Marine Combat Tips
SentrySteve
.txt Join Date: 2002-03-09 Member: 290Members, Constellation
<div class="IPBDescription">random stuff</div> I'm very bored at work right now and just got done putting in my usually barrage of smart **** comments in these forums so I'd figure I'd write up some tips on how to play the marines in NS combat. Obviously, like anything else, you'll become better if you just play them a lot but here are some tips.
1) The shotgun is the best weapon the marines have. A shotgun is ideal for any situation. It does not have damage reduction when hitting a hive, and it can 1-shot skulks and lerks. HMG's are not bad but if you go HMG you're probably just going to end up spawn camping - any bullets shot into the hive with an HMG (unless the entire team is there) is a waste.
2) Marines have to evade. If you don't use wasd you're probably at a disadvantage. I can't think of any time that I am ever not moving while in Combat. If a skulk comes running at you, while still aiming at him and shooting, try to find a spot (this is where map knowledge comes in) where you can crouch + jump off of incase he gets a little too close and you need some extra room. Running at skulks is not a bad idea either. Most skulks bunnyhop - which builds up momentum in the direction they're facing. If you do not kill them and if you turn tail and run - you're only increasing your own chance of death. Instead it's best to charge at the skulk, bunnyhop off something, and do the classic 180. This will almost always give you another shot of your shotty. Assuming I have a shotty I can usually kill the skulk before he gets in bite range (you generally only have 1 or 2 shots - 3 if the skulk is trying stupid things like wallwalking) but if I dont being able to crouch jump right past him, turn 180 degrees, and getting an extra shot off is the best bet.
3) If you don't look like a hacker, you're probably not playing the best you can. Quick, jerky, and responsive movements are signs of a good player. Always be looking around you, know whats around you - not just infront of you. If you do constant turns and twitchs you'll see that you find more skulks where you would have otherwise ignored.
4) Jetpack is infinitely better than heavy armor. Mastering a jetpack can be tricky - but once you're able to fly to the marine base to the alien base without every touching down, on most maps, you'll be in good shape. When I fly a jetpack, and am trying to do what I just said or trying to cut a corner I often look in the direction I want to go, not neccessarly at whats in front of me. Explaining how to use a jetpack well is tough, and not having access to NS right now makes it a little harder as I have to go off memory. For example on Usulssy (I know I destroyed the spelling of the map - just know theres a U and and a lot of S's in there) when I spawn, and leave through the right entrance (facing away from the CC) I will look at the lower left ground in order to turn left (while using wasd obvoiusly) then I'll look right to 'balance' myself out - once im out of that little room before marine base and in that big one that has boxs everywhere I'll look left then up - to go over the boxs - then I look right down again so I dont bash myself on the wall above the steps leading into the hive. A sharp look down, then right, will get me through the aliens small hallway and into their hive.
If anyone was able to follow that, good for you, because I'm not sure I even understand that. The whole "looking" thing on a jetpack might just be something I do and have no actual correlation to success - but I always just feel like I fly better when I do it.
5) Upgrade paths. I go Weap 1 > shotty > armor 1 (or if spawn camping by now I get resupply) > armor 2 > JP > resupply > then usually just get whatever from there. Sometimes I get catpacks, other times I just max out weapons.
if anyone wants to add anything else that they've found go for it
Got some work to do now, this killed about 20 mins and made me look busy at work as i never stopped typing.. not bad...
1) The shotgun is the best weapon the marines have. A shotgun is ideal for any situation. It does not have damage reduction when hitting a hive, and it can 1-shot skulks and lerks. HMG's are not bad but if you go HMG you're probably just going to end up spawn camping - any bullets shot into the hive with an HMG (unless the entire team is there) is a waste.
