Some Tips For The Marines

BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
<div class="IPBDescription">Let's even the score, shall we?</div> Ok, most people seem to think that the aliens win more than the marines. From my experience, I'd have to agree. And when you bring it up on the boards, most of the time you'll get the same answer: "Marines need more teamwork." That's nice to know, but it doesn't really help much. I think what the marines need is a set of guidelines to help them be more effective teammates. It also frustrates me when I try to be as loyal to the team as possible, but we still end up losing badly because the other marines aren't effective.

So. What can we do to help the commander? What can we tell our teammates in-game for them to do the same?

It would be great if the playtesters would share their knowledge with us. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    isnt that what the Marines Strategy forum is for?
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    I don't think marines need more "teamwork" neccsarily, both sides need teamwork. Marines need more "organization" and "planning" however. Since marines can't move around the map as easily, or shift plans of attacks as quickly as aliens. They need more preplanning before an attack. Just planning on taking a single node will not make the game, you gotta know where you plan to to go right after, and if that node is really a good staging place for your next attack. It is much more difficult for marines to say, ok lets attack the right side, o wait we aren't doing so well, lets attack the left side now. The switch is much harder.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Here is some pointers from me:
    - Motion tracking, get it now, get it quick! You have no idea how many lives this can save!
    - upgrade, upgrade upgrade! And not always your HMG. A level 3 LMG can really pack a punch, and level 3 armour really helps marines!
    - Mines on the ground around things like a TF can prevent a skulk from running in and munching on them
    - Diversify you weapons, give out a HMG, shotgun and GL to a squad of 3 marines. This way you can tackle all obstacles
    - Send at least 1 welder out with each group. He can take out webs and heal the armour of all other marines. It's very effective at killing alien buildings also
    - If you see an attack is not working, keep sending most of your troops there still. Trick the aliens into thinking you are refusing to give up on that hive. Meanwhile sent out a few marines to set up a siege and turrets outside another hive. The aliens will either give up on the hive, or spread themselves thin you can attack the first hive you were hammering.
    - If one mrine always runs off and dies, and pleads for an HMG, don't give him one, simple as that, save those resources
    - A marine defending an objective is better than 3 turrets
    - And most important! The marines are trying to erradicate the aliens infestation, they are trying to prevent the aliens from taking over the station, ship, etc. This is why you must take hives to win, it is the <b>whole point</b> of the game!

    And off to the strategy forum we go!
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    Ah, I wish I had noticed this forum earlier. I never bothered to check out the new stuff. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Anyway, that'll help if I'm ever a commander, but what I had in mind was stuff the grunts (non-commanders) need to improve on. If you've got a sub-par commander, there's not much you can do about it, but I've found things the individual grunt can always do to help his team, like standing guard while another person builds, or asking for a welder when moving out with a party of heavy marines. That's what I was asking about.
  • HojoHojo Join Date: 2002-11-01 Member: 2558Members
    Pair up with a buddy when you're leaving the base. You may find that this attitude is contagious. If another marine sees two people going off, maybe he'll join them. If a lone marine sees a trio going someplace, maybe he'll follow as well. Pretty soon, you might find most of the team moving and working together.
  • mwellsmwells Join Date: 2002-11-03 Member: 6041Members
    Well, a few things I've found that work lately:

    1.) LMG and normal armor until they get Fades, that's the golden rule. Maybe a shotgun or two for a hive assault.

    2.) Get your base set up, but don't turtle yourself in, look forward, expand, and once you've got about 100 resources, attack a hive with 5 or 6 guys.

    3.) Solidify that hive, build a phase gate to hotlink you from the base to the hive, assign "defense crews" to each hive or strategic spot you capture to survey the area at various times.

    4.) If you get the money, stockpile your guns and armor at base. They don't disappear, it cuts down on the bitching, what more could you ask?

    5.) Always use voice comm/radio comm in conjunction with one another. For example:

    You could say "I need some ammo at the Triad Generator" and then use the "I need Ammo" command, I usually get the best results from the commander when I do this.

    6.) 3 HA/HMGs do not make a good balanced assault force. The HMG is crap whenever you've got skulks munching at your feet, so pair up one of your marines with a shotgun and jetpack if you can, or just a LMG. The biggest isn't always the best.

