Reloading
elmo
Join Date: 2003-07-25 Member: 18415Members
I just wanted to know wat evryone does when they run out of ammo. I find that if theres a good skulk on my heels and ive wasted a clip, the skullk just jumpbites me. Recently ive treid to combat this by switching to the pistol to jump the reload time but that runs out 5 times as fast and the knife being the next option doesnt help me.
On a side note, when defending the base is it better to use a pistol or an lmg?
On a side note, when defending the base is it better to use a pistol or an lmg?
Comments
When defending a base, the distance the enemy is attacking from has to be taken in to consideration. For example on the Eclipse Map, if a skulk decides to attack the marine start; they have to run down a long hallway to reach where I hope most commanders place their buildings. At such a distance, the pistol is the best choice; however, if the skulks are able to attack the marine start without having to enclose a large distance, than the light machine gun is the best choice. Generally, for long distance defending use the pistol, and for short distance defending use the light machine gun.
Or if I'm close to the base, I run away back to it, cause normally there's someone there, guarding it.
Anyways, I almost always switch to my next weapon if i run out in the middle of close combat (ranged combat with lerks and fades, is situation dependant, if it's a lerk I tend to try and blow all 10 pistol bullets into him and reload for another rather than use the lmg, fades are just a mix of all) heh even a knife and timed ducking and jumping can work well... though you may want to try and turn and run like a girl in a department store sale for a reload of either gun if you're down to your knife, if you're running forward and dodging enough you may avoid the bite long enough to reload, and spin on him... but frankly i get more knife kills than i get that happening, and I dun get many knife kills <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I do the same thing if im against a fade if im in kamikaze mode otherwise i sidestep the bugger till i can reload lmg.
The knife is fun, the idea of the game is to have fun so why not use it. U dont have to be stupid with using it all the time, but a nice knife every now and then usually gets em pretty peed off with u.
- RD
2. When he charges only take shots you know you can hit him (don't be widly spraying.. waste ammo)
3. If he is still alive don't bother to reload and break out the pistol
4. try to shoot his **** down
5. Knifeage (should get him in 1-2 hits anyways)
If there are skulks left I do one of two things, If there not too good and cant keep up with my jumping and strafing I reload. If they are skilled and I know I am dead I knife and go for a luck kill. (you luagh at it but i got 2 fade kills like that the other night <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I use the same tactics with the shoty. Only difference beiging you almost never run outa ammo with shoty. (if you find your self not being able to killanything short of an onos with 10 shoty rounds please, do your team a favor and dont pick up shoties)
With Gernade launcher I cruse with my pistol out, for some reason I find it impossible for me to hit things dead on with GL (that or a vollenteer to be the squad welding biotch and the run like a little girl if i get attacked)
With HMG its kinda a "duh" thing. With 150 rounds and magnum damage hellther is really no reason to USE anything else. My only sugestion is to reload smartly. The "beast" takes quite awhile to reload. If im with friends I all insist that we stager our reloading and call it out when we do.
That said, lmg or pistol is really dependent on the location... Long hallways are dominated by the pistol, whereas close quarters frag fests are better served with an lmg on the side (though shotties make everything sweeter!)
Seriously, twisting to do that while dodging them would be very hard. Far easier to jump over a land lubber skulk and knife them as you pass by, or crouch under a jumper... Sadly, you can only trick them so many times before they second guess you, but you do get a few slashes in, especially if you know their style.
That said, knife fighting lerks is where the fun's at (in 1.04, anyways... I doubt lerks will stay in knife range in 2.0).
Aye...bloomin' parasites.
Them aliens, they just don't play fair.
If at close range, fire all LMG rounds, then pistol, then knife.
If at far range, first pistol, taking your time with accurate shots while the skulk closes distance, then whip out the lmg and if the skulk is still alive pull out the knife.
I see lots of people reload one of their weapons if a clip from both doesn't kill the skulk. I personally have found this to be ineffective and 9 times out of 10 the marine gets killed before he finishes the reload. This is why I always go for the knife. Typically, if all my ammo is gone, the skulk is at least severely wounded. The knife has a higher ROF than skulk teeth and many claim it even has a longer range. In those aspects it is superior to the skulk bite.
I have found that I win at least one third of the knife fights I get in with a wounded skulk. I prefer those odds to the 10% chance i get enough time to reload my LMG.
Reload if you have backup. If not, up to you, depending on your perceived chances of doding (obstacles like marine structures help).