Marine tactics class

NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
edited November 2002 in Frontiersmen Strategy
<div class="IPBDescription">Why does no one ever think of these?</div> Everyone seems to be discussing all their "advanced command strategies" and "fool-proof" alien killers, and yet no one seems to really be paying attention to those little Frontiersmen out on the battlefield.  Commanders need their troops to be as competent as possible without micromanagement, so I think it's time for the Marines to get their learn on.  I have compiled some gnifty tricks I noticed when playing NS, here they are.  Please add to this list as well, but remember - this is a list of tactics and tricks for individual marines or groups of marines, not plans of attack for the commanders.


<b><u>-==Basic Training==-</u></b>

1)Never underestimate an LMG.  It might suck for a heavy offensive, but if you need to get somewhere quickly and want to nail skulks and lerks easily, the LMG is your best friend.

2)Pistols are powerful.  Just look at the values in the manual.  The only trouble is hitting things, so don't use them unless you know you are good with them.

3)TALK.  Half-Life has voice comm for a reason, use it.

4)Burst fire.  Recoil isn't really an issue in ns, but ammo sure is.  Going full auto on the wall next to a skulk is a sure-fire way to become snack food.

5)Related to above, make sure you have full ammo at all times if possible.  This includes keeping a full clip (not always true with HMG, that's why it's so big), and loading up before you leave the base.  Just remember to use the armory.  You never know when you may have to defend an area all alone. This DOES NOT mean annoying the hell out of a commander when all you've done is expend a single clip.

6)Reload at smart times.  The LMG and HMG take a bit of time to reload (HMG especially), so don't reload if you really don't need to.  If you run out of ammo in a firefight, retreat behind your teammates and reload.

7)BE OBSERVANT.  I cannot emphasize the importance of observance too much in any team oriented game.  Anyone worth their salt in DoD will know what I mean.  If you see an alien running somewhere, and you think it didn't see you, SAY SO.  That alien is a man on a mission, and that mission needs to be stopped.  Also, wear headphones so you can hear running aliens or nearby hives and chambers before you get caught off guard by them.

<b><u>-==Advanced Unorthadox Tactics==-</u></b>

<b>=The Commander's Handyman=</b>
It sounds goofy, but a marine with an LMG and a welder (commander's give these out WAY too little) is a damn useful micromanagment tool.  Chances are, when the commander wants to build the TSA's more advanced buildings, he will do so at the main base.  And who is at the main base?  No one, if they can help it.  This leaves the commander to grab people as they exit the spawn, only frustrating them by handing them a welder instead of giving them their HMG back.

The solution?  Have one man on your team be "The Commander's Handyman."  It's goofy, but it works.  The Handyman fixes damaged towers, builds random things in mostly unoccupied areas (you never know when the aliens are going to try to expand there), and run patrol routes through the various marine outposts the commander has.  This lets the rest of the team focus on offense, with only one man on D!  I ended up trying this strategy out by accident when I didn't have voice comm (making me worthless as an offensive soldier), and I happened to find a welder lying around in our base.  After that, it all just came together; whenever the commander needed random and seemingly insignificant tasks done, I was there.  Most of these less-obvious tasks (or at least less obvious to most of my teamates, which I didn't really mind) really paid off in the long run.  The ironic thing was that I toplisted the server for a while with my 1337 LMG skillz even though I wasn't even trying to kill aliens; in fact, I avoided them much of the time.

<b>=Welders in Combat=</b>
Another not-so-obvious trick involving a welder.  Did you know that welders repair heavy armor for free?  And did you know that most players royally suck with pistols and tripmines?  The answer: the all-mighty welder-man.

By outfitting most of the marines with welders in conjuction with heavy armor, offensive manuevers can be helped a lot.  Marines can not only repair their outposts after attacks, but can also become an armed wall of death.  If you see several marines in heavy armor in front of you, start welding them.  This tactic is similar to the gorge's healing spray, and just about as effective.  Their armor repairs while they take damage, and the marine with the welder can take cover behind their massive frame.  Works best with marines with HMGs or Gren Launchers, so they can kill the source of damage before if does too much damage themselves.

<b>=Up, Up and Away!=</b>
Jet packs are darn tricky to get used to, but can be just as functional as heavy armor in specific situations, especially against melee foes.

