Playing With The Marine

ProfeettaProfeetta Join Date: 2004-05-11 Member: 28602Members
edited May 2004 in Frontiersmen Strategy
<div class="IPBDescription">marine combat guide</div> Small guide of observations I have made. Should help the newbies, having a great aim but not knowing anything about ns. Might help some pros a little too. Im European so forgive the spelling.

<b>CONFIGS:</b> Use a very high sensitivity (I have myself 10 ingame, windows default, no accl). Helps remarkably in close combat (the most common way to die in ns)

<b>BASICS:</b> Allways stay as far off the skulk as possible. Allways lock target, if you shoot the everything you see ramdomly you'll die getting zero frags. Camp in stairs and when in spawncamping in cornes.
<b>MOVING:</b> Crouch when coming to obivious camp place, and if you are sure about the place, shoot before "seeing" the actual spot.
<b>CLOSE COMBAT:</b> Strafe circle and spray. Duck jump, when the skulk hits you, if you get lucky you will fly far away from the skulk (cause of knockback). Use the enviroment by jumping to fences and jumping down from ramps.

<b>LMG:</b> Because of the high sensitivity, dont move the mouse, use only movement keys when facing far away opponents. Excellent for spawn camping.
<b>PISTOL:</b> Shoot opponents standing still, or that move only little considered to your view (e.g far away skulks). Use in close combat only when main weapon clip is empty. Use a pistol script (wait;attack style), bind +attack to keyboard or mwheel
<b>HMG</b>: Dont shoot any far away objects. Reload only when in safe place, reloading takes a way too long. Best gun with vs fades there is.
<b>SG:</b> Dont shoot any far away objects. With the current hitboxes, shoot at the back of skulks and fades moving horizonally. When reloading, allways leave a few bullets to your clip, dont reload in the middle of action, it lowers your rate of fire remarkably. With 3x updated sg you'll get easy (regen)fade kills with the help of jp.
<b>KNIFE:</b> Only use when you are sure the opponent have very low hp and only against gorges and skulks. Knifing a fade is stupid, you should allways reload a gun before knifing them.
<b>RELOADING:</b> If your opponent is enough close to you (and you got enoughtbullets left) stop the reload process changing to pistol and back to the main weapon.

<b>MISC OBSERVATIONS:</b> Skulks dont have a hitbox in face so dont shoot it. Duck when fade comes towards you, it might add extra time for you and your friends to kill the fade. When in water punch the jump so that you cant still shoot.

Happy fraggin <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->

Comments

  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    Also if your HA duck when onos is nearby
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I'd say pistol script is lame. Get skill, do it yourself.

    As for the other hints, indeed. Thats the way.

    But remember, knife does a pwning 30 dmg. if you have no time to reload its worth it always.

    who knows how much hp that kharaa has left.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    edited May 2004
    sensitivity is strictly a personal preference.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited May 2004
    <!--QuoteBegin-Profeetta+May 11 2004, 06:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Profeetta @ May 11 2004, 06:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> stuff

    Happy fraggin <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Config: Use whatever sensitivity you feel comfortable with. Learning to aim has nothing to do with the speed of your mouse movements.

    Moving: Try not to camp, you will have a higher kill:death ratio if you move around. If you hear a skulk coming around a corner, strafe away from walls to give yourself room to move.

    Close combat: Don't spray, you'll never learn how to aim if you do.

    LMG: this guy needs to lower his sensitivity so he can aim. If a skulk is really far away, pistol is dead on, LMG has too much spread, so use your pistol first.

    Pistol: Use this first, if you can, since it's best at distance, and also does twice as much damage per bullet. Don't use a pistol script because it's pointless. If a skulk is standing still you should be able to click fast enough to kill him (5 or 6 bullets depending) unless you have carpal tunnel or something, and if so, why are you playing NS.

    Personally, I think all guns are great vs fades except GL, since the fade is so mobile. You will kill fades 100x more often if you bring a buddy along that has a different type of weapon (ie, you have a shotgun, bring a lmg or an hmg).

    You should always reload instead of knifing unless you know they're close to dead. The original poster has this dead on. I can't count the number of idiots that could have gotten a kill if they had bothered to reload. Half the time I see people swinging their knife at a skulk, they stay alive for another 15 seconds.

    Misc: Skulks do have a hitbox in face since 3.0 came out. Otherwise that's a great tip about holding jump when you're in water.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Prioritize your targets. Don't just start shooting at the biggest lifeform you see. If a fade comes with skulks, the skulks are easiest to kill. If you can kill the skulks, you'll have less enemies hurting you, and you can all concentrate on the fade. Don't go for the strongest targets, go for the weakest. The exception to this is gorges and lerks, which are both weak, but also cost money. Also, kill eggs when you see them. It takes a full LMG clip, but you might not have that many bullets, so get ready to jump on top of it and knife it or pistol it the rest of the way.

