives/locations could be defended rapidly by just phasing through.
but I do agree with Mole here, jetpacks and anything is good!
The best squad... FOR ME TO CHEW ON! <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/bob.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->
2. Knife, Heavy Armour
3. Knife, Heavy Armour
4. Knife, Heavy Armour
1x AK47 /w Deagle + flashbang
1x M4A1 /w Deagle + grenade
2x Mp5's /w Deagle
Possibly one of those two Mp5ers with grenades or flashbangs.
1x AK47 /w Deagle + flashbang
1x M4A1 /w Deagle + grenade
2x Mp5's /w Deagle
Possibly one of those two Mp5ers with grenades or flashbangs.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Ah, so you're going to be replacing some NS weapon models... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
1 Jetpack with GL and Welder.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
so you CAN have a welder and a gun!
Recon/Average squad
2x Jetpack, LMG
1x Jetpack, Shotgun, welder
1x Jetpack, HMG
Recon/Building force
2x LMG
1x Shotgun, Welder
Hive assault (They'll be coming through phase gates, worry not)
2x Heavy Armor, HMG
2x Heavy Armor, Shotgun
1x Welder, Shotgun
1x Jetpack, Grenade Launcher
Defense
3x Shotgun, Welder
2x LMG
1x HMG
(note: the reason all welders have shotguns is simple: They're only using firearms for personal defence, most of the time they'll be healing others/buildings, and if an alien comes at them then they quick pull out the shotty and blow the aliens nose off :o)
Marine 1: HMG, Heavy Armor.
Marine 2: Shotgun, Welder, Heavy armor IF possible.
Marine 3: Shotgun, Mines, Jetpack
Marine 4: GL, Heavy Armor.
Marines 2 and 3 could be merged . .but thats putting all your eggs in one basket . . .
1 Jetpack with GL and Welder.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
so you CAN have a welder and a gun!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I think the welder slows you down like a mofo...
Rhoads with Shotgun.
Storm with Shotgun.
Humbaba with Shotgun.
Nothing else is needed. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Actually, Shotgun is a great weapon against Lerks. And Umbra isn't great against shotguns. Anyhow Comp, you couldnt hit a figgin with a fiddle. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
There is just one smaller thing... a UNI that doesnt block the HL ports. That might be needed. <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
a shotgun at close range is a #######, no idea on the exact numbers, but I shot at point blank will kill a skulk and lerk. As for the HMG, closer is more deadly, as it has a firing cone: the farther the bullets travel, the more they spread out. So, in close, more bullets will hit.
I remember one time when I was rushed by two fades and I killed them both with 4 shotgun blasts. The damage they do at a close range is unreal. Shotties don't do so well against the onos, though, because if you're close enough to it to be able to use they shotty effectively, you're already dead. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I guess the best analogy is in halflife. The mp5 has a nice big clip, and does lots of damage over a long period of time. However the shotgun has stopping power, but only over a short period of time. Sometimes you need a gun that you can fire constantly over a number of seconds, but other times you need a gun with instant stopping power like a shotgun. A HMG is a nice gun but when a alien is in your face you need a gun that can kill 'em in 2 shots. One shotgun allows your squad to thin a alien pack down to the point that they can only do minimal damage to your squad.
Actually, its normally the other way around. The HMG drills aliens at mid-range, the shotgun packs a HUGE punch at close range but is not great at mid range. Therefore, one shotgun to provide close-range cover for a HMG is a good idea.