2) Marines have to evade. If you don't use wasd you're probably at a disadvantage. I can't think of any time that I am ever not moving while in Combat. If a skulk comes running at you, while still aiming at him and shooting, try to find a spot (this is where map knowledge comes in) where you can crouch + jump off of incase he gets a little too close and you need some extra room. Running at skulks is not a bad idea either. Most skulks bunnyhop - which builds up momentum in the direction they're facing. If you do not kill them and if you turn tail and run - you're only increasing your own chance of death. Instead it's best to charge at the skulk, bunnyhop off something, and do the classic 180. This will almost always give you another shot of your shotty. Assuming I have a shotty I can usually kill the skulk before he gets in bite range (you generally only have 1 or 2 shots - 3 if the skulk is trying stupid things like wallwalking) but if I dont being able to crouch jump right past him, turn 180 degrees, and getting an extra shot off is the best bet.
3) If you don't look like a hacker, you're probably not playing the best you can. Quick, jerky, and responsive movements are signs of a good player. Always be looking around you, know whats around you - not just infront of you. If you do constant turns and twitchs you'll see that you find more skulks where you would have otherwise ignored.
4) Jetpack is infinitely better than heavy armor. Mastering a jetpack can be tricky - but once you're able to fly to the marine base to the alien base without every touching down, on most maps, you'll be in good shape. When I fly a jetpack, and am trying to do what I just said or trying to cut a corner I often look in the direction I want to go, not neccessarly at whats in front of me. Explaining how to use a jetpack well is tough, and not having access to NS right now makes it a little harder as I have to go off memory. For example on Usulssy (I know I destroyed the spelling of the map - just know theres a U and and a lot of S's in there) when I spawn, and leave through the right entrance (facing away from the CC) I will look at the lower left ground in order to turn left (while using wasd obvoiusly) then I'll look right to 'balance' myself out - once im out of that little room before marine base and in that big one that has boxs everywhere I'll look left then up - to go over the boxs - then I look right down again so I dont bash myself on the wall above the steps leading into the hive. A sharp look down, then right, will get me through the aliens small hallway and into their hive.
If anyone was able to follow that, good for you, because I'm not sure I even understand that. The whole "looking" thing on a jetpack might just be something I do and have no actual correlation to success - but I always just feel like I fly better when I do it.
5) Upgrade paths. I go Weap 1 > shotty > armor 1 (or if spawn camping by now I get resupply) > armor 2 > JP > resupply > then usually just get whatever from there. Sometimes I get catpacks, other times I just max out weapons.
if anyone wants to add anything else that they've found go for it
Got some work to do now, this killed about 20 mins and made me look busy at work as i never stopped typing.. not bad...
Comments
Even more info for us marines <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Im always drop shotguns over hmgs, and if Im confident enough I can get 3 guys with jetties to solo a hive on their own (But not always, really depends on circomstances)
Nice post, + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
2) Marines have to evade. If you don't use wasd you're probably at a disadvantage. I can't think of any time that I am ever not moving while in Combat. If a skulk comes running at you, while still aiming at him and shooting, try to find a spot (this is where map knowledge comes in) where you can crouch + jump off of incase he gets a little too close and you need some extra room. Running at skulks is not a bad idea either. Most skulks bunnyhop - which builds up momentum in the direction they're facing. If you do not kill them and if you turn tail and run - you're only increasing your own chance of death. Instead it's best to charge at the skulk, bunnyhop off something, and do the classic 180. This will almost always give you another shot of your shotty. Assuming I have a shotty I can usually kill the skulk before he gets in bite range (you generally only have 1 or 2 shots - 3 if the skulk is trying stupid things like wallwalking) but if I dont being able to crouch jump right past him, turn 180 degrees, and getting an extra shot off is the best bet.
3) If you don't look like a hacker, you're probably not playing the best you can. Quick, jerky, and responsive movements are signs of a good player. Always be looking around you, know whats around you - not just infront of you. If you do constant turns and twitchs you'll see that you find more skulks where you would have otherwise ignored.
