Mines....
Da_Sarge
Old School Suck Join Date: 2002-10-15 Member: 1502Members
<div class="IPBDescription">Bout time someone learned ya</div> Alrighty, I have seen this happen over and over again. Marines SPAMING THE LIVNG HELL OUTA THEIR SPAWN with trip mines. Belive me....all those mines wouldn't do diddly against a fade. You wanna take enemies down with mines? Use their land mine function. They do much more massive damage than their trip mine brothers. I think there are even people out there who don't know that those mines double as land mines.
Well, here's a tip on placing them:
Always make sure that there are enough mines so that if the alien jumps, he will still land on the mines.
Smart skulks and lerks will try to avoid them if seen, by wall walking/flying. So most of the time, you won't get many frags from these guys, so maybe trip mines will have to do.
Always stick them in high activity spots. Don't stick them in a dark corner thinking "Oh gosh...they'll never know what hit em" If an alien trips on a mine in a corner somewhere, he deserves to be dead.
Place land mines around your turret factory/CC etc. Great ways to fend off attackers if all other defenses fail. I dunno about the FF aspect of it though...it might damage structures, but it should be fixed in 1.02 I guess.
Well, I hope this has helped you, now you marines, yet another weapon at your disposal to spam!!! ENJOY!
Well, here's a tip on placing them:
Always make sure that there are enough mines so that if the alien jumps, he will still land on the mines.
Smart skulks and lerks will try to avoid them if seen, by wall walking/flying. So most of the time, you won't get many frags from these guys, so maybe trip mines will have to do.
Always stick them in high activity spots. Don't stick them in a dark corner thinking "Oh gosh...they'll never know what hit em" If an alien trips on a mine in a corner somewhere, he deserves to be dead.
Place land mines around your turret factory/CC etc. Great ways to fend off attackers if all other defenses fail. I dunno about the FF aspect of it though...it might damage structures, but it should be fixed in 1.02 I guess.
Well, I hope this has helped you, now you marines, yet another weapon at your disposal to spam!!! ENJOY!
Comments
how do you use them as landmines ?
Several good ways of using them :
In high-visibility areas, so aliens can see that an entire corridor is booby-trapped with lasers.
Low down on the ground at corners in high traffic areas, to catch skulks who come sprinting round the corner.
In vents which open into your base, to act as early warning and at least slow down an invasion by that route.
Landmines in poorly lit areas.
Please, commanders, give us more mines!
They get Fades?
No problem still work as keep earily warning devices and by then your already on to seiging hive 2
Few people are willing to leap into mines
People, skulks are FREE. And i have yet to see a map where a skulk couldn't get from one end to the other in 30 seconds flat. If you spot a shitload of mines holding off half your team, just jump into them and make life easier on everyone <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Skulks are not Free, Mining takes less than four seconds if done by a smart Marine, An Armroy can be built and Mines droped in less than ten seconds and the doors mined in less than twently all togther, it stops the super Skulk rush as the SMART skulks stop gather up first THEN rush into a convetntly mined door OR one at a time and are riped apart by the other marines
Mines idealy are to stop rushs 2,3 and 4
Skulks are not Free, Mining takes less than four seconds if done by a smart Marine, An Armroy can be built and Mines droped in less than ten seconds and the doors mined in less than twently all togther, it stops the super Skulk rush as the SMART skulks stop gather up first THEN rush into a convetntly mined door OR one at a time and are riped apart by the other marines
Mines idealy are to stop rushs 2,3 and 4<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
How would skulks not be free? They are as free as a newly respawned marine... of course if have any upgrades they are not quite as "free" anymore.
Place a turret factory as tightly as you can in a corner so that a lot of it is sticking through the wall. Now take mines and go very close the the two corners of the factory facing out from the wall and place the mines so they are under the model.
This should result in invisible mines. Also placing the mines then placing the factory on top of them works well too, but is more noticable.
Skulks will fly in and try to squim behind it and away from the turret fire. They will find out they cannot just in time for the mines to go off.
Great for early game defense.
For the record: An exploding mine damages other mines
That means that a that if you have a huge line of mines stretching through several corridors, and right up the the entrances of your base, a single fade can come along, blow up one mine and recieve 3 or 4 mine kills because a squad was just leaving the base.
(I can't remember how many times I've seen fades cloak outside the marine base and actually WAIT for the marines to come out and into the mine's area of effect).
Use mines around the tfac to protect it from those lonely skulks who will most certainly try to find out if your tfac has any weak spots. Mines cost virtually nothing and it will keep your tfac allive longer.
TIME is also an investment
For the Low Price of 8$ they can hold you at bay for twenty seconds + plus that FIVTH mine not needed in doorways can be droped elsewhere as a mine mine and prehaps cost you and extra twenty to thirty seconds of TIME
Sometimes TIME is just as an important as Resources
The replies in this post affirm my view that people only whine about Marine losses because they don't know all the strategies yet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->