Armory Humping:not A Good Thing

FeydToBlackFeydToBlack Join Date: 2003-02-04 Member: 13079Members
<div class="IPBDescription">Do you really need all dead weight?</div> I dont know whether I should place this in the marine, or noob forum. Well, I am going to place it here because this is mainly a noob problem.

Please dont stand around attempting to get all of the ammo you can before running out into a fight. Many are the times that I have seen outposts fall due to entire marine teams armory humping, while one or two brave souls continually die trying to do something.

As a general rule, if something is being attacked enough to need your attention, you most likely wont live long enough to waste even one clip, let alone 6.

So, please heed the call of those that are trying to do the work that you could be doing and start killing.

Besides, look at all of the fun time that you are wasting.

Comments

  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    yes "armory humping" is a big mistake alot of new players make. You see people complaining about it all the time on the forum. As a commander it is very frustrating to see your plans crumble because a few silly marines need 6000 bullets. Some commanders even go so far as recycling the armory at base and putting one on the other end of the phase gate! When the s*** is going down on the other side of the phase and the comm says get there, you better get there. I usually jump right from the spawn portal to the phase if my help is needed. I put my pistol on lastinv midair knowing 60 bullets is all i'm going to need. If you live through the battle theres always time to grab ammo after.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    1st rule: if the commaned says jump thought th phase jump though the phase at that moment.
    2ndrule: if a battle arises collet ammo after the battle not befor.
    3rd rule: always do what your commander or experinced players say, inless they are trying to ruin the game.

    follow these rules and you shall be victorius
  • UnipacUnipac Join Date: 2003-01-27 Member: 12864Members, Constellation
    I hear ya... it is very frustrating to see everyone at the armory when our outpost is getting attacked.

    What's even more frustrating is that marines will take the phase, see a couple fades, shoot them some and run away. Then they'll spam for health in the base while our outpost is getting destroyed.

    I can't tell you how many times I've killed a fade when I charged it... the usual signs that they are gonna die is if they start retreating... just chase the darn thing down and unload everything you have on it.

    I just love to hear the sound of a Fade dying... well of course, on the Marine team only <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SalsaSalsa Join Date: 2003-02-04 Member: 13127Members
    I think the main thoughts that run through people's heads is that if they DO survive after immediately rushing into the gate, is that they'll so quickly run out of ammo that they'll be reduced to getting killed trying to knife. This is the case especially if the comm wants to do a push to their hive thereafter, and they have offense towers. I'm sure we all know that 2 clips of LMG and Pistol ammo each is not enough to gun down a horde of skulks AND a few towers.

    Unless it's an emergency, I personally just grab an extra clip (aka 2 reloads, 100 spare bullets total)
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    I suppose I'm somehwere in the middle. I have a marines eye view of alot of these problems, mainly becuase after the first 2 weeks of debacle...I mean trying to command...I decided I make a better grunt. I try to get at least one reload on the way to the Portal, just becuase I'm not bad enough that I die right away, and I hate hearing that click when you've just gunded down 4 skulks and the marine in front of you has a fade behind him and dosn't know it. I do what I"m told right when I'm told to, but you need the ammo to finish the job.
  • PuistokemistiPuistokemisti Join Date: 2002-12-24 Member: 11506Members
    If armory is between me and phase or VERY close, I pick a clip but usually I just run to phase since changes are, it is be screaming in nether that we are losing the outpost
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Also, most "newbs" don't know that the more ammo you carry, the slower you go. Marine + full ammo = a nice slow marine for the aliens to serve to their families at supper time. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    I'll charge straight in and try to do as much damage with what I've got - if the armoury is on the way to the pg I'll strafe round it with the used key pressed and take whatever I can get without slowing. I get killed lots and dont get a lot of kills but give the team time and normally push back more fades than a single marine should! Often I charge at multiple fades, emtpy a clip of lmg and pistol and then run around them like a nutcase trying to knife them.
    As long as I'm hassling the fades they aren't destroying our structures or killing our hmg/ha guys.

    The ONLY time I would stop for ammo would be for a lerk attack on Refinery, and that would be pistol ammo. Refinery is so damn big lmg do virtually nothing to lerks up by the roof and hmg's are even worse but a pistol is absolutely devistating. Problem is that I tend to emtpy 8-10 shots every time I get a good target so without the extra ammo I end up returning to base after about 2 seconds!
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    Which reminds me about another post, about how weapon upgrades would be better if they increased your clip sizes. That pertains to this...if you were an upgraded marine you'd have more from the get go, and be less likley to armory hump, I think,
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    ahh this again , when the commander says go to a location that we dont have i get full LMG and full hand gun ammo, why would u not? the extra 20seconds is not going to lose u the match but when the commander says get into PG i jump .

    Reason u should always get full ammo for both guns is that if ur in a area with no turrets then if ur good enough to stay alive then u will use ammo faster than u think <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> 250 ammo = 5 clips <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
  • n00b101n00b101 Join Date: 2002-10-29 Member: 1706Members
    <!--QuoteBegin--Rue+Feb 19 2003, 09:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Feb 19 2003, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Reason u should always get full ammo for both guns is that if ur in a area with no turrets then if ur good enough to stay alive then u will use ammo faster than u think <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> 250 ammo = 5 clips <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In that case, you ask for backup and you go back in the phase while you get 2-3 clips, then come back. Well, if there arent any phases, you're pretty doomed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    on the map caged there is a room between gen and vent called 02338 hub access (i think) anyway its not the best location for a base and its not realy a good place for a out post , but if they have gen and you have a base at vent one man there can stop pritty much all skulks from getting to shipping tunnel , if u haev MT then that is one of the best places to stay , so it helps having full ammo to save rps from the commander.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Aliens start out with full energy, so why shouldn't marines start out with full ammo?

    Just a thought.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    <!--QuoteBegin--|ds|meatshield+Feb 19 2003, 01:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Feb 19 2003, 01:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens start out with full energy, so why shouldn't marines start out with full ammo?

    Just a thought. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    but aliens dont start out with carapace and adrenaline they have to evolve every time. Comparing the two sides in a like for like manner is pointless. They are dirrerent. They are supposed to be different, that's part of the appeal.

    The point of this thread is to ask marines to jump through the phase gate when they heear the Commander call for their help.

    In 1.04 a pg can be taken down by a couple of skulks in the time it takes a marine to load up with ammo if left to it. So getting one marine through the gate to tie them up with a clip of ammo until re-inforcements arrive is essential. If you run low on ammo and there are other marines there go back and get more ammo. Simple really,

    ...oh and there is no way any one can tell us they can guarantee surviving the time it takes to fire 2clips of lmg and 2clips of pistol when they phase straight into a firefight. Not unless they plan on enabling godmode <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • w00tehw00teh Join Date: 2003-01-13 Member: 12255Members
    <!--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-->Many are the times that I have seen outposts fall due to entire marine teams armory humping, while one or two brave souls continually die trying to do something. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    A picture is worth a thousand words <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> :
    <img src='http://w00tland.fragism.com/ns_tanith0000.jpg' border='0' alt='user posted image'>
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--|ds|meatshield+Feb 19 2003, 01:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Feb 19 2003, 01:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens start out with full energy, so why shouldn't marines start out with full ammo?

    Just a thought. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, it makes little difference since energy regenerates itself. It wouldn't affect any situation other than when a hive is under attack, for spawning skulks, and in that case it's not fair on them.
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