    7.) If you secure two hives, quickly pounce on the opportunity for the third, do NOT pause.

    8.) Always offer your commander advice if you think there is an area he should concentrate on, he may have overlooked it.

    9.) Travel in pairs of 2 or 3, I usually don't even leave base unless I find somebody else going my way or unless it's an easy and short path to travel.

    10.) Defend an area outside of a hive, set up siege cannons, finish it off yourself. Sieges make great softening weapons.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Honestly, I don't see why people think that the aliens win more often. In 90% of the games that I've played *as marine,* we've won. I've lost as alien once or twice, and won 3 or 4 times.

    I think the games that I've commanded from start to finish, I've only lost about 5 or so out of, maybe, 35-40 games.
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Honestly, I don't see why people think that the aliens win more often.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Honestly I agree with this. I could only see aliens clearly winning more often if you count all the wins due to rushes that marines lose because they are still bickering over whos commanding and etc. Once played a game, where for the first 30 minutes we had no "designated" commander. Suprisingly we didn't win <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    One thing I think is that people need to defend the start less, and push out earlier. Your start already has the advantage of spawn points being there, so it shouldn't need a huge mass of turrets before everyone thinks it is safe to move out.

    The reason people lose the CC early sometimes is because noone pulls back to defend it, and the comm doesn't get out to defend it.
  • xxtaexxxxtaexx Join Date: 2002-11-02 Member: 4528Members
    heres some one of my strats I tend to use when I got frontiersmen. Go for the HIVE!! IE. a 5v5 server you have one commanding, two building new rt xpo's while the other guards, and two of your best shooters go out on the scout for their first hive. Most of the times the gorge goes out immediatly for new rt's and/or hives.. leaving the hive virtuly undefended. In order for this to work you gotta know the maps relaly well as well as covering your buddy. While on the scout you need to immediately move on to the next hive if nothings there.. dont waste time in setting up defense or turret factories or what not and when you do find their hive dont shoot like a manic.. scout around for any skulks or gorges nearby...when kharaas's hear that his teamates getting attacked most likely they don't care enough to go there. Soon as their base is clear start shooting away while your buddy is on the guard.. when your clip is gone your buddy should now attack while you reload then go on guard etcetc. @ start it should take about 4 clips each to kill the hive thus most likely winning the game. They rush us all the time so why can't we do the same to team =] just one of my strats more to come later.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    edited November 2002
    If u want to win the game as marine, the individual grunts need to be smarter. Learn some basic combat strategy. As a marine, I can usually be sent of on my own and take down at least 4 - 5 skulks before I need to bother the commander for ammo and health. Some tips:

    - If u are moving to a waypoint move cautiously, check each room and look in those dark corners.
    - When defending, keep as much distance between u and the skulks as possible. By this I mean stand in long hallways and standing as far from the room entrances as possible.
    - Listen for alien footsteps. If u hear them, stop for a second. Listen. Then move to a defensive position in the room and wait for a little while.
    - You will be suprised at how quickly u can kill a charging skulk with a LMG. Move back as you shoot and he will have to cover more distance straight at you, setting him up as an easy target.
    - Listen to your commander, show him you can hold you own and he will be much more willing to give you the coveted HMG, HA or Jetpack you want.
    - Learn to use the Jetpack to it's full advantage. You can fly for goodness sake. Find new places to hide, fly above skulks, onos, and fades (fades can shoot but its harder to shoot a flying target). They are also much cheaper the HA.
    - Build smartly! Listen for aliens and the second you hear one stop building. Scan the room and wait. Chances are the skulk is coming through an entrance charging at you. If he is outside, bait him. Smart aliens wait until they hear you building, so build for a sec then stop and scan again. You can draw aliens out like this.
    - Finally, in groups, weld your fellow marine. HA is useless when your armor shows 0. In fact it is a dissadvantage because u move slower.

