Use The Elephant Gun

StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
<div class="IPBDescription">It's not the shotgun</div> Yesterday, I was victim to a big misuse of weapons on two occasions. The first game we had an Onos problem and someone says "Drop shotguns, they are the best at killing Onos" or something simmilar.

I saw this argument when 2.0 was just released, and seriously, it's one of the most misguided statements made on this forum (well.. not that bad, but it's bad). The shotgun is NOT an onos-killer. Really, it isn't.

Yeah the shotgun deals out decent damage.. if you hit the target.. at close range. Now, the first thing you should realise is that "close range" is not somthing you want to be with an Onos if you can help it. The second thing is that if you've played the game for a while you know that the hitbox on that big cow is actually quite small. About as big as a Gordon Freeman model... hell, it IS a Gordon Freeman model.

Here's how the shotgun vs onos duel usually looks:

Marine fires a shot or two at distance against the approaching cow. Cow is barely scratched. Cow gets closer, shotgunner starts jumping around like on crack trying to hit the cow. The cows "interesting" hitboxes makes that rather ineffective and even if the shotgunner gets a direct hit or two it isn't enough. Shotgunner gets gored and dies. As does his jumping-jack teammate.

This is actually a *good* scenario from the shotgunners viewpoint. More often the long-distance shots are all the guy gets in, then he gets stomped and eaten/gored.


Now, the HMG on the other hand allows you to deal out a HUGE amount of damage while the cow approaches. Twice as much as a shotgun does point-blank (which is a position the shotgun rarely gets to use effectively against an onos). Basically, having a HMG fire at the cow down a hallway, as it approaches, is simmilar to having two shotgunners run alongside the cow shooting it while it runs to get there.

Dropping shotguns against cows is mostly a psychological thing, makes the marines feel a bit more powerful. If you have a decent squad with some LMG's to wear him down as he approaches your shotguns might be enough to scare him off/redeem/kill him, but PLEASE give out HMG's if you really want to get rid of the cow threat, and ask them to *keep their distance*.


Same gaming occasion I also experienced what must have been the worst composed HA squad of all time. I'm dropped a HA to help 3 other HA's set up a siege base on nothing, at the Viaduct hive. I know the aliens have a cow so I ask for a HMG. COM drops a shotgun. I say "We are *really* going to need a HMG, this shotgun won't hold the onos off and the distances there are huge". I'm ignored. Ah well, maybe one of the others have a HMG I think and get over there to help out.

Arrive at viaduct to find that we have *three* Grenade Launchers and me. A cow crawls up from the hive and 1 minute later we're short 4 HA suits. With only one HMG and one GL we would probably have been able to pull it off. I assume that this is the reason they are lowering the HMG cost in the 2.01e patch, people just don't seem to realise it *is* the best gun available on most occasions, and definetely the most powerful one.
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Comments

  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    HMG seems to have a higher rate of redeem.

    A group of shotgunners attacking a "cow" are indeed effective, if they have any skill at all. You speak of psychology, well it works both ways. An Onos with one HMG firing down on it may feel less threatened than two shotgunners running around it. He'll also be more likely to target only one person, and bring him down. Depending on the situation, this might mean the loss of the HMG -- and 20 res.

    If you have 30 res, three marines, and one Ono, I'd say three shotguns outdo one HMG any day. I've had a lot of success at killing Onos with shotguns. HMGs seem to redeem Onos a lot more.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    <!--QuoteBegin--typical skeleton+Sep 11 2003, 10:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Sep 11 2003, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you have 30 res, three marines, and one Ono, I'd say three shotguns outdo one HMG any day. I've had a lot of success at killing Onos with shotguns. HMGs seem to redeem Onos a lot more. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The key here being "three Marines". It's not really relevant to compare it with a scenario with 50% more res spent and three times as many people <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    2 LMG's + 1 HMG would be more effective in my opinion. And cost less. About the same damage, but much greater range.


