Marine
b00ted
Join Date: 2002-11-07 Member: 7539Members
<div class="IPBDescription">Be All You Can Be</div> In this guide for the marines (my first, ive written several alien ones), im going to try to capture the essence of the teamplay factor that marines MUST use to hold or assault certain areas on the map (as this will happen alot, aliens are more so sabatoge and ransack).
<i>First off your going to want some basics on how the marines weaponry should be used.</i>
<b>Light Machine-gun</b>
Try burst fire (5-8 bullets) to get a more accurate fire at medium range, its crutial to holding spots.
<b>Handgun</b>
The handgun, use it very very wisely. The handgun takes an adequete amount of time to reload and only holds 10 rounds, however it is perfectly accurate and can put a skulk in his grave with 2-3 shots. Most people I see spam this thing like crazy when theres an skullk on them. Try just taking your time when lining up a shot, each bullet counts, but dont take too long.
<b>Shotgun-Handgun Tandem</b>
Remember the shotgun you wield is singlehandedly an powerhouse- at close range, and your handgun can easily hold its own in an range fight. Try annoying the enemy into chasing at you or even tricking the enemy making him think you only have a handgun (lmg need reload), and then pulling the Shotgun on him.
<b>Welder</b>
If you are playing the commanders personal helper with the Welder, make sure you make it known you can repair people, and make sure when the aliens assault your Turret Factorys or Phase Gates that you are on the job repairing it. The welder can do some damage, but I would not suggest charging an enemy with one haha, rather pull the knife when there is an enemy and there is no other alternative.
<i>Now we can move on to some more advanced ways of doing things</i>
<b>Assault-Early</b>
With no heavy armor as an alternative, depending on your strategy you will be doing different things, but taking from the most popular used strategy I have encountered, you will most likely be chasing into both hives and using turrets to gaurd them while you tech. So when you have to assault an hive to defend, you will be moving down hallways alot with 3-4 people, heres an effective way of doing so.
Say there is an hallway with skulks at the end of it, you will have to understand not everyone is going to live, and the aliens have time on there side at this point. Try moving 1 marine down the right or left side of the hall..slowly creeping along, cover him and every skulk that attacks him, they will most likely rush him, and in that maelstorm of confucsion you should be able to pick them off by crouching and firing, try using the handgun in the beggining and fastswitching to light machine gun as the aliens notice you.
<b>Assault-Late</b>
Now, you should be doing good at this point. A simply yet effective way of storming hallways in the late game is, simply have an Heavy Armored unit press down an hall, cover him traditionally, but this time have someone with a welder welding him the whole time so he cannot be killed all to easily. Welder pushes are effective and simple, but dont rely on it as a juggernaut, your main man still has a 50% chance of dying here.
<b>Defend-Early</b>
Now, this is the climax of most marine-dominating games, you will be defending one of your two hives jumping from phasegate to phasegate. Simply you must try to keep distance from the opening the skulks will rush from and keep all marines spaced out, but not too far (keep the LMG's accurate enough).
While building, and you can hear that your about to be rushed, pull off, dont take a risk you cant afford to take. However if your being attacked and you can see the alien coming, try let everyone know on the mic ASAP and pull off jumping back and then crouch firing at the alien, not much you can do here, they simply caught you off gaurd. If you feel it is an risk, tell everyone to jump in the phase gate asap. Its a team effort.
<b>Defend-Late</b>
They will be sending waves and waves after your siege cannons. Simply try get in an high area where you can be most efficient, a dead marine is a useless marine. Welders become crutial here, weld everyone and everything that needs welding. Even request that the commander builds a second Turret Factory if needed.
<i>Common words and helpful hints</i>
If you have 10 life and the commander had 1 resource and you are assaulting the enemy base like an idiot - dont ask for life, die like a man
Dont rush in to hives, build outside and siege if the commander says to, dont kill your squad by making a bad descision
Remember, that everything in natural selection is a team effort, listen to your commander.
If built apon, build everthing in site, drop your welder/speacial weapon and type 'kill' in console.
Dont annoy the commander for ammo and health when he has no resources.
Good Day, Marine.
If you have any tips/comments:
AIM : im l0rd
Please reply and tell me if im wrong about anything <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> thx.
EDIT1:GGTYPO
<i>First off your going to want some basics on how the marines weaponry should be used.</i>
<b>Light Machine-gun</b>
Try burst fire (5-8 bullets) to get a more accurate fire at medium range, its crutial to holding spots.
<b>Handgun</b>
The handgun, use it very very wisely. The handgun takes an adequete amount of time to reload and only holds 10 rounds, however it is perfectly accurate and can put a skulk in his grave with 2-3 shots. Most people I see spam this thing like crazy when theres an skullk on them. Try just taking your time when lining up a shot, each bullet counts, but dont take too long.
<b>Shotgun-Handgun Tandem</b>
Remember the shotgun you wield is singlehandedly an powerhouse- at close range, and your handgun can easily hold its own in an range fight. Try annoying the enemy into chasing at you or even tricking the enemy making him think you only have a handgun (lmg need reload), and then pulling the Shotgun on him.
