3xshotgun Rush Vs Tf + 3xsentry
slaps
Join Date: 2003-01-06 Member: 11947Members
<div class="IPBDescription">Hmmm which strat is best?</div> Was playing last night and our comm whom we *thought* was a n00b, was actually a pretty savvy tactician.
We were playing the map ns_nothing. As most ppl know the Cargo area is a very crucial area to capture in order to win the game. The comm did all the right stuff and capped the silo etc. He then started to get us to go the cargo but the was alot of OC + DC etc and skulks everywhere. We were pretty much blocked off especially near the ventilation res node.
Now! I and others would have done the logical thing and simply got the marines to set up a TF and siege the area. But as I've discovered many times <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> That it takes some time to set up a TF wif ST's upgrade then siege cannon <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> and heck of alot of resources (approx 100+respts). Also if the aliens concentrate on constant attacking of the TF they can easily overpower it and you lose alot of valuable resources seeing that ST's are fairly useless <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
Anyway our comm instead gave us about 3 shotguns ( we didnt have upgraded armory yet) he then got us to throw a few mines about the base then he waypointed us to cargo/ventilation. There were 3 of us with shotguns and 1 with LMG (about 44 respts for shottys).
WE ALL THOUGHT HE WAS A NUT!
'cos like most ppl I think shottys are a bit of a waste early on in the game ..later on when there is heaps of resources they are fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Dont get me wrong I like shotguns! Always did! But now I see them differently! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
We proceeded to the WOL and using run and gun around corners manouvers we quickly destroyed 10 or so OC's and DC's as well as a few gorges and skulks whilst getting a bit health spam from the commander. Then we quickly phased the vent node and took over the Hive in cargo.
Things I learnt :
1. Shotguns rip thru Alien structures at close range very quickly! Especially if you have 2 shotgunners blasting.
2. Shotguns work stunningly well in groups of 2-3. The reason being that the shotgun shoots so frickin slow! If you miss or just *wing* a skulk you a dead by the time you fire the next round <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> With 3 shotgunners we never really had this problem.
3. THINK ABOUT IT! 3 shotguns 44respts + some health spam about 14 rspts worth = 58 respts As opposed to 100+ for a Turret farm that is very vulnerable if skulks rush the TF.
What are your thoughts on this?
We were playing the map ns_nothing. As most ppl know the Cargo area is a very crucial area to capture in order to win the game. The comm did all the right stuff and capped the silo etc. He then started to get us to go the cargo but the was alot of OC + DC etc and skulks everywhere. We were pretty much blocked off especially near the ventilation res node.
Now! I and others would have done the logical thing and simply got the marines to set up a TF and siege the area. But as I've discovered many times <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> That it takes some time to set up a TF wif ST's upgrade then siege cannon <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> and heck of alot of resources (approx 100+respts). Also if the aliens concentrate on constant attacking of the TF they can easily overpower it and you lose alot of valuable resources seeing that ST's are fairly useless <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
Anyway our comm instead gave us about 3 shotguns ( we didnt have upgraded armory yet) he then got us to throw a few mines about the base then he waypointed us to cargo/ventilation. There were 3 of us with shotguns and 1 with LMG (about 44 respts for shottys).
WE ALL THOUGHT HE WAS A NUT!
'cos like most ppl I think shottys are a bit of a waste early on in the game ..later on when there is heaps of resources they are fine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Dont get me wrong I like shotguns! Always did! But now I see them differently! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
We proceeded to the WOL and using run and gun around corners manouvers we quickly destroyed 10 or so OC's and DC's as well as a few gorges and skulks whilst getting a bit health spam from the commander. Then we quickly phased the vent node and took over the Hive in cargo.
Things I learnt :
1. Shotguns rip thru Alien structures at close range very quickly! Especially if you have 2 shotgunners blasting.
2. Shotguns work stunningly well in groups of 2-3. The reason being that the shotgun shoots so frickin slow! If you miss or just *wing* a skulk you a dead by the time you fire the next round <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> With 3 shotgunners we never really had this problem.
3. THINK ABOUT IT! 3 shotguns 44respts + some health spam about 14 rspts worth = 58 respts As opposed to 100+ for a Turret farm that is very vulnerable if skulks rush the TF.
What are your thoughts on this?
Comments
on an offense tower its much worse
Also a TF system will prevent rebuilding as long as somone keeps an eye on the area.
i am a member of the CULT in this forum that worships the shotgun. I have seen some AMAZING things done with just one of these, but in groups, or mixed in with LMG troops they slaughter everything early on.
And they are just as usefull against OT's in the open - just not directly. The LMGers in your squad should take down the OTs while you give them invincibility against incoming skulks with your shotgun cover.
Sekdar, your cult intrigues me and I wish to subscribe to your newsletter.
Commanders have to keep in mind that a Marine with a shotty costs 17 dollars. Thats two less then a turret, and that Marine can move, can be healed, can listen for skulks, can build stuff, and is often even smarter then the turret AI (but not always <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
A shotgun makes you feel invincible, but it's just the endorphins. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
More commanders should just spam down shotguns when they get enough res, its the most effective weapon against skulks and disposes of structures fairly quickly.