    I don't think I've ever died as an onos to shotguns actually. And I've been knifed at least 3 times... staying in HMG fire for more then a second is seriosuly risky health-wise. I'm not saying that shotguns are totally useless against them, but just the idea that you have to get close to kill it should make peopl ethink twice. "Close? To THAT thing?!"

    HMG's make cows run away or die, is my experience.
  • DeathdroneDeathdrone Join Date: 2003-08-05 Member: 18963Members
    Yeah, this is logical in every way, shape and form, but for some strange reason, the majority of Comm's seem to have an odd aversion to providing even one HMG for a group. I mean, it's only 20 res, and 1 HMG in a group of at <b>least</b> one marine with an LMG should keep the HMG active in the team for a fair while, (unless devoured or lost half a map away from any spawners), and HMG's are damn-fine attack/defence weapons!
  • JeeRJeeR Join Date: 2003-08-09 Member: 19237Members
    In a 4 members squad of HAs, I usually drop 1 shottie, 2HMGs and 1 GL plus at least 2 welders.
    This way and with my perpetual dedication to drop them medpacks I think they are ready to take out any kind of threat pretty fast.
    - The shottie opens the way. So he's the first to take the heat and his shotgun at point blank is lethal.

    - One HMG stays 4-5meters behind him, because no matter the distance, this babe is *always* effective, unlike the shottie who is a close-range weapon. So putting him a little bit back wont change anything to it's efficiency. He also carries a welder.

    - Then comes the GL, because the GL-carrier is the one the team has to protect. He scares big xenomorphs with it's fireballs and fries the little ones. He's the bane of all hives and alien structures so the rest of the team is in fact his bodyguard in most of the trips into infested corridors. He also carries the second welder.

    - The second HMG is the rear guard. Because if there's no rear guard, then the squad is almost pretty dead to any ambush aliens may lay down. And I don't wanna see so much rez finish in marinish chili con carne. HMG at rear guard makes fast xeno-steack of any incoming skulks that may have wanted to jump on the back of the GL and may buy enough time for him to provide assistance with a suppressive fire.

    My 2cents.
  • lilbadwolflilbadwolf Join Date: 2003-01-21 Member: 12542Members
    I totally agree that the HMG should be used more often.
    I still consider it the most powerful weapon in the game because I dont really like the shotgun.
    I dont know why everybody thinks its so easy to kill with a shotgun, heh I never hit anything with a shottie. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    Thing is to have HMG's and SGs. Make the HMGers have the ono rush in(they can't stay back or the HMG will get them) and by the time the ono gets to the HMGer the shotgunners are close enuf to sink in that big damage. Or the ono will see this and run away witch lets you do what ever it was you where doing.
  • typicalskeletontypicalskeleton Join Date: 2003-02-25 Member: 14011Members
    edited September 2003
    Point of my reply was to emphasize teamwork. A single HMG may be more effective than a single shotgun, but the HMG shouldn't be alone.

    Handing out multiple shotguns then sending a group is more effective than handing a marine an HMG and saying to kill an Onos. Which is why I chose 30 res. That's three weapons for three people to act as a team, as opposed to one HMG for one guy and a shotgun for the other, sending them both alone.

    The three shotguns can not only take out Onos, but structures as well. Very quickly. And with three of them, there's less of a chance that they'll die or atleast less of a chance they'll die without achieving their objective, etc.

    Which is why I, as a commander, usually drop shotguns. Most NS maps aren't full of big areas, but rather smaller corridors. Almost all aliens are melee attackers, so they'll want to close ranks with you fast all the time. You often don't have time to sit and fire at an alien rushing you, but rather must quickly spin around and DO something, fast. Like let off one round and knock out the skulk, or injure an Onos.
  • WarZer0WarZer0 Join Date: 2003-06-15 Member: 17386Members
    It's rare that I see an Onos with redemption die against one or two HMGs. Usually it takes at least three or four all with good aim at that thing to take one down. Wait about 30 seconds and the Onos is back, at full health while the rines are short some 70 rounds on ammo. Keeps going until the comm has to drop ammo packs and that costs res which could be better spent on other things (such as health packs skulks tend to stay close to Onos and let the Onos take the beating while the skulks chomp away at the rine's feet).

