Marine Room Holding Newbie 101.
BlueGhost
Join Date: 2002-11-30 Member: 10337Members
<div class="IPBDescription">Stop getting chomped **obscenity**!</div> <span style='font-size:15pt;line-height:100%'><b><u>How to hold a room</u></b></span>
There comes a time in every game when your commander needs a group of marines to cover a room from skulk attack. Hell even if the com is some incredible sneaky person, you still need to cover the base from the first rush.
As the bane of my life as a commander is groups of marines incapable of holding a room I thought I'd right a quick 101 on it.
<u>First things to do when told to secure a room</u>:
<b>1)</b> Explain to all the newbs who're currently running off that we are covering this room, and they should REALLY REALLY STAY **obscenity** STILL. (If a com says to you 'marine group cover that room' and someone runs off EVERYBODY tell him he's being stupid, saves com time)
<b>2)</b> Have ONLY ONE PERSON BUILD STUFF. (Very Important, if everybody builds then you all die AND the building gets chomped too).
<b>3)</b> Everybody else covers.
Right now we should have a good 3-4 marines covering (assuming this is a group expecting serious opposition like sieging their very first hive at the VERY start while they all assult you or covering a hive they want back ect)
<u>Basic aims</u>:
<b>1)</b> Stop the aliens getting close enough to bite you.
<b>2)</b> Stop the aliens getting close enough to bite your builder.
<b>Basic anti-skulk firing technique</b>
<u>Crouching</u>:
If your crouching, a skulk coming at you will be <b>much</b> easier to hit. You're on the floor, he's on the floor. So the vector he describes on your screen as he comes towards you is small. (That is they appear to sit still on your screen, due to the fact they're moving DIRECTLY TOWARDS YOU <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ).
<u>Stealth</u>:
If your crouching and sitting still its possible skulks won't see you, they certainly won't hear you. Think about how easy you'll be for a skulk to see (darkness is your friend), admitidley when they respawn they'll know where you are (as they will if you've been parasited). BUT, if a skulk doesn't see you the first thing they know is when you nail them to the floor with half a clip. One free skulk kill.
<u>Ammo</u>:
Obvious point but make sure you ask for ammo befor you acctually run dry. Also use the right click menu so the commander can jump to your position.
<u>Field Of Fire</u>:
Try and give yourself a LONG and NARROW field of fire. This basically means you can hit the skulks from a long way off AND they don't have a lot of space to manouver in. Plus, if there's 2 of them they'll be close together.
This means if you have a door with a long passage behind that door, DO NOT KEEP THE DOOR SHUT. Keep the door open and keep a gun pointed down that corridor!
Even if they try'n rush in with 4 or 5 skulks at once you'll whittle them down a fair bit (cos its easy to hit them when the intire floor is coverd in skulk) AND you'll warn everyone that there's incoming with the sound of your gun-fire.
The number of people who sit in NS_Hera base and go 'shut the door, shut the door' is OBSCENE, what does shutting the door do?
It lets the skulks get close then burst in with 4-5 skulks, what are the skulks good at? ENGAGING AT CLOSE RANGE!
<b>Team Covering Tactic #1</b>
You should have 1 person covering each enterance and everybody else in the middle. Then if any of the covering people start firing the people in the middle can turn and give fire support. (if one of the routs in is particularly short/much used you might have 2 people covering that rout).
It is vital there is always someone covering each enterance.
It is usefull to have someone in the middle (preferably not building) who can give fire support to any of the enterances.
It is <b>VITAL</b> that marines covering an entrance only turn around after they hear a fairly continual ammount of fire and possibly a chomp (otherwise a coordinated attack from multiple directions will mangle your unprotected rears).
<b>Team Covering Tactic #2</b>
It is sometimes impossible to cover the enterances, this is because: the room is too big or you only have 3 people and there's 3+ enterances.
In this situation you make the best deal you can, pick a corner with no enterance behind it (definaltly no vent above it) and everybody crouch/stand in that corner pointing out in a hedgehog you then all shoot at any skulks who try and approach in the hope you can kill them, this will fail if they hit you from multiple directions and your not all fairly competent shots.