4) Jetpack is infinitely better than heavy armor. Mastering a jetpack can be tricky - but once you're able to fly to the marine base to the alien base without every touching down, on most maps, you'll be in good shape. When I fly a jetpack, and am trying to do what I just said or trying to cut a corner I often look in the direction I want to go, not neccessarly at whats in front of me. Explaining how to use a jetpack well is tough, and not having access to NS right now makes it a little harder as I have to go off memory. For example on Usulssy (I know I destroyed the spelling of the map - just know theres a U and and a lot of S's in there) when I spawn, and leave through the right entrance (facing away from the CC) I will look at the lower left ground in order to turn left (while using wasd obvoiusly) then I'll look right to 'balance' myself out - once im out of that little room before marine base and in that big one that has boxs everywhere I'll look left then up - to go over the boxs - then I look right down again so I dont bash myself on the wall above the steps leading into the hive. A sharp look down, then right, will get me through the aliens small hallway and into their hive.
If anyone was able to follow that, good for you, because I'm not sure I even understand that. The whole "looking" thing on a jetpack might just be something I do and have no actual correlation to success - but I always just feel like I fly better when I do it.
5) Upgrade paths. I go Weap 1 > shotty > armor 1 (or if spawn camping by now I get resupply) > armor 2 > JP > resupply > then usually just get whatever from there. Sometimes I get catpacks, other times I just max out weapons. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1) Shotgun may be the best all-around rambo weapon. But each weapon has its advantages and disadvantages, and is useful in different situations.
LMG - free, medium range, structures
Pistol - free, long distance, high & quick damage, fleeing alien finishing, para skulk nailing, backup weapon
Shotty - buildings, skulks, lerks, early game fades
Hmg - critters (best thing against onos, good against fades, rips up anything else)
Hand-nade - free, good for vents and skulks munching rts, and for hiverushes
GL - vents, buildings, skulks waiting that you spotted on motion tracking
Oops this is Combat (i.e. co) - realized after I wrote that. Still good stuff, just take out the buildings part for co. In long, straight vents you are immune to skulks - even with a gl, you can hit them with nades or pistol them.
2) Evading is great, but aim is more important than movement. And more important than either is keeping your ranged advantage - don't engage aliens up close, make them run through long hallways at you. If you hear "pick pick pick" of a skulk, wait in a long hallway.
3) Very good. ALWAYS check ceilings. A lot of skulks will think you're hacking when you pistol them as they wait <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
4) In Combat mode, yes.
5) Upgrade path really depends, but that's a good one - rush to jp. You get a quick shotgun with it.
Mines make a good first upgrade - lots of kills against early aliens (all skulks) and they boost you into vents.
If I'm low on ammo and health and far from the armory at the start, I'll get resupply. Saves time, your life sometimes, and lets you pistol to your heart's content.
If I join a game late (one that gives you late levels), I sometimes go jp immediately and hit the hive and skulks in the vents to get my shotty.
I use gfhj and move perfectly thank you
God, I hate that mentality.
I use gfhj and move perfectly thank you <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wuh-huh?! But they're all on one line!
You must have either a huge keyboard, or little tiny fingers.
Also, obviously a very strong pinky finger, I'd NEVER be able to use that setup.
That depends on the alien team. Quite often, the aliens are very impatient, and if you just camp and let them come to you (which they shouldn't do if they were very smart), then your entire marine team can get about a 3:1 k:d ratio. Pretty soon, almost all of the marines have shotguns and a1/resupply against single upgrade skulks.
Of course, later on in the game (probably what you were referring to) the marines need to constantly push out. If you can't keep the fades and onos occupied trying to keep you out of the hive, then they will be in your base, and that's when you lose.
That depends on the alien team. Quite often, the aliens are very impatient, and if you just camp and let them come to you (which they shouldn't do if they were very smart), then your entire marine team can get about a 3:1 k:d ratio. Pretty soon, almost all of the marines have shotguns and a1/resupply against single upgrade skulks.
Of course, later on in the game (probably what you were referring to) the marines need to constantly push out. If you can't keep the fades and onos occupied trying to keep you out of the hive, then they will be in your base, and that's when you lose. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, yeah, I was thinking more along the lines that you need to end the game as quickly as possible before the invincible super walker fades come out. Now there are exceptions, like the scenario you mentioned, when aliens are dumb and they charge down long hallways in straight lines. Camping a bit knowing that they are going to do that is all fine and dandy, but you should still be pushing to the hive slowly in those situations. I've seen marine teams camp when aliens did this and outscore them by about 40 kills, then they lost because they continued to camp vs lvl 2 skulks when they had hmgs, armor and resupply.
