Hmg Before Ha A Waste?
digicrab
Join Date: 2002-11-02 Member: 4579Members
<div class="IPBDescription">Feed the famished skulks!!!</div> Marines always get HMG before HA. If I'm correct, that's just how the tech tree works out.
As a skulk, I LOVE eating HMG marines. I dont care whether you have an HMG, shotty, GL, or a portable nuke launcher. YOU are not going to have a chance to shoot at me.
All it takes to take an unarmored marine down is 2 bites. If I do my job as a skulk, you won't even see me.
As I learn more and more of skulk Zen, I can easily take down a team of 3 unarmored marines. I've even been able to chomp on those delicious HA from time to time.
The question is, as more skilled skulk players appear, will it be wise to invest the money into a HMG before HA?
Judge for yourself. Meanwhile...
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Lavaman killed someguy1 with bitegun
Lavaman killed someguy2 with bitegun
Lavaman killed someguy3 with bitegun
...look in the dark corners...
As a skulk, I LOVE eating HMG marines. I dont care whether you have an HMG, shotty, GL, or a portable nuke launcher. YOU are not going to have a chance to shoot at me.
All it takes to take an unarmored marine down is 2 bites. If I do my job as a skulk, you won't even see me.
As I learn more and more of skulk Zen, I can easily take down a team of 3 unarmored marines. I've even been able to chomp on those delicious HA from time to time.
The question is, as more skilled skulk players appear, will it be wise to invest the money into a HMG before HA?
Judge for yourself. Meanwhile...
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Lavaman killed someguy1 with bitegun
Lavaman killed someguy2 with bitegun
Lavaman killed someguy3 with bitegun
...look in the dark corners...
Comments
While the community fleshes itself out with newer players and older players, people tend to become more experienced, its true. Even as the Skulk players become more skilled, the same has to happen for the Marines to some degree, no?
A good Marine team will be spread out wide enough to prevent a Skulk from eating their rumps in quick succession. Of course, this isn't always the case and a lot of it is up to the situation. As a Skulk I've once killed five Marines building a Resource Tower on ns_nothing. Sometimes you get lucky, but smart Marine teams will post sentries and you might get creamed. All in all, I don't think Heavy Machine Guns are a waste if given to players who can easily handle them.
In most cases I would do like Bodozerg suggested, and hand out a HMG to a larger group of marines, if one marine goes down, the rest can take the HMG.
We didn't even bother to use anything else than LMG and Welder. If your team plays right, that LMG and HA is all you need (we didn't even need the HA).
But if I'd have to choose, I'd choose HA, really. But before ANY of that, I'd go with Motion Tracking. Always, always motion tracking.
Upgrade the armory ASAP, and start passing out HMGs and/or shotguns whenever the have the RPs, it will do your team wonders.
yes, you -need- HA or jetpacks to combat fades. a marine with only HMG won't stand a huge chance... but anyway, the HMG only marine only costs half as much.
EDIT - fixed a typo (darn insomnia), added 3rd paragraph...
Heavy armor is a marine's death suit, get jet packs, I just like saying that.
If you have motion tracking, only foolish marines will get killed by skulks. Marines that know the maps, and know how to keep turning at the right time's to look for blips, and know where the aliens will be, should not die by a skulk. If they do, they are not the kind I will give a bigger gun to.
But then again, if I am to give out a bigger gun, I'm giving out shot guns unless they ask for something for chambers. HMG's are turret killers for the most part.
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Lavaman killed someguy1 with bitegun
Lavaman killed someguy2 with bitegun
Lavaman killed someguy3 with bitegun<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<b>You're</b> Lavaman? Dang, you were the master skulk in one game.. do you remember eating my face?
I usually have HA/HMGs in time for the Fades to show up, however.
I don't ever give out HMG or GL to people before they have HA (or jetpack, if they can use it)
No-one is allowed to go alone with HA.
No-one is allowed to wear HA without a welder.
Also, Aliens RP's are not as "valuable" as marines, taking out 2 chambers does <b>not</b> mean the HMG had paid off.
Surprisingly few use the deadliest combo's in the game, for both species:
Marine: Multiple HA's welding eachother <b>all the time</b>
Aliens: Fade with Lerk for umbra cover.
Ps. HMG and HA cost the same.
Besides, you have to pay through the nose to get an HMG. That HMG is only useful for one marine, maybe more if the first marine gets killed and someone else has the brains to pick it up. While you have to pay through the nose even more to get motion tracking, it lasts the entire game, and affects <i>everyone</i>, even the commander. A good player should recognize an HMG for what it is - heavy artillery. And you don't give the big guns to everyone, just the select few that can use them. HA also has its uses (putting a few man-shaped tanks in the front lines can be quite powerful), but is also extremely expensive when compared to either the simple armor upgrades or the jetpack (which is ridiculously cheap, only 9 RP!).
In the end, it all comes down to what is the most cost-effective solution to a problem. While HA and HMG’s can tear a hive apart in seconds, they cost far too much to be effective in mass quantities. A jetpack and upgraded LMG gets you a lot farther for a lot less cost.
No HGM before HA
No HA without Welder.
No HA to long rangers.
If I spot a marine getting a HA, hmg and then run off on his own little silly errand, I will not give him again. I make sure to tell that "Marines, only HA+hmg to you if you stick to your group".
I want my HA'ers in groups, with welders so they can support each other in the field.
