How To Not Die As Often As A Rine V0.5
Jimmeh
Join Date: 2003-08-24 Member: 20173Members, Constellation
OK, this is my first guide (ever) for a game, and i hope it goes to plan and makes sense.
<b>Basics</b>
When in a fight, staying still is <i>not</i> normally a good idea. So i will first cover:
<u>Movement</u>
When fighting a skulk or any other alien thats in close combat, do NOT stand still, crouch or run away.
Bunny hop and circle strafe the alien while shooting.
If you run out of ammo for your main weapon, bring out your pistol for skulk/gorge/lerk or reload for fade/onos.
Again, keep bunny hopping and circle strafing.
If you are a long corridor and you are covering something, like a Phase Gate whilst waiting for reinforcments, crouch in the corner/s opposite the way the aliens are most likley to come from. Stay there at all times and shoot/reload (try not to switch to pistol unless necessary) until the alien is within about 3 metres (judge the distance) of you. Then move out the way and bunny hop behind the alien and shoot at it.
When not in combat. <b>always</b> stick with your team. You have more fire power (team mates), you can heal each others if you have welders and your comm is more likley to med/ammo spam if there are more than one of you FACT.
With movement covered, lets move on to :
<i>Team Work</i>
Okay, this section will be hard to explain but i'll try to explain.
As stated before, ALWAYS stay with your team.
If you are in a group of 2 or more, always cover who ever is building. If possible find a corner facing the building but at a slight angle so you are looking at the direction the aliens will be coming from.
<img src='http://www.autominer.org/delta/jimmeh/guide1.jpg' border='0' alt='user posted image'>
In this example, the best location would be to crouch/camp in the marked location. You can cover 2 exits easily before an alien can reach your squad mate and kill him.
Always try to find cover for yourself. A wall to lean against, a box to hide behind etc.
Make sure where you are you can cover your squad mates easily and the building whilst not being that much of a target yourself.
When with a squad, always try to cover the players with better weapons/armour. Try to scout ahead and report enemy buildings/players.
Keep an eye out for your team to keep them alive, and you'll stay alive longer due to more people to help you shoot the enemy.
5 guns are better than 1.
<i>Weapon Guides</i>
<b>Knife</b> - The most basic weapon in the game. Every marine has it. Since not a long range weapon it is not recommended to use all the time. However, it does do alot of damage (30dmg per sec in v2) and has a high rate of fire. However, it is no match for alien close combat attacks and should be used as a <i>last resort</i>
<b>Pistol</b> - Every marine starts with one of these. Accurate and fairly powerful. If you can fire fast enough it can do alot of damage, however this should only be used if reloading or out of ammo.
<b>LMG</b> - One of the most underrated guns in the game. High rate of fire and can do a fair amount of damage. Good accuracy for long ranges and a fairly high clip. Try to crouch in a corner early on in the game during fights, then start moving around more when they have lerks/fades/oni.
<b>Shotgun</b> - My personal favourite. Can kill a skulk in one shot. Does huge amount of damage but is not good at long ranges due to spreading of pellets. Try to move around alot when fighting with one of these, and make sure your aim is accurate otherwise its a waste.
<b>Heavy Machine Gun</b> - Most peoples fav. gun. Big clip, fast rate of fire and good damage. Only problem is its fairly innacurate, so try to get close and personal. Good for killing larger enemies. Try to take cover when reloading because it does take a while.
<b>Grenade Launcher</b> - Small clip, high (ish) rate of fire and good accuracy. However it does have a long reload time and isnt that good for hitting skulks/lerks with. Try to only use against buildings unless you have to use it against enemies (for support or your only one there)
<b>Hope the guide helps and i'll include demo's in a later version</b>
<b>Basics</b>
When in a fight, staying still is <i>not</i> normally a good idea. So i will first cover:
<u>Movement</u>
When fighting a skulk or any other alien thats in close combat, do NOT stand still, crouch or run away.
Bunny hop and circle strafe the alien while shooting.
If you run out of ammo for your main weapon, bring out your pistol for skulk/gorge/lerk or reload for fade/onos.
Again, keep bunny hopping and circle strafing.
If you are a long corridor and you are covering something, like a Phase Gate whilst waiting for reinforcments, crouch in the corner/s opposite the way the aliens are most likley to come from. Stay there at all times and shoot/reload (try not to switch to pistol unless necessary) until the alien is within about 3 metres (judge the distance) of you. Then move out the way and bunny hop behind the alien and shoot at it.
When not in combat. <b>always</b> stick with your team. You have more fire power (team mates), you can heal each others if you have welders and your comm is more likley to med/ammo spam if there are more than one of you FACT.