    Cover your buddy.

    That's about it.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    basicly me opinion on firearms is:

    LMG > PISTOL > LMG > knife.

    I start on LMG, if I hit to less to much I go to pistol. More acurate. When up clsoe I get back to LMG to nail the clip empty. kharaa is close so no missing.
    if I get empty I pull out a knife. it does a good 30dmg if I remember ok. And whohoo.. if a skulk has more hp then that after you emptied a LMG and pistol you got a serious prob.

    hell, emptying both these is already way wrong
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Yeah, guys, if you intend on becoming an Uber-Marine, you have to know the math behind this game. From the first second of the game, skulks take: 9 LMG bullets to kill, 5 pistol bullets to kill, or 3 knife hits to kill. And that's assuming the skulk isn't already damaged.

    the LMG does 10 points of damage a shot
    Pistol 20
    Knife 30

    So basically, if you were aimbotting, you have the capacity to kill 5 skulks with 45 LMG bullets, 2 skulks after that with the 10 pistol bullets, then put 5 LMG bullets into the next skulk and finish him with 2 knife hits. Assuming you're being rushed by 8 skulks and don't have a spare second to reload the LMG.

    Always reload the LMG first. It has high hit probability even at longer ranges because the fire cone is smaller than you'd think, and at medium and closer ranges it simply puts out more shots than the pistol. Your pistol is a good weapon, but the LMG is better for just about everything.

    The pistol has the fastest draw time of all the weapons, if I'm not mistaken. It's no problem to line your crosshair up with a far off skulk, quickswitch to the pistol and instantly start banging rounds into the target. It's an awesome finishing weapon because it does double the damage of the LMG and fires pretty quick. After a few LMG bullets, you only need about 3 shots to down most skulks with the pistol, while an LMG might barely let him get away.

    When you pull out your knife, you have to instantly switch to the alien melee-combat mindset, and act like you're a fade without blink. Jump around sideways, try to jump on TOP of the skulk's back and ALWAYS KNIFE DOWNWARD. Often times it will be necesary to hit duck when knifing skulks because they're on a lower level than you. Corner the enemy if you can, just like you would as a skulk. Your knife knocks their view slightly, and you actually knife pretty quickly over time, and unlike bite, your viewpoint isn't momentarily obscured by jaws when you're knifing. Believe me on this, if you're a good skulk, you should try knifing a little more. 30 damage is enough to kill a hurting skulk. The knife is also the best weapon for taking out skulks in a huge combat zone full of turrets, other marines, and hordes of skulks. If the skulk isn't moving, you will have an easy time knifing him, and bullets may not be the best idea in these cased, because marine structures and other marines will block the bullets. If you're in a heavy armor suit and your HMG is low on ammo, you might need to use your knife paired with your welder on quickswitch until you have enough time to reload.

    The best trick to learn when using your knife is when to wave it around to make skulks alert and keep their distance JUST LONG ENOUGH to pull out the LMG with 14 bullets left in it and finish the other guy before he catches on and tries to rush at you again. If you can, pulling out your four-fifths empty LMG is the best thing to do rather than trying to knife. You can always switch back to the knife after hearing the LMG click, and the skulk is that much weaker if he's still alive. The difference between only needing one knife hit to kill a skulk and needing two is a life and death thing. I know a lot of you people will try to go for the knife just for your own amusement, and I still think you guys are dumb. I'll take my name in front of a LMG instead of in front of a knife every time because it beats my name after a pair of teeth.

    Covering your buddy is where, if you're camping, both of you watches the other doorway and trusts the other guy to do the same. Likewise, if you're covering someone moving down a hall, be sure he's checking everywhere, or you better check that spot after he passes. Covering means being one of the guys who is spinning in circles looking behind the squad every half second. Covering means that once your teammate starts shooting at an enemy, you shoot at it too, because concentrating your firepower is the fastest, easiest, best way to kill something. Covering means shooting skulks off your buddy BEFORE they kill him if possible. And you trust your teammates to do the same for you.

    If you have a welder, that's what is on quickswitch, not pistol. Every time you see someone who looks like a marine, instead of giving him a salute or a handshake, you pull out your welder and shove it at his chest, because THAT'S HOW YOU SHOW THAT YOU LOVE YOUR TEAM. This is not optional either. If you have a welder, EVERYONE YOU SEE SHOULD HAVE 100% ARMOR, PERIOD. If you don't do this, you're probably one of those head-up-their-**** idiot players who makes sure you know he doesn't care about your game. You don't have any other excuse.