You dont need HMG before the fades enter play. A shotty does very nice vs towers if you need to clear a wall of lame.
A lone HA marine with a peashooter LMG is a waste. Dont do it unless you're swimming in RP.
A HMG marine with no HA is fodder for lerks, ambushing skulks and definitely fades. he can take so little punishment that he usually ends up dead fast like. Even with a hmg. Perhaps a team of 4 very skilled and trained marines with hmg's might survive. But I have yet to see it.
A HA marine with a HMG is good, but he can still be skulked if he's alone. Vs a fade he wil lose a ranged duel as he is slow. He cannot repair so if the comm isnt nannying (or nanoing) with kits, he dies in the end. The fade can usually regen or run home to momma Def chamber.
Two HA marines with no welders fare better, but will succumb in the end.
As commander, you can still turn a losing game to a winning one when fades enter and start eating your RP nodes. Get marines to base. Save up for 3 HA, a shotty, a HMG and a nader and 3 welders. That's uh
25*3 = 75
+25*1 = 100
+20*1 = 120
+25*1 = 145
+10*3 = 175.
If you can manage to scrounge that together before the fades rape you, the game can be turned.
This allows your 3 fully armored gun toting marines to move out in a coherent group and lay waste to up to moderate resistance. They must be aware that team welding is mandatory, and the commander must nanny them with ammo and hp at required moments.
In a tight situation you can let them go Shotty shotty and lmg- the lmg marine can still contribute on skulks and gorges, and he can weld his team membesr when they're busy fighting bigger aliens. Cheapass Ha kit costs then only
25*3 = 75
20*2 = 105
10*3 = 135
They must also STICK TOGETHER. The 10 pr a welder costs will pay back by the time you've welded each other for about 200 AP. that's the base HA value I think. And you get to keep the weapon you'd otherwise drop when you died.
They can then proceed to capturing a res node with their nade spams (unless huge tower wall of lame is up). They cna also try to take out a hive, making sure the aliens dont get poison gas upgrade on lerks, bile bombs and onos.
I consider a marine with HA and No welder support a short sighted investment. I have played too many games where squandering the resources nilly willy on shotties now, ha 30 secs later, perhaps a widdle welder, means the eventual defeat of the marines.
So remember, HA comes for team working marines that gets welders and some heavy guns.
I ask: how good are 3 Jetpack marines with shotties, nades and a hmg when duking it out with offense chambers or fades? As I understand they can either go HA or JP, not both... My impression with fades is, that only with HA and offensive power can you beat them. Dodging about as another Roger Ramjet isn't working - I might be mistaken though....
Ttruth is I am a n00b commander, and today I had enough work on my hands figuring out how to actually win as one. And I still havent found a good use for them JP as marine myself, so giving them in-game was only done on request. Only one guy asked. I managed to win today as comm for the first time, sticking to the rules above. Luckily my alien adversaries where not the best in the world, since I was having a hard time fighting the interface (I MISS HOT key grouping and I miss a "select all marines button"!). I did NOT make the mistake of overfortifying my early res points. I think I even let one stay alone and it remained up for quite a while, thus earning back the investment goodly.
At the time I heard the first fade acid rocket kill a marine of mine, over in that there 3rd hive we'd turretted up, I recalled all my men to base. Well, they died and I asked them to stick. Soon I could outfit them in complete armor with heavy guns and welders. Then we proceeded and took the initative back, securing back hive 3 at first to deny them their onos and gas clouds, and slowly whittled down their res points as we made progress to the next hive.
Sorry, rambling on here.
I dunno a thing about jetpacks, I have to learn those too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
The jetpack is actually fairly useful in fighting Fades. Today I killed a Fade with a welder because he couldn't retreat when I zoomed right up to his back. Jetpacks don't allow Fades to run and hide when wounded, and can be particularly lethal when combine with a shotgun.
I really do love Shotguns, I named mine Leia.
What a waste of resources.
Normally you'd want a HMG to go with HA and welder (and keep those marines' health up - a low investment to prevent a much bigger loss of resources).
With just 50 armor most marines will lose that expensive HMG quickly.
While you can have 110 armor and a more powerfull LMG for a few one-time investments. Skulks have little to counter that. Two such upgraded marines can take on a fade.
I think the problem with LA marines dying from skulks in the early game is more due to low armor than due to lack of fire power. so i'd first upgrade armor, then lmg, then second armor upgrade and second lmg upgrade.
Upgrading basic armor and weapons also gives marines a much better chance during a losing end game; in spite of having practically no resources they still have 110 armor and a powerfull LMG. Then the marines may actually have a chance of turning the tide.
Whenever I command, which is a novelty in itself, I tend to send my Marines out in groups of three to five, one will always have a Heavy Machine Gun and one may have a Shotgun. You can always pick up the dropped weapon of a fallen comrade, which is actually fairly good recycling if you could get to the weapon in time. Keep your heavy weapons man in the middle of the group so he can provide support fire without the risk of exposing himself. Everyone knows Rambo is best with the crossbow, but there aren't any crossbows in NS. Something to keep in mind.
Giving Heavy Weapons to jetpack marines is a very wise choice. Most don't realize that heavy weapons slow you down regardless of whether you are wearing HA or not. By using a jetpack, you can effectively leap your way through corridors, much reducing the speed penalty for using Heavy Weapons.