3xshotgun Rush Vs Tf + 3xsentry

slapsslaps Join Date: 2003-01-06 Member: 11947Members
edited February 2003 in Frontiersmen Strategy
<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?

Comments

  • MarcoMarco Join Date: 2003-02-24 Member: 13924Members
    The problem being that, if you give 3 marines shotguns, odds are higher that they'll go camp in a vent instead. But it sure is a viable strategy if the players are skilled enough to "capture rings". 100 rings gives you an additional life <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> , and if you get hit you just loose all your rings, as opposed to dieing <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • viking9viking9 Join Date: 2003-02-12 Member: 13477Members
    Very interesting. I will definitely try this one. There are times early in the game when a partial wall of lame is bottling marines up at some location. 3 shotties is not a bad price to be able to tear it down and procede through a location. Mess hall comes to mind in Nancy. Thanks for posting this.
  • PodPod Join Date: 2002-11-03 Member: 5745Members
    at point blank range a full shotgun blast takes off one whole segment from a RES NODE <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    on an offense tower its much worse
  • JakJak Join Date: 2003-01-08 Member: 12048Members, Constellation
    Useful if the OT's are around corners as you say but if they are in the open at all shotty rushing is highly ineffective as you need to be very close range and able to duck out of fire after shooting.

    Also a TF system will prevent rebuilding as long as somone keeps an eye on the area.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    <!--QuoteBegin--slaps+Feb 25 2003, 04:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (slaps @ Feb 25 2003, 04:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 'cos like most ppl I think shottys are a bit of a waste early on in the game <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • PvtLohnePvtLohne Join Date: 2003-02-11 Member: 13402Members
    Ditto to SekDar. That's how Aliens get ruckused right there.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I <3 my shotgun.

    Sekdar, your cult intrigues me and I wish to subscribe to your newsletter.
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    to become an initiate you must first join our mass ritual suicide <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Shotguns do work good, however I would pass out about half as many Shottys as there are people, so when people die some one grabs the shotgun and continues using it. Also, after firing once, if the skulk or lerk isnt dead it will eat you, so having a few lmgers around to take out that last couple HP off a skulk with its huge ROF is good.

    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--> )
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    While I really do love the shotgun, you really need to keep in mind that a carapaced skulk takes TWO blasts, not one, so it's very important to stress to your marines that shotgunners stick with the rest of the team.

    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-->
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    I don't use shotguns for OCs BECAUSE you have to be close. Chances are you'll lose health everytime u get a decent shot off. Therefore, this works only with health spam. It's pointless killing OCs around a corner with shotguns.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Actually, most Commanders that do give out lots of shotguns tend to be noobs because they don't know how to upgrade the armory (-jk)!

    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.
Sign In or Register to comment.