First of all, a properly used jetpack can make you go very fast, and therefore can make you a usefull scout (I guess it could also be quite usefull for The Commander's Handyman as well, although I can't say I've tried it).  It lets you access high up places, and get a better view of rooms so skulks can't ambush you as easily.

Secondly, you can just hop out of the way of attackers.  An onos can't hit someone flying through the air, and a skulk would have trouble doing so.

However you use the jetpacks, both commanders and players should keep this in mind - a jetpack is a highly specialized tool.  It isn't for just tossing around to random people, or for equipping everyone with.  Heavy armor is much more usefull in standard assault situations.

<b>=Knife Mastah Assassin=</b>
Ah, the knife.  Such a seemingly useless weapon has never before been seen in a Sci-Fi game.  However, the knife is really the tool of an absolute and undisputed murderer on the loose in the hands of a very, very 1337 (and fairly lucky) LPB.

I discovered this in complete desperation while defending the rear aft junction in ns_bast.  Aliens were coming everywhere, mostly just lvl 1-3 for the longest time, and I had already plastered alien guts all over the walls with my LMG and Pistol.  Completly out of ammunition, I nabbed my knife and started slashing.

I was amazed.

In my circle-strafiing feat of fury, I wacked two lerkers out of mid-air flight, and stabbed two hyper, jaw-gnashing skulks in the back before I went down in a hail of spikes and skulks flying around everywhere.  That's right, <i>four</i> kharaa <i>in a row</i> with a <i>knife</i>.

Well, if you think about it, the knife does 30 damage.  It swings about twice per second.  Thats about a second and a half to kill a skulk if you are skillfull about it.  The knife has other odd uses too.  For example, I actually found myself doing more damage to a resource chamber with my knife than with my LMG.  I don't recommend knifing most buildings though, as it leaves you unprepared for the inevitable counter-attack.

<b>=Bomb Screen=</b>
This is pretty much a no-brainer.  Several marines with grenade launchers can keep a steady stream of grenades flying into key areas (this worked well in the tram tunnel in ns_bast), thus creating a screen of explosions.  This usually scares the #### out of andthing less powerfull than a fade, effectivly blocking off an area.  It should be noted that this is a temporary solution only, as a clever alien <i>will</i> figure out how to get around.  Doing this for a prolonged period of time also makes you more predictable, which is also not good.

Trip mines are a much better solution anyway.  Have a marine run into the cloud of explosions and place mines in the area beyond, then run back.  Just make sure you make the mines at least somewhat concealed, and skulk-proof them by placing them all over, close to both the ceiling and the floor.  And, of course, get your commander to put turrets there for ideal defence.
«134

Comments

  • GrailGrail Join Date: 2002-11-06 Member: 7233Members
    Good Stuff!

    *bump*

    -Grail
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    This should be standard reading material for every newbie who doesn't want to just go out and fight the OMGSCARY aliens. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    Jet packs are severly under estimated... outmanuvered two fades(with lvl 3 hive upgrades) with a shotty before I was taken down by a lucky skulk =P

    -PD
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    About that knife thing:

    I was charged by an onos, and didn't die immediately, and he ran out of charge...so I started knifing him out of fear, since it just happened to be there, my LMG was out as was my pistol cuz I'd respawned shooting at a fade...and I took him out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Even better tip though:

    Welders; they're my best friend, not only do they make short work of most buildings, but they also seem to kill aliens quick, and that includes the onos; I think they do damage to armor and health at the same time; ie. they strip armor and hurt they alien as well. This can be great if u come up behind an onos or fade while they're fighting your teamates on the other side. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • KarriNKarriN Join Date: 2002-11-03 Member: 6617Members
    <!--QuoteBegin--Narfwak+Nov 3 2002, 07:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narfwak @ Nov 3 2002, 07:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>=Knife Mastah Assassin=</b>
    Ah, the knife.  Such a seemingly useless weapon has never before been seen in a Sci-Fi game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah ah ah! Ever played Aliens vs Predator 2?

    Tho' in that game, it really *is* useless. <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • YODAThe_PreacherYODAThe_Preacher Join Date: 2002-11-06 Member: 7295Members
    As my clan's commander I must say that Narfwak couldn't be more correct. The best commander in the world will be unable to lead a team of mediocre marines against the colony. Here are a few more points:

    1) It is integral that the marines learn to stay together. All too often am I having the whole team advance on a resource point when I notice one hot-shot going after the hive all by himself. Bad Idea.