With movement covered, lets move on to :
<i>Team Work</i>
Okay, this section will be hard to explain but i'll try to explain.
As stated before, ALWAYS stay with your team.
If you are in a group of 2 or more, always cover who ever is building. If possible find a corner facing the building but at a slight angle so you are looking at the direction the aliens will be coming from.
<img src='http://www.autominer.org/delta/jimmeh/guide1.jpg' border='0' alt='user posted image'>
In this example, the best location would be to crouch/camp in the marked location. You can cover 2 exits easily before an alien can reach your squad mate and kill him.
Always try to find cover for yourself. A wall to lean against, a box to hide behind etc.
Make sure where you are you can cover your squad mates easily and the building whilst not being that much of a target yourself.
When with a squad, always try to cover the players with better weapons/armour. Try to scout ahead and report enemy buildings/players.
Keep an eye out for your team to keep them alive, and you'll stay alive longer due to more people to help you shoot the enemy.
5 guns are better than 1.
<i>Weapon Guides</i>
<b>Knife</b> - The most basic weapon in the game. Every marine has it. Since not a long range weapon it is not recommended to use all the time. However, it does do alot of damage (30dmg per sec in v2) and has a high rate of fire. However, it is no match for alien close combat attacks and should be used as a <i>last resort</i>
<b>Pistol</b> - Every marine starts with one of these. Accurate and fairly powerful. If you can fire fast enough it can do alot of damage, however this should only be used if reloading or out of ammo.
<b>LMG</b> - One of the most underrated guns in the game. High rate of fire and can do a fair amount of damage. Good accuracy for long ranges and a fairly high clip. Try to crouch in a corner early on in the game during fights, then start moving around more when they have lerks/fades/oni.
<b>Shotgun</b> - My personal favourite. Can kill a skulk in one shot. Does huge amount of damage but is not good at long ranges due to spreading of pellets. Try to move around alot when fighting with one of these, and make sure your aim is accurate otherwise its a waste.
<b>Heavy Machine Gun</b> - Most peoples fav. gun. Big clip, fast rate of fire and good damage. Only problem is its fairly innacurate, so try to get close and personal. Good for killing larger enemies. Try to take cover when reloading because it does take a while.
<b>Grenade Launcher</b> - Small clip, high (ish) rate of fire and good accuracy. However it does have a long reload time and isnt that good for hitting skulks/lerks with. Try to only use against buildings unless you have to use it against enemies (for support or your only one there)
<b>Hope the guide helps and i'll include demo's in a later version</b>
Comments
check out the topic TMS(Two men Squad) english version 1.1
I also wrote some things about positioning of the first marine while the secnd one is building.
<!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.natural-selection.org/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.natural-selection.org/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.natural-selection.org/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.natural-selection.org/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
The guides have to be summary of tips about squad movement to be more flexible. Like:
- never move in center of a hallway because you will block the LoS and Bullets of your mates.
- if you have to retreat of a attacking skulk do it a way you wont block mates and their LoS
- the last one checks that no Alien come from behind.
- the first one has to enter rooms
- the one behind another rine should move so he have a free LoS forward
- use as it's german army called "tarnen, täuschen, auflockern" (camouflaging, fooling, loosening). Camouflage yourself so you get detected later or alien underestimate the count of rines there, fool your enemies, and loosen you squad so you wont get a easy target for a single skulk and better attack ranges.
and so on <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Squad movement is not a defined movement ... its a set of behavior rules.
If your in a squad, check those vents and dark corners, one might think that ur mates are doing all that but what if everyone thinks that way?
When moving or the enemy is up close, use the lmg.
Use knife to kill all structures that dont fire back.
If you have a shotgun dont waste ur ammo trying to snipe some skulk thats trying to para you.
If possible, the one with a parasite moves last and builds.
Dont fire if you cant see what ur firing, ive seen too many times that when someone fires, everyone empties their clips in a radom direction.
I always stand still, following my target while I shoot. I see way too many people miss and die because they were jumping.
If it reaches me, I deserved to die and have no need to prolong the combat by jumping while frantically slashing my knife in the air.
If you dont move you'll be dead quickly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
O and Skydancer, i still think LMG "is more snipah" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Offers no real advantage, but it does slow you down.
If you're going to argue that it brings you down to the skulk's level, you have some serious tracking issues.
If you dont move you'll be dead quickly <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
O and Skydancer, i still think LMG "is more snipah" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It is just not as used on long ranges for fear of running out of ammo. With a bfg like it, you want to be sure about your shots hitting <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->