A well trained Marine wont ask for an HMG or welder twice.
The Idea is that you pick up what you dropped. Play a tight game. The Idea is that you have x number of resources extra, for... 1)emergency/ OMG HAXOR ONOS 2) Turrets/ If we are going to loose anyways, we might as well crash the server 3) HA & HMG's <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
if I got the rez, I hand out about. with a 10 person team 9 HAs 9 welders 2 HMGs 2 Shoties 5 Gls Ive reasently found as a Comm, GL spamms work nicely in a hive assult. skulks are useless then, fade are okay. the only thing that can realy live is an ONOS. and even then you got 2 shoties for the fades, and 2 hmgs for the onos.
oh after my train leaves, I drop a HA, welder, and HMG for myselfl. Nothingings funnier than having an onos at base, get owned by a a Comm heavy high on a cat pack.
If I got jetpacks instead. I just hand out all GLs. This surprisly works very very well. lately
I think that the best weapon of all is a welder! It just costs 5 rez and can heal armor, weld off vents, repair rez nodes and, again, it costs just 5 rez!!! Save your money by dropping welders to a few people who will weld vents and repair turrets.
HMGs are great vs onos, but quite expensive. So, give out one HMG and have 2-3 people follow that HMGer. It's unlikely that the whole group will die so at least one of the guys will have the hmg in the end.
Personally, i don't like shotguns and am actually better with an LMG <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I hate those comms who would drop 10 shotguns and then wouldn't tell where to attack with them. Everyone just runs of, dies, and asks for another shotgun. When the comm DOES order to attack a hive, then the run is usually successful.
for the most part... ya. it's a good idea to have 1-2 hmgs + 1 gl at least, especially against fades and onos. over time, hmgs do more damage then shotties do, and they can hit long range. besides that, most people can't aim worth **** with shotties.
Statistically, the HMG is the superior option to kill aliens, which is all that really matters, since you can take your time over killing the hive if you have 4-5 hmgs covering your 1 GL.
When you fire your hmg, do you hold down the trigger or burst fire? Cuz I cant do squat with an hmg (i assure you i am aiming)
Also - can't forget redemption. Shotties are great for finishing off rempetion-loving aliens.
And - You guys say "Hmgs can kill from a range while shotties can't" How many times do you get a chance to kill from longe range? Most often it's midrange/close combat.
I can't choose which weapon i prefer. They both kick tail.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When you fire your hmg, do you hold down the trigger or burst fire? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
rofl, did you play AvP2 by any chance with the controversial stagger exploit?
Anyways you just hold down the button ...
on-topic; what do people think is the best combination of weapons in an ... 7 Player HA team?
Think id do 2 shotguns, 3HMG, and 1 GL ... Or maybe more GL, it would depend on the lifeforms they had ie GL lamage vs skulk hordes :x
I usually find HMG is usefull for static defence on a NS_map (pub server), the sheer volume of bullets usually scares off more aliens than it kills, but then again they are not damaging the MS.
Shotguns are usefull for roving teams of marines, they can usually gets some good hits on fast moving aliens..and still have enough firepower (concentrated) to tackle a fade or onos, as to long range there is always the pistol.
As a HMG user in a HA train, when attacked, I will often be forced to hold fire as my teamies usually scrambling around and most of my HMG fire will hit teamies...so I usually hold my fire till we get to the waypoint, then I take up a static defensive position to cover my teamies.
So a usefull makeup to me is (8 man team) :
3 shotties (HA) 2 HMG (HA) - Welders 1 GL (HA) - If res wasn't an issue I would rather go JP with my GL wielder 2 LMG (LA) - res dependant, if I had the luxury I gives these guys welders too, can weld heavies while the heavies deal out pain.
I usually prefer a LA or two with my HA group to save res and block an onos devour, also I would rather a LA be point than a HA.
I use an HMG least of all the weapons, shotgun most, and GL second. Finally is the LMG. It is my opinion that the machine guns of this game are adaptable and easily used, but that it is in the specialty of the shotgun and GL that a marine can truly shine. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
People who just side with the shotty, or just side with the hmg are fools. I'm a vet, and I've played extensively with bolth.
GENERALLY the best weapon is the HMG. The reason is, because by the time you get a shotgun, you are usually facing things other than sulks. Shotguns can't spray and pray. You are forced to spend the cruical second and aim. Trust me, when a fade is flying around, wasting shots isn't very effective.