<b>Where People Go Wrong</b>
<u>Movement</u>: There is no point in moving around, if you're moving it becomes harder to aim, it moves you out of the 'optimal position' AND makes it harder to drop ammo/health on you. So, do not move. more to the point DO NOT JUMP. You might aswell say 'hey com I don't really give a **obscenity** about hitting anything I'm just into bouncing'. It also generats noise that will attract skulks to your position, maintaining complete silence is ESPECIALLY important when setting up a seige, if the first thing they know about it is when you symltaniously complete two siege cannon that is one screwed alien hive.
Obviously if a skulk gets right on top of you you'll want to go evasive. However, this should not be happening.
<u>Position</u>:
Find the optimal position in terms of field of fire and angle on floors (for example if they're coming up a ramp you want to be aiming parralel to that ramp) and <b>CAMP IT</b>.
<u>Getting ammo/making buildings</u>:
Do not move out of position to get ammo all at once, when the ammo dispencer goes up only people without enough ammo to kill a skulk should go for ammo, after that go in any order but one at a time (and center guy covers the 'holes').
Similarly do not move out of position to build stuff when they can only come in with skulks, if that siege is going up anyway and your defence is invincible who cares how long it takes.
(if they've got fades you might wana consider all building it and just praying <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
<u>Commanders error</u>:
A more rare one but commanders sometimes ask you to cover a complete death trap of a room, (small room with vent openings and no fields of fire to speak of. In this situation move just out of the room and cover from there. (and hope the skulks don't just run past you and kill the builder). Or alternativly just pray they don't hit you.
<b>In closing</b>
The most important thing to remember is your fields of fire and position. If they're not absolute pro's at skulking you probably won't be facing coordinated attacks from 3 sides. So, even if you can't kill a couple of skulks as they charge you you'll be able to damage them then pull back into the room and hit them with the support marine (and the builder aswell after a short delay) 3 marines firing LMG's when they know where the skulks are coming from = world of hurt for skulks.
Oh and cover all entrances, otherwise:
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--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&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
This is your fate.
When my course works are done if people want them I'll draw up a set of 'optimal position to cover the start areas maps'
BlueGhost
There comes a time in every game when your commander needs a group of marines to cover a room from skulk attack. Hell even if the com is some incredible sneaky person, you still need to cover the base from the first rush.
As the bane of my life as a commander is groups of marines incapable of holding a room I thought I'd right a quick 101 on it.
<u>First things to do when told to secure a room</u>:
<b>1)</b> Explain to all the newbs who're currently running off that we are covering this room, and they should REALLY REALLY STAY **obscenity** STILL. (If a com says to you 'marine group cover that room' and someone runs off EVERYBODY tell him he's being stupid, saves com time)
<b>2)</b> Have ONLY ONE PERSON BUILD STUFF. (Very Important, if everybody builds then you all die AND the building gets chomped too).
<b>3)</b> Everybody else covers.
Right now we should have a good 3-4 marines covering (assuming this is a group expecting serious opposition like sieging their very first hive at the VERY start while they all assult you or covering a hive they want back ect)
<u>Basic aims</u>:
<b>1)</b> Stop the aliens getting close enough to bite you.
<b>2)</b> Stop the aliens getting close enough to bite your builder.
<b>Basic anti-skulk firing technique</b>
<u>Crouching</u>:
If your crouching, a skulk coming at you will be <b>much</b> easier to hit. You're on the floor, he's on the floor. So the vector he describes on your screen as he comes towards you is small. (That is they appear to sit still on your screen, due to the fact they're moving DIRECTLY TOWARDS YOU <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ).
<u>Stealth</u>:
If your crouching and sitting still its possible skulks won't see you, they certainly won't hear you. Think about how easy you'll be for a skulk to see (darkness is your friend), admitidley when they respawn they'll know where you are (as they will if you've been parasited). BUT, if a skulk doesn't see you the first thing they know is when you nail them to the floor with half a clip. One free skulk kill.