    2) Claymores are an indispensible tool for defending. Once phase gates have been set up there is no reason not to completely claymore every entrance into an area. This will make it very hard for an Onos to penetrate your base.

    3) Use the in-game commands as well as voice. While the VOICE option is the best for strategy, using the in-game commands allows the commander to home in on your position and find out exactly who needs ammo, or health, or a command.

    -The Preacher
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Excellent points all around. Preacher, good call, I notice that problem far to often when my marines start to wander off all alone, or three wander off and two die and the last one stands his ground. This is fine but if he's about to be over run I have to tell Marines over and over to fall back.

    The one thing to always remember is if you want your commander to do something, build a collector, get ammo, etc. You need to tell your commander what...and where. The vast majority of commanders have played almost all the maps and know all the locations without have to surf though every single marine. All we need is the what and where and you'll get it, but if I am trying to load up the base with weapons and armor and build another base and watch over two groups of Marines and I hear...Commander i need ammo. That doesn't tell me much except that one of my marines is about to die and I don't know where.

    Second. Voice Comms. Please Please Please learn to keep the net clear. If you need something say what and where and fast. Everyone on the team is trying to talk to each other in fire fights and groups and the commander is trying to hear everything at once so he knows where he is needed. A 5 minute dialog about the collector your waiting by will not help.
  • HavoKHavoK Join Date: 2002-11-01 Member: 3698Members
    edited November 2002
    Commander's Handyman is a fun job. I do this often, and I know the commanders appreciate it.

    Couple more things.

    <b>Welders In Combat:</b>

    Never underestimate the damage a welder puts out. In fact, I would use it over the knife. If a lerk casts umbra and comes to bite you, you can pretty much insta-gib him with the welder. Works on skulks too, especially in vents. I've had a skulk leap at me while I had my welder out, and he ended up splattered on the wall behind me.

    <b>Ammo and Health:</b>

    If you need ammo or health, don't keep spamming on the voice comm. Use the built-in voice menu and the commander will be able to JUMP right to you.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Yes, I forgot to mention the importance of the radio commands. Other uses:

    If you need the commander's attention, and you've asked him for it, and he can't find you, just use ANY command a bunch of times. When playing commander, I've had marines need turrets or RP sites set up when my attention was at an offensive on the other side of the map. Both areas were equally important, but it was tricky to manage both at the same time. Solution? I had my marines use the "I need orders" radio comm when they needed structures. The command is mostly pointless anyway (just go where you were before, or where your waypoint is; chances are, using that command in the main base more than once a mapcycle is gonna REALLY **obscenity** off your commander), so it's a good choice.

    Also, you might want to do it several times in rapid succession, but not prolonged succession. This ensures that even if a "turret firing" or other brief pops up for the commander, he can still make it to you position. Doing this for a sustained long period of time is just going to make the commander want to drop that turret factory you need on top of you.
  • Tucker_GerakTucker_Gerak Join Date: 2002-11-06 Member: 7396Members
    edited November 2002
    Good job dude... Let me add a few things..

    <b>=Welders in Combat=</b>
    You forgot to add you can set enimies on fire...It just happened to me when a newbie marine tried to weld me to death.

    He died. :>

    <b>=Up, Up and Away!= </b>
    Jetpacks are better than Heavy Armor...and cheaper (last time I checked...)

    But it does seem you get bit once too often when your lifting up, up and away...I don't get it; I just do...and I'm one of the best Jetpackers around...

    <b>=Up, Up and Away!=</b>
    As good as this is....It's more luck. But so is gnashing as an Alien.

    <b>=Bomb Screen=</b>
    Newbies do this usually anyway....

    Alsom, Tripmines are useless. <i>Usually</i>. Most aliens don't realize with the Gorge, Lurk, and Fade, that you can shoot the mine. That's why it's nice to have one with an Onos (Like the trip mine does any damage anyway if he has Regen...) to take those out.

    Great Post. I'd love to play you sometime. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Well, I disagree about the tripmines, especially early in the game. M. Evil himself said they were one of the best things to get early on.

    And while some players may like/be good with jetpacks, the VAST majority of players just can't use them correctly.

