Insta-armory

MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
<div class="IPBDescription">the doom drop</div> Lately when comming I've been using a new tactic (at least, I've never seen it used extensively elsewhere).

The only weapons I drop at main base are the heavy weapons. When I want to shotgun rush something I send my LMG marines to just near the location, then I drop an armory. Then I drop them all shotguns. And I don't mean just put armories in locked down hives, but drop them right on the front line.

This has been incredibly successful for the following reasons.

Troops are much more motivated to go to waypoints if they know they'll get a shotgun when they get there.
You save money by not dropping ammo packs. With the armory right there you don't they have all the ammo they want.
You can drop mines and welders as well, this can be very handy depending on your tactical situation.
Much better for reacting. You never know when you might really need shotguns in a hurry. Instead of brining your troops all the way back to base to hand out equipment, just direct them to the nearest armory and you can hand out shotguns there. Or say two of your guys that you never expected much from just happened to wander into a hive, drop them an armory and shotguns and watch that hive go down.
Great for that one skilled rambo on your team, drop him and armory at a key location and he'll hold it the whole game.
If you are on a server with healing armory plugins then even better, you now have a healing outpost.
You don't have to worry about some newbie marine picking up the shotgun and wandering off in the wrong direction, only marines smart enough to get to the waypoint actually get one.
If you shotgun rush from base and get ambushed you lose all your shotguns. If you wait until your troops actaully get there you haven't lost anything if they fail.

Just tonight I commed a game on tanith. Aliens started in satcom. A few guys rush into chem transport and took out the nozzle. We built it and I dropped an armory and shotguns and mines right there. They kept the aliens pinned into their hive while my other soldiers could run around and grab RTs. And my troops were practically racing there because they knew they'd get a shotgun when they got there.

And armories are so cheap I can't really see a reason not to do this. It's cheaper than spamming ammo packs. The only real downfall is that it has to be built and if time is really critical then it may not work the best.

I love this tactic.
Any thoughts?

Comments

  • bliNkbliNk Join Date: 2003-10-04 Member: 21422Members
    Sounds ok if the marines don't get overwhelmed by skulks, i might try it.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Only problem might be if they get overwhelmed as they build the armory.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    the only problem i c about that is acctually getting there... when was the last time u went from marines start point to a hive without even hearing or looking at an alien? if u can kill the aliens alonn the way thats another bad thing, cos they will know ur coming and call for reins while they put down oc's... i dont mean to down-grade this tactic though!
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I agree that this tactic is very valid. The only real drawback I've experienced is that sometimes when the aliens chew the armory, you lose the capacity to drop weapons from your upgraded armory. Haven't had that happen in some time though, so that might have been fixed in one of the patches.

    An armory is a nice way to keep a Marine presence in the area, and at the moment, it's cheaper then 8 ammo packs, so it is a worthwile investment in many scenarios. As stated, it also gives a bigger tactical flexibility since you can drop mines, shotguns and welders around it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    One skulk could easily own half of your team while they are armory humping. Pretty risky if you ask me. Sure, you could *TRY* to get somebody to watch everyones backs, but... that armory... it's ... just so hot... so sexy... must... hump... armory. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Actually I think the Hump Reflex™ is caused by spawning, alterntively closeness to an IP. I ararely see anyone (stupidly) hump the armory when it isn't inside the base. I think the newly spawned Marines Urge to Hump wanes over a short period of time after leaving base.
  • WastedWasted Join Date: 2002-12-14 Member: 10795Members
    It's a very smart tactic, the early armory-shotgun drop. I've only had comms drop armories for endgame HA-train pushes into alien hives, since dropping ammo for GLs and HMGs are too much trouble.

    And it's one way to prevent armory humping (very funny, Stoneburg. Heh heh).
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    edited November 2003
    Yeah, marines that are smart enough to make it to the waypoint are smart enough to not load up to 50/250 right next to a hive.
    Having 1 marine build while 2-4 cover seems to get the thing built pretty safetly.
    Yes it isn't always a perfect solution but in general I've had a lot of success with it.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    BTW, I've kind of name this tactic the Doom Drop based on an old Starcraft strategy that was designed to put overwhelming pressure on one small spot that the enemy had no chance of holding out against.

    It's the same affect when you put down an armory and drop shotguns for 3-5 guys. You go from a cluster of marines to an unkillable force of destructive power.

    If you have a better name I'm open to suggestion.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    Old sc strat? im interested... what was it?
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    (1) Get some dropships / shuttles / overlords (minimum 4..)
    (2) Load them up with the meanest troops you got
    (3) Usually unload at the cluster of mining workers in the enemy base
    (4) Enjoy the fireworks.