    So play smartly and those early game skulks will be no match for you. Marines only win the game when they have a positive kill/death ratio. So it's up to the individual "grunt" to win the game. Even a sub-par commander can win if two to three of his marines can take out a few aliens per death.
  • CayCay Join Date: 2002-11-12 Member: 8329Members
    Close the doors behind you, what takes the enemy time saves you time, They also work as audible and visual clues to troop movements.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    edited November 2002
    <b>Make Groups</b>
    In a 16 player game you can have two teams of 3 players each, plus one "Grease Monkey" to maintain the base. In a 14 player game, the marine can typically have two 3 man groups plus a commander. I suggest always a few marines remain in base to help defending against raiding skulks. Only later in game can you afford enough turrets to keep all but heavy groups of fades out.

    'The commander picks the three topmost players from the list of marines and tag them "Group 1"
    The commander then picks the next three players from the list of marines and tag them "Group 2"
    The remaining marine is tagged "Janitor" or "Group 3", if not just going with the rest of the groups.

    Now, it's important that each marine understand who his buddies are. So commander calls out

    Group 1 is [NARF]Blimey NSPlayer Johnny_Rotten
    Group 2 is etc.

    When ever Commander chats or yells "1 go to Computer Core" that means Group 1 should make their way to Computer Core - NOT Group 2 or anyone else.

    <b>when in the group</b>
    Make sure that the commander gives one of you a welder as soon as he can afford it. Welders can repair basic armor too. If welder boy dies, make sure to pick it up. Welder boy should weld his pals as soon as they have time for it. When he needs a weld himself, he can drop the welder with G key and another can weld him up and now take turn as a weld boy.

    If any of the marines in the group have upgraded with a heavy weapon (Shotty, HMG, nade) he will not be the welder if A marine with LMG is present. LMGs should always be welder boy. They are the cheapest players res points wise.

    Never build with more than 1 marine. The two others stay on overwatch. I have too often seen busy building marines being ambushed by skulks.

    <b>Death do you part</b>
    When one of the marines in your group dies, the remaining two continue to carry out their orders as good as they can.

    Dead marine respawns waits in base for one of his pals to die and come back here. Unless his group is really close (like a 15-20 second run max). When 2nd marine is dead and arrives at base, you two head out together (if not expecting 3rd one to kick the bucket soonish - then wait for him).

    <b>Moving about</b>
    Dont run single file. Rather make a row or a wedge with no more than 3 meters between each marine.

    When you run out of orders and not in a fight, do NOT start growing brain tumors and run off on your own strange errands. Commander is busy. Don't mill about as moths around a lamp when awaiting instructions. It makes it harder for the commander to lasso you. And give you that order. Stay close to each other, but not too close so that there is room to fire at incoming aliens.

    MAKE SURE TO SCAN BEHIND YOU once and in a while. Especially when tracking upgrade is active, you can get information on approaching enemies in time to warn your friends.

    <b> Enemy near </b>
    When spotted enemy you can always just shoot to make sure your pals are aware. For this to work, it is imperative that you don't go around shooting for the heck of it when bored.

    When fighting skulks, use short controlled bursts. Going full clip isn't efficient versus a swift dodging skulk player.

    When fighting acid rocket throwing fades, you must quickly decide to rush them or retreat. A prolonged ranged duel with fades usually ends up with marines being dead. A fade can usually shoot 5 rockets before his stamina has spent, and he must recover. Use this pause to advance on him. Remember to go ALL of you or none of you.

    <b> Idling</b>
    When waiting, make sure you have an eye pointing in each direction that enemies can come from. If you are building stuff, and two marines must cover more area, do scans. Look in one direction for a sec, look a bit in the other for a sec, scan back. Dont run around when not in combat! Stand still but be alert.

    Always ask for ammo/health with Comm option. Don't spam for it. Once every 20 second or so is enough if mr. comm has forgotten you.

    Never say " Res here...". Say "Res at Computer Core" or whereever you are. Your current location is shown at the bottom left of the hud.

    Chances for an early game skulk rush grow from day to day, as kharaa players learn about it. All marines stay in base at beginning of match, ready to defend vs the eventual skulk party. You are ready to move when the armory is built earliest. A prowling marine is no good that early, unless he got mad skillz that enables him to take out several skulks and harass their hive - but can he with merely 50 bullets and a commander b usy building the base?
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