    And if anyone wants to play with me, go to spidergaming:27016
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Lerks can't shoot mines, and I'm fairly sure Gorges can't either.
  • Tucker_GerakTucker_Gerak Join Date: 2002-11-06 Member: 7396Members
    <!--QuoteBegin--Inexorable+Nov 7 2002, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Inexorable @ Nov 7 2002, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Lerks can't shoot mines, and I'm fairly sure Gorges can't either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well I wasn't truly sure; I was makign an assumption there...
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Heh, I assumed Lerks could at first too. I was in a vent on ns_nancy, and some shmuck had literally put about 25 mines on the walls in Subspace Hive. See him jumping around in a litteral barrel of TNT, I figured "Hey, I'll evolve to a Lerk, and then shoot a mine. Instant Fried Marine, just like mom used to make."

    So I fire at the mines to no effect. No sooner am I thinking "Why the **** aren't my spikes setting off the mines?" then the marine lobbed a grenade 40 feet into the air and hit me square in the head.
  • Shifty_EyesShifty_Eyes Join Date: 2002-10-31 Member: 1784Members
    One thing I'd recommend:
    if you have an HMG (which takes a long time to reload), instead of reloading, use an ammo structure. It will refill the clip you have loaded first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Nice work, Narf. Well-written too.
  • justusjustus Join Date: 2002-11-02 Member: 4632Members
    When you hit onos or any other alien with knife their screen start to...shaking could you say?going side to side anyways.Well that is one point too why knife is pretty good because marine wich runs around you in circle and stabs you when you are onos are pretty bad one since hard to lose it with onos and hard to hit it when you are shaking like **obscenity**... :/
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    Ah yes, good point, if you have the chance use an armory for relaoding the HMG. I don't know if it's a bug or there for a reason but...it's a live saver at times.
  • FabricatedFabricated Join Date: 2002-11-02 Member: 4452Members
    edited November 2002
    With a jetpack or your 3l33t CS Crouch-Jumping sK1lLz, you can also find really annoying places to camp if you're clever. Hiding up on the cealing or pipes isn't just for skulks anymore.

    You'd be amazed how many Kharaa you can waste just by standing on an overhang over a door and shooting everything that comes into the room. It's really funny watching an Onos try to jump-gore you too. If you can find a nice hidey hole in the corner of a room you'll also be amazed how many skulks don't pay attention to the cealing they're walking on, since they'll be watching the floor for marines to pounce on.

    Naturally, this doesn't work if you've been hit with parasite, but you know...

    <edit>
    Oh yes, forgot to mention, the alien defense turrets are <i>retarded</i> when it comes to aiming and spotting people. if you come across a lone grouping of turrets, try 'testing' their firing range by slowly creeping around a corner or structure. Usually there's a nice big blind spot if you inch out from a corner far enough to shoot them. I've wasted groups of 2-4 turrets all by my lonesome with an LMG/HMG without getting hit once. Oh yeah, if you're on an incline going up (e.g. turrets are at the top of a ramp you're climbing), they tend to fire over your head. Alien turrets are just strange. Sometimes they pulverize you, other times you can stand in front of a big clump of them and watch them fire shots all around you while you mow them down.
    </edit> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • ZatraisZatrais Join Date: 2002-11-02 Member: 4431Members
    Another tip you should add under the welder....

    the welder takes down buildings FAST, really fast.... hell almost beats a lvl 3 upgraded HMG shooting at point blank
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    I killed at least two fades three skulks and an innumerable number of buildings tonight ...

    ... with a welder.
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    Welder :

    - doesn't needs to reload
    - doesn't runs out of ammo
    - repairs one's teammates' Light/Heavy Armor
    - repairs the Frontiersmen structures
    - kills Skulks (if one is wearing Heavy Armor)
    - kills Kharaa Organic Strutures very fast



    I don't see any reason why the Commander shouldn't be handing out

    Welder + Heavy Armor

    together and standard issue equipment
    (when the Frontiersmen are doing fine and have have a reasonable reserve of resource points)

    And why the Marines shouldn't be spamming welding whenever they see fit.
  • MaddokMaddok Seattle, WA Join Date: 2002-11-10 Member: 8049Members, Reinforced - Shadow, WC 2013 - Supporter
    Ok, working with this model below, here is how I do handyman. and I did the handyman before I even came across this. I'm damn good at it.