    Best way I can think of to take down an Onos is with 3 shotties in HA with a whole bunch of normal marines acting as cannon fodder.

    Course, the absolute best for almost any situation for rines are 3 shotties, 3 HMGS and 2 GLs all in HA. Not much can take down that type HA train.
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    I'll have ot agree with stone....lately I've seen too many Sgs even in beta e where HMGs are only 15 freakin res (15 res, people come on!)

    you *want* 1 or 2 shotties for anti structure and close-combat....you *NEED* at least 1 hmg for that incoming cow.......my fav onos kill of all time was when with 4 HAs 2 SG and 2 HMG....it was a redem ono (had already redeemed himself 203349834 times)

    me (hmg) and the other hmg were shootin him as he can down the upper part of Reactor room....as soon as he got in range he stomped and stunned about 3 of us (was our screw up we were way too close too eachother).....then 2 shottie blasts later from the unstunned SG he died *as* he was redeeming (lag-redem-death)

    that was just dumbarsed luck..
    now imagine if people would cooperate...see a known REDEM onos.....take a chance and soften it a bit with your HMG....then when it gets close try to dance in front of it for attention while your shotgun palls go for the double dose kill

    I know its unlikely because when you see a cow charging you think *SHOOT SHOOT*.......but it just sounds so good <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    You get more firepower for your res with shotguns. Up until 2.01e, it was 2 shotties per hmg. That is why they were better: you could simply afford more of them. If the 15 res hmgs stay, it will safer to drop the hmgs. An onos is much more dangerous in shotty range, plus it's easier to keep a small number of guns alive.
  • ThemanwithnonameThemanwithnoname Join Date: 2003-08-26 Member: 20233Members
    I can usually take out a few onos with a good partner.(Shotgun/Shotgun) But with the hmg I can barely take out any onos (They either just shrug it off with regeneration or redeem). So I usually like to stick with the shotgun..
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    I am a shotgun man, even before 2.0 i always requested the shoty, there is nothing that can handle a good shotgunner one on one, I have danced teh onos and the fade, and skulks are my play thing. lerks are sorta tuogh (i miss my jp, comm dont use jp much anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ) The hmg is good, realy it is, though it takes nearly a full clip to take out one oc, and you only get 2 reloads, wich take forever. The key to the shoty is rythm, and remebering to reload every chanc you get. Sense 2.0 the shoty fire rate has gone up, so the standard rine can use it closer to its full efecientcy. It is true that people depend on them too much now, before the com always thought it was a waste i had to beg and plead to get them, now they are handed out like candy, which will train a new generation of shoty people, but the hmg is neglected you want at least one in your team to handle the lerks.

    But the main reason, i am sure, is the shotgun beets redemtion, plain and simple, i have been killed by an hmg once as an ono (i devoured the wrong guy, so while i ate a gl, the hmg got me)
  • BarxBaronBarxBaron Join Date: 2003-02-02 Member: 13031Members
    edited September 2003
    well thats why there's mixed arms......the HMG makes the onos either decide its not worth the charge at you or by the time he gets near you it takes little to no SG fire to redeem or kill

    no one said anything about making a 6HA-8HA HMG squad that can't take out buildings worth crap

    The Best part is that you don't need to all be close to an onos at the same time and generally in the same spot. If a comm is smart he will remind the HMG to follow and try to be to the side a bit aways.....or hell nevermind....that's the MARINE'S RESPONSIBILITY to KNOW to do that as he is long range power of his group

    I love it when SGers clump up like morons (and sometimes they have to due to the area....theres quite a few narrow hallways/paths)
    weeeeeeeee.....stomped 'rine burgers mmmmm, mmmmm good!

    So basically the argument isn't that 'SGs are teh suq' and 'HMG pwn j00', but that mixed arms are usually better then just spamming SGs which happens from time to time.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    A redemption onos is not even a slight annoyance if you have a lvl3 HMG. 20 shots or so is enough to redeem him. Also, I have seen far more redemption cows die from HMG's then shotguns. You need like 3 synchronised shotgun blasts to kill a redemption cow. That's not gonna happen since for them to be effective they have to be close... good luck getting anything other then 3 wildly jumping Marines firing as much as they can against a point blank onos.