How to drag it out:Wait for jp
How to be an a-hole: Spawn camp
How to drag it out:Wait for jp
How to be an a-hole: Spawn camp <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I would love to see your 4th level hmg, I can imagine that would own quite a bit.
sv_cheats 1 ftw <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
there on one line yes, ever heared of ergonomic? Sure, its not perfect but it stresses the fingers less then wasd. also you can "find" they ekys better cause the f and j have a difference in hight for blind typing.
Also this is why it works so greatly, you have a whole left hand in the middle of the keyboard to hit buttons.
m is duck, spacebar is jump, (I have no left or right, but f and j are strafekeys). rightalt is latest weapon, y and t are typing, c is voice, u is use, d is flashlight, k is spraypaint, r is reload.
given the fact that just like with blind typing, practise is perfect, you can switch between keys at rapid pase. Also hitting the keys with your fingers in this fashion is aagin more ergonomic. Just hold the keyboard a tad in a angle (so not direct infront of you)
How to drag it out:Wait for jp
How to be an a-hole: Spawn camp <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I would love to see your 4th level hmg, I can imagine that would own quite a bit.
sv_cheats 1 ftw <!--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-->
server mods ftl
I take resupply first, allways (unless joined late, but i never play co)
My expierience of CO_ is back from beta 1-2.
mp_communism 1
mp_timelimit 1
_special!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1111!!!!!!!!!!!11111111!!!! <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
It's all the same, just depends on what you use the first times you play FPS used to...
Also, your vertical inclination doesn't change your jetpacks altitude. Letting go of the jump key does however let you sink very easily, and it conserves fuel too. Jetpacking is really idiot proof :<ul><li>Start off by tapping jump, waiting for the jumparc to falloff and then holding forward and +jump (you don't need to depress forward permanently after you have full speed, the jetpack will keep going).</li><li>Manage your height the same way you did the starting jump. Release and re-start your jet engines frequently. Conserves fuel too, letting you go greater distances.</li><li>Jetpack movement is simple. It responds to forwards and backwards normally, and to strafing like bunnyhopping. If you don't know how to bunnyhop, figure it out and apply it at your leisure. Not a necessity though, most jetpack manuevers can be performed with forwards/backwards. Remember, the jetpack retains momentum if no movement keys are held. It will change direction swiftly but not instantly if any movement keys are held down.</li><li>Don't freaking EVER burn your last ounce of fuel while near the ground. Thats the only way you can ever be immobile for nearly 2 seconds - if you're in a long flight (say, you're fleeing towards base), and your fuel starts running out, release your jump key about a second before you would hit the ground. Then do small spurts towards your goal, always making sure to let yourself fall and regenerate some fuel before landing.</li><li>Never spectate Isamil. Everytime you do, your jetpacking gets 5 times worse.</li></ul>
Always aim low, but not too low.. keep your crosshair about a centimeter away from the ground. When 2 hives go up aim a little higher. ALWAYS have your crosshair next to the feet of a fellow marine at the head of your squad if it seems he will be attacked. Wear 5.1 digital headphones and pay close attention to alien sounds so you can tell which is which. Type say_team I NEED WELDING GOD DAMNIT in console and copy it since there is no I NEED WELDING!!! command.
You have no idea how exceedingly easy it becomes to kill Skulks when they light up like a $50 firework the moment they get within 10 feet of your buddies.
Lvl 3 SG will kill a carapace fade in 6 seconds(5 pointblank shots) and a lvl 3 hmg will kill a fade in 4 seconds (41 bullets). If you're fighting one in a vent i reccomend using an hmg, otherwise shotgun is your way to go..
When using the shotgun, don't let the fade get to0 close, if he tries to blink-slash you, jump out of the way and fill him full of lead.
Hmgs work ok too, but you need 41 shots too kill it. I much rather prefer a shotgun to hmg anyday.