Shotgun is best in these circumstances:
General weapon, (if you don't have any goal in mind), Killing sulks Killing structures
HMG, however can kill sulks just as fast, if not faster, (because it has a higher rate of fire. I've tested it. In general people waste about 2-3 shots per sulk, while around 10 bullets per sulk. That's 10 dead sulks to 3 sulks). Reloading shotgun rounds isn't very effective either, because any non n00bish HMG'er will reload once they get around 30 rounds. If a sulk comes around while reloading, they just quickswitch and kill off the sulk. That or scream, "Cover me!", like the good marine he is.
Each has their strength and weaknesses, but the true strength of the hmg comes from the fact that it has the greatest spacing when it comes to stopping power. I rarely ever see an elitest, (1337ist for people that can't get out of the 1337 talk), onos get gunned down by shotguns. Personal experience proves the point. I'm not going to suicide rush into three shotgunners, because that's just stupid. What scares me more, is having 2 HMG's and one lmg, because if I kill one of them, I know that the two remaining **** can chase me down a lot faster.
So here's the best and worst. It's personal tested experience, and you don't hafeta believe me:
Stopping Power against sulks, and gorges:
Shotgun
Stopping power against fades, lerks, and onos:
HMG
Stopping power in GENERAL:
HMG
Building destruction:
Shotgun
As you can see they are fairly evenly matched. The HMG is best against aliens and not so good against buildings, (it's still good, but the shotty is better), while the shotty is worse against GENERAL aliens (including onos, fade, and ****), yet better vs buildings. When I toss out heavy armor, I like to drop shottys if I can't spare the rez, but hmg when I can, because a hive doesn't kill a HA, that annoying <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> does <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
what its better it depends on what u (or the team) is good with. i think ha is better with hmg. i f u r being attacked while reloading make sure u arent alone and take out ur pistol. i thing sgs r very usefull for light rines cos its cheap and if they die well it just 10 res but when u r gonna make an ha attack u must expect some onos on alien team or do u want to hold a position sgs wont help a lot.
HMG 125 bullets slow reloading good at mid/close distances
sg 8 shots not a very fast reloading good only at close distance
If you like precise shots then go for the shotgun. If you like to spray bullets for more than 5 seconds go for the HMG.
But however, they both have a significant role though.
Shotty : Close-up anti-skulk weapon. Anti-building. HMG : Long range anti-personnel weaponry (effective against all lifeforms) Half damage against buildings.
You shuld notice that the shotgun packs punch a lot. But however, HMGs will have a certain advantage shotguns do not have : range advantage.
Just imagine....what would happen if you have Shotguns AND HMGs. Pretty much rips anything short of smart oni.
Comments
(btw i always use shotty in CO)
when an onos runs away then dont underestamate the power of a mass pistol bullet spam
say there are 10 players in the game:
10x HA
10x Welders
2x HMGS
8X Shotties
Saves res, plus all you need is two, shotties tear up the hive while hmgs cover.
The Idea is that you pick up what you dropped. Play a tight game.
The Idea is that you have x number of resources extra, for...
1)emergency/ OMG HAXOR ONOS
2) Turrets/ If we are going to loose anyways, we might as well crash the server
3) HA & HMG's <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
9 HAs
9 welders
2 HMGs
2 Shoties
5 Gls
Ive reasently found as a Comm, GL spamms work nicely in a hive assult. skulks are useless then, fade are okay. the only thing that can realy live is an ONOS. and even then you got 2 shoties for the fades, and 2 hmgs for the onos.
oh after my train leaves, I drop a HA, welder, and HMG for myselfl. Nothingings funnier than having an onos at base, get owned by a a Comm heavy high on a cat pack.
If I got jetpacks instead. I just hand out all GLs.
This surprisly works very very well. lately
HMGs are great vs onos, but quite expensive. So, give out one HMG and have 2-3 people follow that HMGer. It's unlikely that the whole group will die so at least one of the guys will have the hmg in the end.
Personally, i don't like shotguns and am actually better with an LMG <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> I hate those comms who would drop 10 shotguns and then wouldn't tell where to attack with them. Everyone just runs of, dies, and asks for another shotgun. When the comm DOES order to attack a hive, then the run is usually successful.
it's the best!11111111
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
When you fire your hmg, do you hold down the trigger or burst fire? Cuz I cant do squat with an hmg (i assure you i am aiming)
Also - can't forget redemption. Shotties are great for finishing off rempetion-loving aliens.