    One lvl3 HMG has a chance of killing the redemption cow. 2 have a *good* chance. Besides, that redemption cow is gonna spend 90% of his time in the hive healing anyway.

    <!--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-->Point of my reply was to emphasize teamwork. A single HMG may be more effective than a single shotgun, but the HMG shouldn't be alone.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes, of course. But this thread was ment as a debate about the individual guns usefulnes, so that's what I focus on.
  • ZhangZhang Join Date: 2002-11-01 Member: 2477Members
    HMG's hose down regen onos too.

    Once when I was in HA a cow suddenly appeared around the corner. I crouched and aimed for center mass as he attempted to devour me. Ever since learning about the true cow hitbox, I've been able to kill cows very easily, and this one died in about 3 seconds of fire. It didn't even have time to get a devour in.

    A level 3 HMG does more damage than the shotty across all distances. HMG is already an awesome deal at 20 res; I shudder to imagine the number of marine wins on good servers running 2.01e.
  • haWuhaWu Join Date: 2003-02-02 Member: 13006Members
    I couldn't agree more, I love the HMG vs Onos.

    A favourite strategy of mine is if I get stomped, to crouch just when the onos is about to devour, and sidestep, all the time firing my HMG. I've caught lots of onos off guard with that, and it can usually result in a kill, if it doesn't have redempt. The main thing when firing is to aim in the centre, for it's small hitbox, usually does the trick.
  • Max_der_HaseMax_der_Hase Join Date: 2002-11-12 Member: 8342Members
    U can crouch while being stunned?
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    when i hear the stomp i crouch, and it will usaly hapen for the stun, and a stun only last 2 secs, so the devour will often come shortly after the stomp weres off
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    Lets do the math!

    A HMG has a ROF of 1200 rpm (20 rounds per second) and a damage of 20 per round. (it could be 18 but I'll stick to 20). Thats 400 damage in the space of 1 second. The damage slowly decreases as the distance between target and firer increases. The magazine empties itself in 6.25 seconds of continuous firing.
    The HMG takes a long time to reload and slows the user down by a large extent

    A shotgun has a ROF of 120 rpm (2 rounds per second) and a damage of 20 per pellet (estimated, could be 16). Each round contains a total of 10 pellets. Thats 400 damage too. The magazine empties itself after 4 seconds of continuous firing. The shotgun takes a long time to reload but does not slow down the much. On paper, the shotgun seems to be as effective as the HMG while costing only half as much!

    However, the damage of a shotgun decreaes dramatically at any range in excess of point blank. That means a HMGer will be able to deal much more damage than a shotgunner unless engaged at point blank range, in which case the marine is dead unless he has a jetpack. Even stomp has a longer effective range than the shotgun. That means a shotgunner will be unable to deal any significant damage at an onos so long as it remains at a distance. A 2-hive onos will therefore be able to kill the shotgunner before he deals out any significant damage.

    Buy the HMG. Despite being neglected by the community, its really much more effective than its competitor the shotgun.
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    I like the shotgun more myself, atleast with redemp onos. HMG's shoot out a stream of damage, the SG slams it out in larger groups (which in my opinion is better for nailing a redemp ANYTHING) Shotguns are cheaper (obvious) and they reload considerably faster (you can stop the reload if somthing rushs you) the hmg cant do that AT ALL and it makes you a slow walking target. I would never take a HMG without JP/HA, but if you have LA, id definatly prefer the shotgun, faster, more adaptable, cheaper, and a new favorite of the marine team.

    Thats just my personal opinion, flame it if ya like <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    As much as I hate being the big fat cow due to it's lack of finess, I have had to use it every now and again (2 hive lockdown with Defense for instance... which happens every time the aliens focus on the dbl res and leave the marines to wander on their own...)

