Room Clearing
Burncycle
Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
<div class="IPBDescription">and movement, through MOUT</div> <a href='http://www.globalsecurity.org/military/library/policy/army/fm/90-10-1/appk.pdf' target='_blank'>http://www.globalsecurity.org/military/lib...0-10-1/appk.pdf</a>
This deals with team movement, and room clearing, for the most effective coverage and response time while moving in built up terrain (AKA those really skulk friendly levels). Most of the illustrations begin a little less than halfway down with hallway movement, then it gets into exhaustive detail on room clearing
Good luck trying to get 4 people on a public server to move with you like this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> but might be fun for a disiplined clan who just feels like trying something new <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
This deals with team movement, and room clearing, for the most effective coverage and response time while moving in built up terrain (AKA those really skulk friendly levels). Most of the illustrations begin a little less than halfway down with hallway movement, then it gets into exhaustive detail on room clearing
Good luck trying to get 4 people on a public server to move with you like this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> but might be fun for a disiplined clan who just feels like trying something new <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
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In practice there will be some problems. What if one guy dies? Thats 1/4th of your coverage lost right there, and the guy may or may not be able to rejoin depending on how far away you are.
But, with it's problems, if it can be done, I'd perfer this over simply running through the level with little coordination.
i try to cover all areas anyway when moviong in pubs
This is, essientially, like being alone even when your working with team-mates, because even though they are with you, each individual is covering 360 degrees rather than his/her sector (like in that document where each person has a place to watch). They see a skulk, 4 people open fire.... who's watching the back? No one. With diciplined tactics like this, the front 3 can open fire and your secure in the knowledge that one guy is watching your back.
So more diciplined coordination is warrented- it does seem slow, and at first your going to be so worried about if your in the right position or not that it's not going to help very much- at first. Then after the clan practices with it, they can instinctively fall into place and movement is fairly swift thereafter, but most importantly, movement is now methodical and thurough. Maybe it would work better with HA, with the guy in the back doubling as a welder.
Its not easy, which is why its not widespread, but it might work. Perhaps we can get a group of people together, practice a few days in a private server, then go into a public server and see how well it works?
Same concept in the beginning of a round. If there is a long hallway and its 1 marine on 2 skulks, blast the 1st skulk and pistol-whip the 2nd.
Bah, I hate you Acrobat Reader.
It also shows how to move down hallways, both wide and narrow, how to turn corners, etc.
I suppose the other guy who said just get a fast guy with good aim is right, but ah well.
Kind of a whack argument <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The narrow corridor positions will have the rear marines wasting half their ammo in the back of the forward one and the door entry positions result in the skulk above dropping neatly into the middle of the group and wasting at least two before they get a shot off.
A good, and much simpler tactic when working as a pair is that one marine charges into the room in a straight line while the other covers him. If a skulk attacks marine two takes the skulk out. When marine 1 is in the room he takes a corner position asap and when he is secure marine two follows and takes the opposite/adjacent corner immediately.
The advantage of this simple manouvre is you can pretty much do it even if marine 1 doesn't know about it. Let the newbie run in to the room and you hang back and cover, when he is in and over 50% through the room, you follow, keeping you ears open and checking behind you just often enough. By leaving a gap as Mr Newbie enters the room you keep him from getting in your way should you have to shoot and you use him as bait to draw out the aliens making it much more likely that one of you will reach their target. He also clears the webs for you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
How about a compromise: 3 marines. 1 rush in, one watches, and the third looks to the rear down the hallway just in case.
This way, if one still does get taken out anyway, you still have 2 marines that can actually do something, rather than 1 marine all alone fighting for survival much less doing something useful. Plus, when moving through a hallway, you've got 2 guns forward and one back. And when approaching a T section, you can cover each direction
does it seem sound?
As you can tell from my tactic I normally play on pubs <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
but 1 marine on his own can do a lot of damage to alien strats...
we move not proper stylee because it wont work.. good example is they dont get you to check the ceiling in MOUT...
you need to check every crevace and corner for skulks...
but what me and my tema mate do is cos well the communication is great cos we are next to each other... one watches the crooks and cranny's while the other one keeps focus on the main path and lower areas... it works remarkably well... also... as we are spray and prayers we never fire at the same time... it may seem whack not to focus fire... but .. when i run out of 50 rounds which is pretty fast and have to go to my pistol... it is nice to know that THEN my team mate isnt on his pistol and has a full clip...
obviously when up agaisnt fades/lerks/onos the rules all change, we use cover fire and push it back.. do not let it gain ground!
10 round bursts.. which means 10 x 10 round bursts till LMG's are out.. all in all that is enough firepower to scare off larger animals normally...
best was when i got 6 p.c's rigged on my ADSL and we all went online all as TSA and we actually b0ned all!.. there is nothing better then a lan game....