Pop quiz guys, in a match game how would you plan on crossing a laddered-wall with flat surface above, examples (cause i cant explain this well) chemtransport to acidicpocessing on ns_tanith and messhall to cargo on ns_nancy.
Are we to assume that the top part is being defended by the enemy? With as much support as possible, if it's necessary at this moment. I.e. plenty of meds, multiple marines, and good aim. Duck to move up it silently and spread out at the top.
If you're more worried about holding the bottom part, which in both examples you gave might be a better idea depending on circumstances (both chem and mess are nice places to hold and not that difficult each), you could try to lure skulks out by baiting a marine onto the ladder and having him jump off and get out of the way of incoming bullets.
And if you decide it's a bad idea to go up, don't hesitate to go around. Again both examples you mentioned have good alternate routes (aux.gen to maint tunnels to aux comm to cargo hallway on nancy -- reactor room to central access to cargo to acidic on tanith) which you shouldn't hesitate to exploit. If you find they're able to hold both routes against you then you probably have some issues which good tactics and teamwork won't fix.
This probably sounds overgeneral and obvious though.
edit: i actually managed to post before lito theadj or swiftidiot ripped the thoughts from my head leaving me with nothing to do. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
1 or 2 marines on the floor to kill off any straglers that get smart to jump down, crawl up, and kill them from behind. The others should be on the ladder(s) and as close to eachother as possible (like, the marine under you should have his head literally stuck between your legs.) Coordinate the climb. Scan the room and give your marines a general idea of where they are so they know where to aim once they break. Once the first wave breaks through the second wave must immediately come up or risk having the first wave slaughtered without back-up. After the break, the bottom 1 or 2 marines should start coming up a few seconds later if no flanking skulk is found, or immediately after a flanking skulk is killed. Keep watching your feet.
If grenades are researched they should go up first to discourage any skulks to sit on the edge of the opening. Have 2 marines on the ground with primed grenades with marines on the ladders. Have both waves break as soon as the grenades hit the ground. Its crucial that the first wave clears the ladder BEFORE the grenade explodes.
If you have the res, the same can be accomplished by pumping 2 or 3 grenades up there. Go after the first grenade is fired; The sound of a GL will scatter anything but an onos (in which case, fire off the whole clip). The point of throwing grenades up is not so much to kill anything up there (thats more of a bonus), but to force the aliens up there to clear out or risk taking damage or even die.
The ladder is very deadly and will get you killed, so the main point of my 'way' is to break the ladder as quickly as possible, hence the bunched up marines.
Lots of meds are manditory; catalysts are a treat and nice to have.
This post is purely theoretical. I've never seen these practices put into play, nor am I a clanner or high-level player. I'm your above average pubber who is limited by his lack of processing power on his computer. To me, the above post looks good on paper, but don't hold it to me if your marines get totally slaughtered.
Especially on long ladders like cargo, you can start off by baiting a bit (walking up and jumping down) until the Aliens become careful (which doesn't take long in a match), before you do what people here have said - cram together and push upwards instantly.
easy question... GL spam the top of the ladder with 1 gl and a sg/lmg upgrade defender. Quickly rush the marines (Sg/Hmg/lvl2wps LMG) up ladder and mine the edges...
Ladders are total killzones, I only learned this recently on Hera and I've been putting it to good use since.
As rines, I'd have to echo earlier comments and go with lots of medspam. You can either sneak up it, or send the whole team in on a rush. Crouchclimb everyone halfway up, then once 2 rines have crouchclimbed to the top, send everyone else *running* up the ladder to reinforce. If you don't have a numerical superiority, expect heavy deaths from skulks who ignore the two guys at the top in order to bite the rest of the people on their way.
Another possibility is sneaking marines AROUND said ladder.. if you're lucky the aliens will be camped in one spot and you can ninja into a hive and drop a PG with the intent of a beacon-phase rush.
Third is avoidance. If you can't pass it, go around as a team. If you're stuck trying to get up a ladder when another route exists then you're only tempting the aliens into putting their real muscle elsewhere, while 1 or 2 skulks camp the ladder for rambos/fools.
Generally I prefer grenade launchers when dealing with ladders, and if the team gets to the top then try to consolidate to prevent the aliens choking you again at the same spot.
hmm that's a toughie <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> teh aliens that is all
Comments
If you're more worried about holding the bottom part, which in both examples you gave might be a better idea depending on circumstances (both chem and mess are nice places to hold and not that difficult each), you could try to lure skulks out by baiting a marine onto the ladder and having him jump off and get out of the way of incoming bullets.
And if you decide it's a bad idea to go up, don't hesitate to go around. Again both examples you mentioned have good alternate routes (aux.gen to maint tunnels to aux comm to cargo hallway on nancy -- reactor room to central access to cargo to acidic on tanith) which you shouldn't hesitate to exploit. If you find they're able to hold both routes against you then you probably have some issues which good tactics and teamwork won't fix.
This probably sounds overgeneral and obvious though.
edit: i actually managed to post before lito theadj or swiftidiot ripped the thoughts from my head leaving me with nothing to do. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
If grenades are researched they should go up first to discourage any skulks to sit on the edge of the opening. Have 2 marines on the ground with primed grenades with marines on the ladders. Have both waves break as soon as the grenades hit the ground. Its crucial that the first wave clears the ladder BEFORE the grenade explodes.
If you have the res, the same can be accomplished by pumping 2 or 3 grenades up there. Go after the first grenade is fired; The sound of a GL will scatter anything but an onos (in which case, fire off the whole clip). The point of throwing grenades up is not so much to kill anything up there (thats more of a bonus), but to force the aliens up there to clear out or risk taking damage or even die.
The ladder is very deadly and will get you killed, so the main point of my 'way' is to break the ladder as quickly as possible, hence the bunched up marines.
Lots of meds are manditory; catalysts are a treat and nice to have.
This post is purely theoretical. I've never seen these practices put into play, nor am I a clanner or high-level player. I'm your above average pubber who is limited by his lack of processing power on his computer. To me, the above post looks good on paper, but don't hold it to me if your marines get totally slaughtered.
As rines, I'd have to echo earlier comments and go with lots of medspam. You can either sneak up it, or send the whole team in on a rush. Crouchclimb everyone halfway up, then once 2 rines have crouchclimbed to the top, send everyone else *running* up the ladder to reinforce. If you don't have a numerical superiority, expect heavy deaths from skulks who ignore the two guys at the top in order to bite the rest of the people on their way.
Another possibility is sneaking marines AROUND said ladder.. if you're lucky the aliens will be camped in one spot and you can ninja into a hive and drop a PG with the intent of a beacon-phase rush.
Third is avoidance. If you can't pass it, go around as a team. If you're stuck trying to get up a ladder when another route exists then you're only tempting the aliens into putting their real muscle elsewhere, while 1 or 2 skulks camp the ladder for rambos/fools.
Generally I prefer grenade launchers when dealing with ladders, and if the team gets to the top then try to consolidate to prevent the aliens choking you again at the same spot.
aliens just camp ladders and have a skulk run through vents to kill rts
gg
ps. i hate ns_nancy
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> teh aliens
that is all