And - You guys say "Hmgs can kill from a range while shotties can't" How many times do you get a chance to kill from longe range? Most often it's midrange/close combat.
I can't choose which weapon i prefer. They both kick tail.
rofl, did you play AvP2 by any chance with the controversial stagger exploit?
Anyways you just hold down the button ...
on-topic; what do people think is the best combination of weapons in an ... 7 Player HA team?
Think id do 2 shotguns, 3HMG, and 1 GL ... Or maybe more GL, it would depend on the lifeforms they had ie GL lamage vs skulk hordes :x
Shotguns are usefull for roving teams of marines, they can usually gets some good hits on fast moving aliens..and still have enough firepower (concentrated) to tackle a fade or onos, as to long range there is always the pistol.
As a HMG user in a HA train, when attacked, I will often be forced to hold fire as my teamies usually scrambling around and most of my HMG fire will hit teamies...so I usually hold my fire till we get to the waypoint, then I take up a static defensive position to cover my teamies.
So a usefull makeup to me is (8 man team) :
3 shotties (HA)
2 HMG (HA) - Welders
1 GL (HA) - If res wasn't an issue I would rather go JP with my GL wielder
2 LMG (LA) - res dependant, if I had the luxury I gives these guys welders too, can weld heavies while the heavies deal out pain.
I usually prefer a LA or two with my HA group to save res and block an onos devour, also I would rather a LA be point than a HA.
GENERALLY the best weapon is the HMG. The reason is, because by the time you get a shotgun, you are usually facing things other than sulks. Shotguns can't spray and pray. You are forced to spend the cruical second and aim. Trust me, when a fade is flying around, wasting shots isn't very effective.
Shotgun is best in these circumstances:
General weapon, (if you don't have any goal in mind),
Killing sulks
Killing structures
HMG, however can kill sulks just as fast, if not faster, (because it has a higher rate of fire. I've tested it. In general people waste about 2-3 shots per sulk, while around 10 bullets per sulk. That's 10 dead sulks to 3 sulks). Reloading shotgun rounds isn't very effective either, because any non n00bish HMG'er will reload once they get around 30 rounds. If a sulk comes around while reloading, they just quickswitch and kill off the sulk. That or scream, "Cover me!", like the good marine he is.
Each has their strength and weaknesses, but the true strength of the hmg comes from the fact that it has the greatest spacing when it comes to stopping power. I rarely ever see an elitest, (1337ist for people that can't get out of the 1337 talk), onos get gunned down by shotguns. Personal experience proves the point. I'm not going to suicide rush into three shotgunners, because that's just stupid. What scares me more, is having 2 HMG's and one lmg, because if I kill one of them, I know that the two remaining **** can chase me down a lot faster.
So here's the best and worst. It's personal tested experience, and you don't hafeta believe me:
Stopping Power against sulks, and gorges:
Shotgun
Stopping power against fades, lerks, and onos:
HMG
Stopping power in GENERAL:
HMG
Building destruction:
Shotgun
As you can see they are fairly evenly matched. The HMG is best against aliens and not so good against buildings, (it's still good, but the shotty is better), while the shotty is worse against GENERAL aliens (including onos, fade, and ****), yet better vs buildings. When I toss out heavy armor, I like to drop shottys if I can't spare the rez, but hmg when I can, because a hive doesn't kill a HA, that annoying <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> does <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
HMG 125 bullets slow reloading good at mid/close distances
sg 8 shots not a very fast reloading good only at close distance
only advantage of sg is firing while reloading
HMG rules! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
If you like precise shots then go for the shotgun.
If you like to spray bullets for more than 5 seconds go for the HMG.
But however, they both have a significant role though.
Shotty : Close-up anti-skulk weapon. Anti-building.
HMG : Long range anti-personnel weaponry (effective against all lifeforms)
Half damage against buildings.
You shuld notice that the shotgun packs punch a lot. But however, HMGs will have a certain advantage shotguns do not have : range advantage.
Just imagine....what would happen if you have Shotguns AND HMGs. Pretty much rips anything short of smart oni.