    There was this one guy who I definately suspected of cheating, but nevertheless still taught me something about how weak the big cow really is... By himself, as a lone HA/HMG I was afraid of him. I was trying to take out the marine buildings on the raised part of Data Core by the tunnel, when HE phased through. I didn't think much of him as I ran behind the pillar to heal up a bit. Once I was ready I ran towards the ramp, and by the time I was half way up I realised I had lost half my health and needed to heal up again (This was in the space of 1 or 2 seconds...). This guy was standing under the hive, on the other side of data core, and had almost killed me in 3 seconds flat... I stayed alive for a good extra couple of minutes using the scenery to block him, but eventually he got me as I tried to jump across the gap and devour him.

    In many other games with this individual with impossible accuracy I realised that WHEN the marines actually hit you, you go down FAST. I can handle squads of 4 vanilla marines as a regen/celerity fade, and yet I couldn't handle this guy alone. (and neither could anyone else on my team)

    But I digress, the point is that even at long range this single HMG was owning the space cow. Even if you had somebody with "normal" aim, hitting an onos at long range isn't all that hard (its close ranged combat that's tough), and so 2 normal HMGers would have owned me easy (yeah I coulda stomped em normally, but we only had 1 hive remember?)
  • GaerislGaerisl Join Date: 2003-09-16 Member: 20936Members
    yes. the hmg IS the elephant gun. i played this one round where the we (marines) occupied a hive. and all our other bases have been destroyed. we only had 1 res node. but then the commander started giving out hmgs and a few gls. and we held off 4 onones. yes. 4. with one res node. slowly we racked up enough res to get all HA's. after that, a HA train took them all out. not bad. though... hmg's holding off 4 onoses....







    "nyhahaha" --> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Actually *did* manage to kill a redemption cow with a HMG today. 2 cows on our PG in Ventilation hive, ns_origin. One regen (I assume) and one redemption. Didn't even realise there were two until one died. I was alone (they were ON the PG; so no reinforcements) and in HA with a lvl3 HMG.

    Come to think of it, there was a gorge healing them, which *may* have screwed it up for the redemption cow. Anyway, they both went down, redemption cow was redeemed but died in the hive, regen cow stayed alive longer but 1-hive cows really aren't a problem to HMG's in any way. No stomp, no umbra.. no more onos. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Demented+Sep 15 2003, 04:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Demented @ Sep 15 2003, 04:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A HMG has a ROF of 1200 rpm (20 rounds per second) and a damage of 20 per round. (it could be 18 but I'll stick to 20). Thats 400 damage in the space of 1 second.

    [...]

    A shotgun has a ROF of 120 rpm (2 rounds per second) and a damage of 20 per pellet (estimated, could be 16). Each round contains a total of 10 pellets. Thats 400 damage too.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I have conducted extensive rate of fire tests, so I can safely say those numbers are not quite correct. The HMG fires one bullet every .067 seconds, or 15 bullets per second, and the shotgun fires one shot every .67 seconds, or 1.5 shots per second.

    Also, if mp_drawdamage displays the correct numbers, the shotgun does 17 damage per pellet at level 0, not 16 or 20.
  • Lt_WarhoundLt_Warhound Join Date: 2002-11-07 Member: 7654Members
    All too often the fights aren't at long range, but at 'gunfight in the elevator' range. Twisty corridors, lots of doors and corners, a half-way intelligent onos doesn't give you time to hose him down. And all to often, that vent will pop a skulk/lerk/fade, at very short range.

    Heck, if you have the range, a few LMGs that can aim can drive off or kill an onos. I've occasionally caused an onos to redeem with an LMG and pistol with no upgrades, one clip from each. L3 weapon upgrades can mince up an onos using any weapon.

    Shotguns are useful, in my mind, for the rapid damage dealing. Yes, you have to be able to aim, so? If you can't aim, it doesn't matter what you are armed with. I've seen _many onos and fades die to shotguns (I think I play too much).