<b>Welder</b>
If you are playing the commanders personal helper with the Welder, make sure you make it known you can repair people, and make sure when the aliens assault your Turret Factorys or Phase Gates that you are on the job repairing it. The welder can do some damage, but I would not suggest charging an enemy with one haha, rather pull the knife when there is an enemy and there is no other alternative.
<i>Now we can move on to some more advanced ways of doing things</i>
<b>Assault-Early</b>
With no heavy armor as an alternative, depending on your strategy you will be doing different things, but taking from the most popular used strategy I have encountered, you will most likely be chasing into both hives and using turrets to gaurd them while you tech. So when you have to assault an hive to defend, you will be moving down hallways alot with 3-4 people, heres an effective way of doing so.
Say there is an hallway with skulks at the end of it, you will have to understand not everyone is going to live, and the aliens have time on there side at this point. Try moving 1 marine down the right or left side of the hall..slowly creeping along, cover him and every skulk that attacks him, they will most likely rush him, and in that maelstorm of confucsion you should be able to pick them off by crouching and firing, try using the handgun in the beggining and fastswitching to light machine gun as the aliens notice you.
<b>Assault-Late</b>
Now, you should be doing good at this point. A simply yet effective way of storming hallways in the late game is, simply have an Heavy Armored unit press down an hall, cover him traditionally, but this time have someone with a welder welding him the whole time so he cannot be killed all to easily. Welder pushes are effective and simple, but dont rely on it as a juggernaut, your main man still has a 50% chance of dying here.
<b>Defend-Early</b>
Now, this is the climax of most marine-dominating games, you will be defending one of your two hives jumping from phasegate to phasegate. Simply you must try to keep distance from the opening the skulks will rush from and keep all marines spaced out, but not too far (keep the LMG's accurate enough).
While building, and you can hear that your about to be rushed, pull off, dont take a risk you cant afford to take. However if your being attacked and you can see the alien coming, try let everyone know on the mic ASAP and pull off jumping back and then crouch firing at the alien, not much you can do here, they simply caught you off gaurd. If you feel it is an risk, tell everyone to jump in the phase gate asap. Its a team effort.
<b>Defend-Late</b>
They will be sending waves and waves after your siege cannons. Simply try get in an high area where you can be most efficient, a dead marine is a useless marine. Welders become crutial here, weld everyone and everything that needs welding. Even request that the commander builds a second Turret Factory if needed.
<i>Common words and helpful hints</i>
If you have 10 life and the commander had 1 resource and you are assaulting the enemy base like an idiot - dont ask for life, die like a man
Dont rush in to hives, build outside and siege if the commander says to, dont kill your squad by making a bad descision
Remember, that everything in natural selection is a team effort, listen to your commander.
If built apon, build everthing in site, drop your welder/speacial weapon and type 'kill' in console.
Dont annoy the commander for ammo and health when he has no resources.
Good Day, Marine.
If you have any tips/comments:
AIM : im l0rd
Please reply and tell me if im wrong about anything <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> thx.
EDIT1:GGTYPO
Comments
-You have a grenade launcher. That means you are support, not the point man. Lob the grens over the other's heads. They will only damage you, not your teammates. If you see someone being circle-strafed by a skulk, pop a gren at his feet. Pop a gren into every vent you come across. If there are aliens in there waiting to pounce, they may think you know they are there, and retreat. While the others are taking down a hive, shove grens into the route aliens have to come to you (most likely, not the way you just came in) to force any aliens back with a wall of explosions.
-Unless the commander has proven himself utterly incompitent (rather than unlucky that the aliens have foiled his plans), follow his orders. He sees all, you don't.
-Basic grunts are expendable, HA's aren't. If the com has trusted you with a HA, repay that trust by not taking stupid risks. Advance slowly and in a group. Do not think "HA/HMG!!! I AM INVINCIBLE!", then rush off towards the enemy hive. You will be eaten.
-Jetpacks are rather specialised, takes practice, and vastly increases your mobility. Heavy Armor makes you much harder to kill, is easier to use, but slows you down and is more expensive. Tell your com which you prefer when he is dishing out the good stuff.
-Just because you have a HMG with your light armor, doesn't mean that skulks are nothing to worry about.
-Kill gorges above all else, then lerks, then skulks, in that order. It will hurt the aliens more.
-If you're the point man, and you see a wall of Offence Chambers outside an important objective, do not fire. Pull back, tell the others, and request a seige outpost. Unless a skulk wanders along, the first warning the aliens must get of you being there is the shockwave of a seige cannon.
-CHECK THOSE CEILINGS! Every good skulk will take to the walls, as it confuses marines when they are attacked from above. And if you shoot at a skulk and he legs it, DO NOT CHASE HIM! Chances are, you will walk into an ambush, and all of your madskillz won't help you when 2 skulks jump on your head.
-In direction contradiction to the above hint, CHASE FADES! He is either retreating to regenerate, or heal at a DC/gorge, then come back good as new. Do NOT let him. Hunt him down.