    20 hydras, 20+ stimpacked marines, 8 zealots and a reaver....turns all those puny workers into mush faster than you can say "omg doom drop"
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    oh ok i know that strat. just didnt know the name. although 2 reavers in an undefended peon line worked WONDERS.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    While I would recommend dropping an armory over lots and lots of ammo packs (esp. if you're trying to siege), dropping weapons on the front line is not really a good idea. If you pick up a weapon in the middle of a firefight, you lose a couple of seconds of firing, and that is plenty for a skulk to remove your legs. Even if you survive the drop, having large numbers of marines humping the armory in unfriendly territory isn't going to work well. When everybody is in need of ammo, it's hard to convince someone to guard you while you load up.

    If you drop the weapons in MB instead, not everyone will hump the front-line armory, and you'll still have some marines actually shooting.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    Well idealy you drop the shotguns before the shooting happens.

    But yes, if you drop them after the shooting has already started there is a that second delay when you pick it up. But freshly dropped shotguns start with 8 rounds in the chamber, more than enough to dispatch any a skulk or 2. And if you are fighting a fade or onos nothing turns the tables faster than going from 3 lmgs vs fade to 3 shotties vs fade.

    I've seen it work both ways very well, dropping shotguns in advance of an attack and dropping shotguns in the middle of an attack.

    Of course, sometimes it fails. But most strategies aren't 100%.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    What I like to do, is to drop an IP and armory in base, get a pack of mines to cover the IP, recycle the armory rush the hive with LMG's and drop an armory in the hive, followed by shotguns. Then spawncamp for a minute to get more res, drop more shotties, have 1/2 the team shoot the hive and the other spawncamp. It seems to be really effective.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    by the way... just a point to MadcapMagician... ur avatar is wak cos alien structures do build themselfs, but very slowly... by the way does anyone know if when u heal a hive in it's building phase does it increasy the health when it's complete cos it happened to me once a long time ago...
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    <!--QuoteBegin--taboofires+Nov 16 2003, 02:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Nov 16 2003, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> While I would recommend dropping an armory over lots and lots of ammo packs (esp. if you're trying to siege), dropping weapons on the front line is not really a good idea. If you pick up a weapon in the middle of a firefight, you lose a couple of seconds of firing, and that is plenty for a skulk to remove your legs. Even if you survive the drop, having large numbers of marines humping the armory in unfriendly territory isn't going to work well. When everybody is in need of ammo, it's hard to convince someone to guard you while you load *i.e.HUMPDY HUMP THE HUMPING MACHINE!* up.

    If you drop the weapons in MB instead, not everyone will hump the front-line armory, and you'll still have some marines actually shooting. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ok firstly i am one of those ppl who will not armoury hump... i only do it when no one is looking at main base! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    anyway... the whole point of this tactic is to take da enemy by surprise and take out hive... btw going off the subject i know how to avoid scanner sweeps on the ns_seige maps... uv got to build the maximum amount of sensory chambers all around the hive room (even in the middle) and when the come scanner sweeps nothing will appear cos as one sc's effect has just been wiped by the scan, all the others do there job and cover the scan area before anything can show... iv tested this and it works well.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    dont ask me why i put an alien tactic in a marines tactic fourm... im sorry... i had to share it with everyone.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> is that so wrong dam u!? lol
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Sounds like a great tactic.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Nice, only problem will be to keep marines alive long enough for them to kill the hive...

    Armouries are being even cheaper now in 2.1, so this will be far more valid
  • JPPJPP Join Date: 2003-09-26 Member: 21221Members
    well you could use mines? what about sticking mines all over the hive? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    how much damage does a mine do? like 200? how much health does a hive have, about 5000? thats about 5 packs of mines (6 to cancel the regening) and 50 res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->? would be a cool way to kill the hvie if it worked <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • RPMayhemRPMayhem Join Date: 2003-10-28 Member: 22075Members
    There are a few maps were the hive is really close to the ground. I don't know how big the splash damage is on mines though, so it may not hit it.

    I'll have to try this out some time. The armory drop sounds like it could fit in well.

    BTW - jamespsx, MadcapMagician's sig isn't invalide. The gorge has to at least start the building, therefore the building doesn't build itself, the gorge builds it.
  • TOOLTOOL Join Date: 2003-10-07 Member: 21501Members
    I've done this before and it is a very good strategy especially when you set up a minefield right in front of the hive and just happily send your shotgun toting marines in to completely obliterate the hive.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> well i geuss... but all u really need to do is place it down and then let it grrrrroooooooooooooooow lol
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    This works really well if you can tuck the armory right against an electric nozzle. Then your troops can use it as a bunker to keep skulks away and you don't have to worry about them eating the armory.


    If there is no nozzle around drop a TF (hey, if your troops can get an armory up they can probably get a tf up too). Electrify or upgrade for siege, now your troops don't even have to go into the room to attack, just build a few sieges and ping away.
  • DJ_LIQUIDDJ_LIQUID Join Date: 2003-11-12 Member: 22671Members
    I like comms that drop the armeries by hives

    it does make me feel more confident about taking down a hive...you get all the ammo and health you need

    I hate medspam but i dont consider this spam <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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