    1)Equipment
    A)Equip a marine with a Jetpack, Welder, Shotgun
    B)A good/Vigalent Commander

    2)Missions
    A)Use jetpack to get in vents and seal with torch. mission vital vent areas that cant be welded can usually have a turret factory built directly in the vent (including siege cannon <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ) <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
    B)the shotgun is a powerful weapon combined with a Jetpack. I am actaully better at Jatpacking than walking tho <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Zoom in on the jetpack and fire point blank. This is one of the best tactics against fades. on the otherhand, I knifed 5 offensive structures alonewith this equipment. dont ask me how.
    C)Repair, Scout Repair, Kill, Repair. The handyman has to be a KNOWLEDGEABLE player that can follow orders and at the very best knows the maps by heart.

    Just as a side note, you guys said you knifed an onos.... I knifed three onos in a row!! that was sooooo sweet.... except for that fade..... errr n e ways.
  • DecimatorDecimator Join Date: 2002-11-10 Member: 8057Members
    Well, i do know that the gorge can destroy tripmines, I've done it myself with no one else around. (unless it's a bug)
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    Its incredable how many marines/commanders completely ignore the fact you can cap some vents. They would rather waste valuable resources putting turrets underneath the vents (turrets than cant hit anything in the vent for **** anyway) than send someone out to cap them. I usually take the initiative and run around early in the game welding everything in sight but that means I have to do it alone *gulp*.
  • SpectraSpectra Join Date: 2002-11-10 Member: 8088Members
    Mines rule! Especially in places like vents. But you have to use them wisely. Put them in places with low ceilings and place a mine at crouch level, eye level, and jump an place one. Works damn good for temorarily sealin a hall or phase gate.
  • BNeRBNeR Join Date: 2002-11-10 Member: 8132Members
    I have to agree with Decimator. As a gorge, I'm able to deactivate trip mines by spitting through the lazer...that normally takes em out. Believe me, my teammates were surprised too after I had done it. It was on a version 1.01 server...so...
  • Ender1Ender1 Join Date: 2002-11-10 Member: 7973Members
    Well said, Narf. I also have some tips.

    1) Here's a common scenerio. You're being rushed by skulks and fades and the works at your main base and you have only one infantry portal left. Practically every marine is dead and skulks are eating away your portal.

    GET OUT OF THE COMMAND CENTER AND SHOOT THAT STUPID SKULK!!

    I've seen some commanders sit their little butts at the command center while skulks ate up the portals and ate up the marines that spawned also. There are times where you will have to get the hell out of that chair, and help out your marines. At least attempting this may help you win the game and earn some respect from your marines. Good commanders don't sit idley while their base blows to bits.

    2) As many of you guys have mentioned, ignore the lone "rambo" marines. If they scream at you for health and you're busy with helping a team of marines, IGNORE the loner.

    *cough* sorry. I'm just a little annoying after playing some NS... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    Just some of my suggestions

    1) All marines should command at least once. As this will increase your understnading of the game greatly, you will know that you why you cannot get HMGs whenever you want. Why the commander might not be giving you health and ammo. And etc. Even just startign a lan game by yourself and moving around as a comamdner over the map will help your understanding, you'll realzie why they don't always instantly respond to your location and etc.

    2) If you want something from a commander, such as a grenade launcher, also say why. I'm sure there more willing to give you one to take out the chambers in a room he is telling you to take, rather then thinking you'll jsut run off by yourself somewhere and lose it right away.

    3) If your commander tell your marines your overall strategy, so you won't get people thinking why you didnt take that node right next to them and etc. Perhaps you were saving up to fortify an empty hive you took elsewhere.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    edited November 2002
    Well, lots of people have added lots of very usefull information about the incredible destructive power of the welder, and I would have to agree with all of you. The welder is a very potent weapon, and is very good at destroying Kharaa structures. I should have included this in the "Welders in Combat" section, but as this guide was written the weekend of release, I didn't have enough experience to include it yet, and not enough data of its actual usefullness as a weapon (read: I hadn't tried it yet).

    <b>Here is another note about the welder:</b>
    Many marines **obscenity** about how the armor upgrade system doesn't work properly for the marines, that they aren't getting the upgrades their commander is researching, blah blah blah. I used to do this too. However, this is not the case - your armor is getting upgraded. The issue is that you ALWAYS spawn with 50 armor. However, by using a welder, light (i.e., not Heavy Armor) armor can be brought to its maximum levels by way of being repaired by a welder. This may seem like a pain in the arse for some, but this helps incourage teamwork and forces squads to work together (or, in the case of n00bs, to scream every five seconds like small prepubescent children for heavy armor).

    Be a good Frontiersman and weld a friend in need.
Sign In or Register to comment.