    Long distance is your friend. You have guns. The aliens don't. Stop camping in places where a skulk can get to you in less time than it takes to kill it. That's bad. You know a place is a good spot to camp because there's no way that any less than three skulks can remove you. The more time you have to fire your guns before the skulk gets into bite range, the better the camping spot. The end of long hallways, the middle of huge rooms, and so forth.

    I figured I'd elaborate.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I go Pistol>lmg>kinfe

    only fire of 4 bullets, even if i <i>can</i> kill him with 6, then swith to lmg. this way i save some bullets in my handgun. nothing worse then emptying your pistol clip and half your lmg on killing 1 skulk when another one comes around the corner
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Well yeah. The pistol is way more precise. If I see an enemy at long ranges who is staying out of reach of my LMG, I'll throw pistol shots at him. But the clip only holds 10 shots, and you have to reload it. It's a backup weapon for when you know the skulk only has 40-60 health left and not much armor, because only two or three shots are needed to kill it.

    The reason I learned to stop shooting my pistol at longer ranges was because it doesn't guarantee you a kill. Unless you can actually hit the skulk all the way over there with five shots before he moves behind cover, you've thrown away your shots most likely. There's no reason the skulk has to keep coming for you. I'd much rather toss three LMG bullets out of a clip of fifty to let the skulk know I'm there and not to even think about it. There's also a longer switch time between the pistol to the LMG. The LMG takes a moment to pull out, but the pistol comes out of the holster in less time than it takes for you to start pulling the trigger. That's why it's always going to be the secondary weapon. You just can't use the pistol as a primary and expect to kill lots of stuff, or make it easier to kill stuff with your LMG because of the lag time between switching back to the LMG. That lag time is enough to get you killed if there are more than one skulk rushing at you, because it's a half second that bullets aren't hitting the enemy. This stuff really does matter. I always carry the LMG and I use it until I'm down to the last ten shots or so. I don't consider it wise to use the pistol for more than sniping or finishing enemies while they run or as a last resort before using the last ten bullets before reloading the LMG with the knife on quickswitch.
  • EvigEvig Join Date: 2004-04-29 Member: 28305Members
    <!--QuoteBegin-Profeetta+May 11 2004, 09:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Profeetta @ May 11 2004, 09:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Duck when fade comes towards you, it might add extra time for you and your friends to kill the fade. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The only time I would duck vs a fade is if I knew I had 4-6 mates behind me. Ducking doesn't work well 1on1 because it takes away marine mobility entirely.

    I laugh everytime a marine tries that trick on me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html//emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif' /><!--endemo-->

    otherwise those are good pointers.

    -Evig
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited May 2004
    I've never noticed anyone trying to duck away from me as a Fade. Probably because it was fairly ineffective - the only thing that works annoyingly well is sidestepping and jumping. Most Fades get used to countering pretty much anything that doesn't involve a) being outright out of their range or b) not getting hit for obscure reasons, like the non-detection of blows that should have connected.

    Also, to Swift_Idiot, the drawtime on all marine weapons is 0.5 seconds. The animations might not be fitted for that timeframe, but I'm fairly certain you can fire. :/

    And yeah the knife rocks, but I'm clueless on how to use it correctly. GG low fps in big fights.
  • ChezChez Join Date: 2004-01-05 Member: 25074Members, Constellation
    Very nice except the fact of the ‘spraying part’ it helps a lot more if you aim on the skulk instead of pulling a “Counter-Strike”.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    swift idiot, you can easily get across the lag between weapon switches if you use hud_fastswitch 1
    I'm pretty sure its auto turned off...
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    I don't care what anyone says.. This is a team game.. You don't see marines shooting other marines, or skulks biting there own hives (accept as FF jokes <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
    Good team work and strat will always out weigh these tips..

    Your mouse sensitivity, is also inacurate.. The sensitivity settings are different for each computer, mouse drivers, mouse, windows sensitivity settings.. etc. So unless you wana post all that to help people accuratly understand your sensitivity settings.. dont bother.

    I don't want to sound.. angery. It's just how it came out. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    I get great results with burst firing techniques. I see so many marines just standing there who empty a clip at a skulk who's munching on one or two of their buddies. Guess what most of those bullets do? Yea, they hit your friends and not the skulk. Rather than move to a better position, they're stuck reloading if / when that skulk turns on him. I don't have great aim (maybe it's my lag? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->) and I'm really b0ned if something gets up close, but it's those large battles with multiple marines where anyone can truly shine. Sweeping passes of LMG fire, usually 4-8 bullets per burst. Since it's kind of a horizontal sweep, there's a pretty good chance that one or two bullets per burst will hit the skulk and three seconds is really all you need once the weapon upgrades start coming (or if you have a competant buddy who is also shooting at the skulk.)