<u>Ammo</u>:
Obvious point but make sure you ask for ammo befor you acctually run dry. Also use the right click menu so the commander can jump to your position.
<u>Field Of Fire</u>:
Try and give yourself a LONG and NARROW field of fire. This basically means you can hit the skulks from a long way off AND they don't have a lot of space to manouver in. Plus, if there's 2 of them they'll be close together.
This means if you have a door with a long passage behind that door, DO NOT KEEP THE DOOR SHUT. Keep the door open and keep a gun pointed down that corridor!
Even if they try'n rush in with 4 or 5 skulks at once you'll whittle them down a fair bit (cos its easy to hit them when the intire floor is coverd in skulk) AND you'll warn everyone that there's incoming with the sound of your gun-fire.
The number of people who sit in NS_Hera base and go 'shut the door, shut the door' is OBSCENE, what does shutting the door do?
It lets the skulks get close then burst in with 4-5 skulks, what are the skulks good at? ENGAGING AT CLOSE RANGE!
<b>Team Covering Tactic #1</b>
You should have 1 person covering each enterance and everybody else in the middle. Then if any of the covering people start firing the people in the middle can turn and give fire support. (if one of the routs in is particularly short/much used you might have 2 people covering that rout).
It is vital there is always someone covering each enterance.
It is usefull to have someone in the middle (preferably not building) who can give fire support to any of the enterances.
It is <b>VITAL</b> that marines covering an entrance only turn around after they hear a fairly continual ammount of fire and possibly a chomp (otherwise a coordinated attack from multiple directions will mangle your unprotected rears).
<b>Team Covering Tactic #2</b>
It is sometimes impossible to cover the enterances, this is because: the room is too big or you only have 3 people and there's 3+ enterances.
In this situation you make the best deal you can, pick a corner with no enterance behind it (definaltly no vent above it) and everybody crouch/stand in that corner pointing out in a hedgehog you then all shoot at any skulks who try and approach in the hope you can kill them, this will fail if they hit you from multiple directions and your not all fairly competent shots.
<b>Where People Go Wrong</b>
<u>Movement</u>: There is no point in moving around, if you're moving it becomes harder to aim, it moves you out of the 'optimal position' AND makes it harder to drop ammo/health on you. So, do not move. more to the point DO NOT JUMP. You might aswell say 'hey com I don't really give a **obscenity** about hitting anything I'm just into bouncing'. It also generats noise that will attract skulks to your position, maintaining complete silence is ESPECIALLY important when setting up a seige, if the first thing they know about it is when you symltaniously complete two siege cannon that is one screwed alien hive.
Obviously if a skulk gets right on top of you you'll want to go evasive. However, this should not be happening.
<u>Position</u>:
Find the optimal position in terms of field of fire and angle on floors (for example if they're coming up a ramp you want to be aiming parralel to that ramp) and <b>CAMP IT</b>.
<u>Getting ammo/making buildings</u>:
Do not move out of position to get ammo all at once, when the ammo dispencer goes up only people without enough ammo to kill a skulk should go for ammo, after that go in any order but one at a time (and center guy covers the 'holes').
Similarly do not move out of position to build stuff when they can only come in with skulks, if that siege is going up anyway and your defence is invincible who cares how long it takes.
(if they've got fades you might wana consider all building it and just praying <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
<u>Commanders error</u>:
A more rare one but commanders sometimes ask you to cover a complete death trap of a room, (small room with vent openings and no fields of fire to speak of. In this situation move just out of the room and cover from there. (and hope the skulks don't just run past you and kill the builder). Or alternativly just pray they don't hit you.
<b>In closing</b>
The most important thing to remember is your fields of fire and position. If they're not absolute pro's at skulking you probably won't be facing coordinated attacks from 3 sides. So, even if you can't kill a couple of skulks as they charge you you'll be able to damage them then pull back into the room and hit them with the support marine (and the builder aswell after a short delay) 3 marines firing LMG's when they know where the skulks are coming from = world of hurt for skulks.
Oh and cover all entrances, otherwise:
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--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&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
This is your fate.