    But, get any range, and the shotgun rapidly loses effectiveness. We knew they were going to try a second shotgun rush, since the first one had been overwhelming. Instead of Cargo Bay hive, we got Power Silo hive, and I ran up top to place two OCs. The shotguns couldn't take them out, I didn't even need to healspray, one shotgun rush dead on the floor.

    Had they gotten an HMG, it would have been much different.

    For the most part, I'm happy with a shotgun. The ability to reload a single shell and fire has saved me a lot of times, when yet another skulk whips around the corner. I've died more than once due to the delay reloading, and while reloading you can't use a phase gate. (Tip of the day, switching weapons stops the reload, letting you use the PG, so get that knife out)

    So, each of the weapons has its uses, and situations where its the 'best'. And situations where its definately not the 'best'. Just part of the NS fun.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Eh, I honestly don't know which one I believe to be better, so here's a picture of a lerky! <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
  • G4B2SWrathG4B2SWrath Join Date: 2003-08-03 Member: 18846Members
    <!--QuoteBegin--Themanwithnoname+Sep 12 2003, 08:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Themanwithnoname @ Sep 12 2003, 08:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can usually take out a few onos with a good partner.(Shotgun/Shotgun) But with the hmg I can barely take out any onos (They either just shrug it off with regeneration or redeem). So I usually like to stick with the shotgun.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, if I'm onos (with regen always), I just attract attention and keep dissapearing around corners until I figure the hmgers have wasted enough bullets for me to charge in with little damage, since they take ages to reload. I've killed groups of 4 hmg heavies doing just that, at hive 1. Just devour whoever can still shoot, and smack around the rest on the reload. With shotguns that can be trickier.
    But playing as marine, I'd still rather have an HMG, especially for defending hive areas, where you can take down lots of enemies as they are trying to hop over structures to get to you.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    this has probably been said a million times, but no one pays attention. each gun has its strengths and weakness, and sg/hmg are about opposite. hmm.... use both? hmg's can deal damage at long range, then fall back to reload while the sg's unload at close range. sg's are useless at long range, and hmg's take forever to reload and are less effective at close range. use both, even if you only have 2 people, one sg and one hmg.

    think dod or cstrike for a min (yeah, flame me, like i care). what happens if your whole team goes sniper? you can't advance, and you slowly get pushed back. all thompson/shotgun? you get owned at range. all mg's? you can hold positions, but get destroyed in cqb. the same goes for ns, i know ns is mostly cqb-med, but aliens are mostly melee, so that extra 20 feet of effective range goes a long way.


    mixed arms are ALWAYS better than all of one weapon. period. end of discussion. fin. *fat lady sings*
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    SG is THE adaptable weapon of NS, useful against any anything at medium-close range. A pistol makes an excellent backup here as it is most effective at long ranges. For this reason, SG's are best for small squads who can't afford mixed arms, LA marines, or heavy squads assaulting a lightly defended area (sg's make quick work of small groups of oc's and will take down a res node or hive in seconds).

    The HMG is clearly superior against aliens, but is very weak against structures. The GL is extremely strong vs. structures. Obviously, if you are going for mixed arms, HMG's should make up the bulk of your force (I prefer 1 GL per squad, then twice as many HMG as SG. The perfect 4-man squad is 1 sg (point man), 1 gl (in the middle, welds most of the time, takes down lame), 2 hmg (1 on either side).

    140 res worth of near-unstoppable fury (until they stop welding <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
  • MendevelMendevel Join Date: 2003-09-27 Member: 21274Members, Constellation
    HMG's are nice and all but arent very tactical especially if you haven't advanced your armory or don't have res to spend. To kill an onos, you use anti onos strategy, bait and trap. If someone hoardes their res to go early onos 4 men can take down an onos fairly easy with just 3 shotties and one man as bait, but to suddenly spring up a world of hurt is MUCH faster and deadly (plus psychological shock of being attacked from three directions) with shotguns. Bait man at top, one to either side and one man to block the onos in and slow him down, onii go down surprisingly fast.

    A fun time is we tricked an onos into thinking one guy alone was trying to weld Western Entrance vent shut, but when the onos realized it was too late it was already dead.
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