    As the original poster mentioned, DUCK JUMP. Knockback is <3 if you're a marine, especially so you can whip out your pistol and pop the confused sucker while backpeddling. So many kills from this.. so many.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Using knockback will let you kill way more skulks, and save your life against fades. Have your little finger on CTRL all the time, and when you are about to take a bite, duckjump and the skulk can accidentally toss you across the room, guaranteeing you more time to reaquire it and kill it.

    I wouldn't be surprised if all marine weapons had the same switch time, but I could swear the pistol just starts shooting faster than the others. I have Hud fastswitch on, and I always use quickswitch, so I've been basing this on observation. Whatever the case, treat your pistol like a quickdraw.

    Unlike in Counterstrike, switching all weapons makes noise. A lot of noise, actually. Pulling the LMG makes more noise than pulling the pistol, and the pistol makes more noise than the knife. If you're trying to be a sneaky ninja, don't switch your weapons back and forth very much in alien territory. Aliens will hear you and know you're around, blowing your surprise.

    The LMG kills skulks very well, but you need to be good at tracking your target. Fire your LMG when the enemy touches your crosshairs, and release the trigger if it passes out of your crosshairs. You CAN spray because there's no recoil in CS, but the LMG wastes a lot of bullets if your crosshair isn't centered all that time. You shouldn't limit yourself to only firing in bursts either, since it's not necesary with the lack of recoil. If you have the alien on target, hold the trigger. Don't shoot at air however, and take your finger off the trigger if there's nothing in the center of your screen. Aim, aim, aim.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    lmg... hmg... pistol.... BLAH! im the gl wizard...

    the trick with gl's...
    1) always use walls... if u know theres a wall of oc's and a gorge behind the corner, dont run into the firing lin just to lay 2 grens towards them, instead bounce off the wall and watch the green blood fly!
    2) the bulleye is usefull... at long range aim at the enemy using the very top or the bottom square... say if the guysd an onos at long range, make sure his legs are at the very top of the bottom of the box and let him have it!
    3) covering fire is a must... ur a grenade launcher, not an hmg... when reloading, duck behind corners and always... ALWAYS go into battle (even exploring the map) with a buddy...
    4) the comm is ur best friend... if u prove ur grenade lugging skills to the comm, he will help u get targets... ask him to scan corridors approaching hives, and if he says theres a skulk or band of oc's round corner, blow em to smitherines!
    5) how to deal with skulks at corners... if the comm has sweeped the area and says that there are a few skulks heading ur way, fire off a warning round... skulks will fall bak a bit and wait for explosion, meanwhile u are counting up to 1 second after u fired first round... skulk may try and run past nade before it explodes, but thats unlikely (plus ur covering rines will deal with him)... once u have fired 2 rounds within 1 second of eachother, during the second nades explosion fire ur remaining nades... shielded by the cover of the fire and explosive mayhem, the enemy wont c the nade fly into the same locatin and charge, not know that itll probebly blow there **** off...

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
    rine: yeh thats right u run! run like a little pussycat... bak to ur nearly dead hive for healing!!! HAHA!
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    Why would you fire in bursts? There's no recoil or inaccuracy over time.



    On the other hand, if you were trying to say "only shoot when you know it will hit" then that'd be correct, but one should get themselves to be able to continually fire and hit to be a dominant marine.

    4-8 bullets is going to kill nothing, ever, unless it's wounded. Shoot to kill.
  • ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
    "Why would you fire in bursts? There's no recoil or inaccuracy over time."

    Beacuse it makes most people actually aim. You can track a target and just spray but a certain amount of those bullets will miss simply because your not on target. So if you learn to fire only when your on target you'll find yourself firing in burst mode and won't be going click click when that skulk reaches your feet. Expect, "OMG how many bullets do you have!!!".

    My 2 cents on sensativity... high=luck low=accuracy
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Shotguned, your reasoning on sensitivity sucks. People are accustomed to different levels.

    Firing in bursts does a couple of beneficial things.

    a) Improves shotgunning skills. Drastically.

    b) Conserves ammo, most of your bullets will not hit the target, burst firing will train you to conserve ammo, this is important for taking on multiple skulks.

    c) Helps you aim. Remember, the lmg fires extremely fast, hold your trigger for a split second when you know those bullets are going to hit.
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