When my course works are done if people want them I'll draw up a set of 'optimal position to cover the start areas maps'
BlueGhost
Comments
It's strange, when I'm covering a room with a bunch of marines, I still have a hard time getting people to crouch in the shadows. People seem to get bored and jump around in the middle of the room, making lots of noise.
There is however a good thing to this: all skulks go to him <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->. So actually having one guy in the middle jumping around is a good tactic (if he is doing it deliberately to draw skulk "fire"), since the skulks won't be looking at the shadows.
Sometimes they don't know where you are, or you're trying to be discreet. (Discretion is, after all, the better part of valor.) If my **obscenity** teammate is practicing for the Olympics then that sort of sound is bound to attract attention and/or give away a tactical position.
Oh well.
<b>Basic anti-skulk firing technique</b>
<u>Crouching</u>:
If your crouching, a skulk coming at you will be <b>much</b> easier to hit. You're on the floor, he's on the floor. So the vector he describes on your screen as he comes towards you is small. (That is they appear to sit still on your screen, due to the fact they're moving DIRECTLY TOWARDS YOU <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ).
<u>Stealth</u>:
If your crouching and sitting still its possible skulks won't see you, they certainly won't hear you. Think about how easy you'll be for a skulk to see (darkness is your friend), admitidley when they respawn they'll know where you are (as they will if you've been parasited). BUT, if a skulk doesn't see you the first thing they know is when you nail them to the floor with half a clip. One free skulk kill.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I never crouch when I fight a skulk, why? Because Melee combat on the move is much more difficult then ranged combat on the move. Also if you jump before you are bit, you fly back creating a gap of space which could save you. If you are crouched and you get bit, you stand still spinning your mouse hoping that your crosshair lands on him before the skulk gets that second swift bite in.
The best thing to do is to stay active in movement in combat, especially if a skulk gets the drop on you (it happens to everybody). Stay moving, and learn how to aim properly, crouching just assists the enemy, Dont get lazy! MOVE AROUND!.
peace,
sYn | John <FireWater>
#syn on irc.gamesnet.net
This isn't about engaging them at mele range when they get the drop on you, its about holding rooms so tight they can't get close enough that you need to dodge. I hope you understand the consept of holding a room so youre buddies can build stuff, if not then you're EXACTLY who this was aimed at and please read it again.
BlueGhost
Crouching is good for stealth yes, but in combat its not a good idea, when I get a chance on home computer I will try to host demos explaining why marines that crouch are good for skulks.
Crouching Marine=Easy kill.
This is why the field of fire stuff is so important, if you're in the right place they have no option BUT to charge towards you cos your at the other end of a corridor.
If they parasite you and then gather forces then while its annoying to be parasited you're still going to hold that position irrespective of how many forces they gather, a nice field of fire and you can kill 2 of them befor they reach you, and hurt a 3rd, by the time they acctually get on top of you your buddies will have turned around and they'll be leaping through your opening into a hail of bullets. (while you reload off to one side of that opening).
BlueGhost
<b>2)</b> Have ONLY ONE PERSON BUILD STUFF. (Very Important, if everybody builds then you all die AND the building gets chomped too).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I disagree. Have two build, no more. In case nobody noticed, the number of marines building an item decreases the time it takes to build the item more than you expect.
In other words, if one marine can build an item by himself in 20 seconds, you might expect that two can build it in 10 seconds. But you'd be wrong - it's much less time, more like 5 seconds. So in essence, two marines cooperating can build two turrets faster if they both work on the same one, than if each one just built a turret by himself.
This gets even faster if three marines build, but you really need those extra guys covering the room, but since it takes so much longer with just one guy, I think you need two.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> = <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.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&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> = <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I'll type out my reasons when I get home, posting from a diff comp.
My 'keep the door open' idea is based on playing as a skulk, sneaking skulks up to a door hitting them from the other side to distract them and then hitting them with skulks through the door. Had the door been open they'd have seen us coming miles off..
Of course all this is for vs skulks not fades.. Keeping doors shut vs fades is the only way.
BlueGhost
Also, don't forget to weld everything in sight.
Alternativly you have one person looking down the corridor who stops the corridor ones coming anywhere near you and the rest of the people can shoot stuff trying to get into the other enterances.
BlueGhost
Please, do not insult my intelligence again.
Regular turrets should be built as fast as possible without getting your butt chomped. Each one that gets up makes getting the others up easier. Sieges are a completely different matter. Once a siege goes off, the entire enemy team will know it. 9 or so big red circles on their HUD will tip them off. Therefore, sieges should be finalized at the same time to reduce actual time spent firing.
I'm not trying to dissagree with you Hojo, but you didn't specify which turrets you meant. I wanted to clarify.
If you did mean regular turrets... well... your marines aught to be able to hold them off the few seconds it takes to build a few more turrets. If they can't, and there are a whole lot of unbuilt turrets around already, it's skulk food. At least if one turret is up there's a <i>chance</i> there will still be something left when you respawn.
Please, do not insult my intelligence again.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Huuuh? I don't really understand any sensible point out of this. I don't remember ever saying ANYONE should be looking at a wall. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Assuming your still arguing that doors should be kept shut, I'm saying that if you're in a room with a door. And if by opening that door you improve your field of fire you should open the door, there are exceptions to this like when the door takes an incredible long time to open (in which case you'll know they're coming and have time to prepair) or when the door will auto-shut and doesn't really improve your field of fire (start of eclipse).
My example of what goes wrong was:
You are defending an area with a door into that area, behind the door is a long streight corridor (start point on NS_Hera for example).
The aliens sneak up to this door (it is impossible to <b>always</b> have motion tracking, 1) its buggy 2) it takes time and they can rush).
They then sit outside the door and wait for their buddies to attack from the other side. Their buddies attack from the other side, even if you have enough disaplin to keep a guy covering the door while their buddies get killed on the other side the SECOND that the door opens they will be able to run around the room, if there's 2 of them they can just split up and there is no way in hell the guy covering that door is going to get them both.
Alternativly if you keep the door open and have one of the guys covering down the corridor you only have to worry about them bursting out of the vent.
As for turning when somethings comming up behind you, the important point isn't that you should turn, it's that you SHOULD NOT TURN INSTANTLY.
If you are supposed to be covering an entrance and someone behind you starts firing don't go turn around right away!
If you do the other skulks who were waiting outside your entrance will be on top of you just around the time you turn back.
BlueGhost
The point in building the sentryguns to an inch of completion is stealth.
If you smack up that first sentrygun and it immediately starts attacking the resource tower you get a horde of skulks upon you. Plopping down several turrets take time due to the high cost. The instant the outpost is discovered by an alien you rapidly finish the turrets.
Just clarifying the idea...
And that's a hilarious sig, Blueghost. Almost certainly not by design, but funny nonetheless.
The Ghost is ment to be, the stupid people really ARE the bane of my existance, and the UK clans thing is sortof serious <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
BlueGhost
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
As in:
Stupid people.....
Are the bane of my existance.
But that didn't fit in very well so it became a comma.
As for spelling errors disgraphic people are not stupid, they're dysgraphic.
BlueGhost
Arkaine if the room is large and you all sit in corners you cannot cover each other effectivly, your JUST covering yourselves. But what with this being a guide for newbies I wasn't assuming they'd be able to tell where a decent corner is and where a corner with a vent above their head is.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> so frustrating when a skulk drops onto your marine from the vent and then procedes to chop him then chomp his two buddies who're in corners so far away that they couldn't do a thing about him (Satcom hive room).
BlueGhost
BlueGhost<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I can see what you're talking about here, but the rooms aren't normally that large and there are usually other corners than the basic four...like a crate or boxes on the side of the room. It's just that so many times, as a skulk, I've taken out a group of marines that were clumped together. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
In that place if several of em rush in you won't have the range to kill em all by yourself, I ask as many people as possible to cover the room because basically I don't trust my marines to be uber gods of killing *shrug*
BlueGhost