Insta-armory
MadcapMagician
Join Date: 2003-04-07 Member: 15265Members, Constellation
<div class="IPBDescription">the doom drop</div> Lately when comming I've been using a new tactic (at least, I've never seen it used extensively elsewhere).
The only weapons I drop at main base are the heavy weapons. When I want to shotgun rush something I send my LMG marines to just near the location, then I drop an armory. Then I drop them all shotguns. And I don't mean just put armories in locked down hives, but drop them right on the front line.
This has been incredibly successful for the following reasons.
Troops are much more motivated to go to waypoints if they know they'll get a shotgun when they get there.
You save money by not dropping ammo packs. With the armory right there you don't they have all the ammo they want.
You can drop mines and welders as well, this can be very handy depending on your tactical situation.
Much better for reacting. You never know when you might really need shotguns in a hurry. Instead of brining your troops all the way back to base to hand out equipment, just direct them to the nearest armory and you can hand out shotguns there. Or say two of your guys that you never expected much from just happened to wander into a hive, drop them an armory and shotguns and watch that hive go down.
Great for that one skilled rambo on your team, drop him and armory at a key location and he'll hold it the whole game.
If you are on a server with healing armory plugins then even better, you now have a healing outpost.
You don't have to worry about some newbie marine picking up the shotgun and wandering off in the wrong direction, only marines smart enough to get to the waypoint actually get one.
If you shotgun rush from base and get ambushed you lose all your shotguns. If you wait until your troops actaully get there you haven't lost anything if they fail.
Just tonight I commed a game on tanith. Aliens started in satcom. A few guys rush into chem transport and took out the nozzle. We built it and I dropped an armory and shotguns and mines right there. They kept the aliens pinned into their hive while my other soldiers could run around and grab RTs. And my troops were practically racing there because they knew they'd get a shotgun when they got there.
And armories are so cheap I can't really see a reason not to do this. It's cheaper than spamming ammo packs. The only real downfall is that it has to be built and if time is really critical then it may not work the best.
I love this tactic.
Any thoughts?
The only weapons I drop at main base are the heavy weapons. When I want to shotgun rush something I send my LMG marines to just near the location, then I drop an armory. Then I drop them all shotguns. And I don't mean just put armories in locked down hives, but drop them right on the front line.
This has been incredibly successful for the following reasons.
Troops are much more motivated to go to waypoints if they know they'll get a shotgun when they get there.
You save money by not dropping ammo packs. With the armory right there you don't they have all the ammo they want.
You can drop mines and welders as well, this can be very handy depending on your tactical situation.
Much better for reacting. You never know when you might really need shotguns in a hurry. Instead of brining your troops all the way back to base to hand out equipment, just direct them to the nearest armory and you can hand out shotguns there. Or say two of your guys that you never expected much from just happened to wander into a hive, drop them an armory and shotguns and watch that hive go down.
Great for that one skilled rambo on your team, drop him and armory at a key location and he'll hold it the whole game.
If you are on a server with healing armory plugins then even better, you now have a healing outpost.
You don't have to worry about some newbie marine picking up the shotgun and wandering off in the wrong direction, only marines smart enough to get to the waypoint actually get one.
If you shotgun rush from base and get ambushed you lose all your shotguns. If you wait until your troops actaully get there you haven't lost anything if they fail.
Just tonight I commed a game on tanith. Aliens started in satcom. A few guys rush into chem transport and took out the nozzle. We built it and I dropped an armory and shotguns and mines right there. They kept the aliens pinned into their hive while my other soldiers could run around and grab RTs. And my troops were practically racing there because they knew they'd get a shotgun when they got there.
And armories are so cheap I can't really see a reason not to do this. It's cheaper than spamming ammo packs. The only real downfall is that it has to be built and if time is really critical then it may not work the best.
I love this tactic.
Any thoughts?
Comments
An armory is a nice way to keep a Marine presence in the area, and at the moment, it's cheaper then 8 ammo packs, so it is a worthwile investment in many scenarios. As stated, it also gives a bigger tactical flexibility since you can drop mines, shotguns and welders around it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And it's one way to prevent armory humping (very funny, Stoneburg. Heh heh).
Having 1 marine build while 2-4 cover seems to get the thing built pretty safetly.
Yes it isn't always a perfect solution but in general I've had a lot of success with it.
It's the same affect when you put down an armory and drop shotguns for 3-5 guys. You go from a cluster of marines to an unkillable force of destructive power.
If you have a better name I'm open to suggestion.
(2) Load them up with the meanest troops you got
(3) Usually unload at the cluster of mining workers in the enemy base
(4) Enjoy the fireworks.
20 hydras, 20+ stimpacked marines, 8 zealots and a reaver....turns all those puny workers into mush faster than you can say "omg doom drop"
If you drop the weapons in MB instead, not everyone will hump the front-line armory, and you'll still have some marines actually shooting.
But yes, if you drop them after the shooting has already started there is a that second delay when you pick it up. But freshly dropped shotguns start with 8 rounds in the chamber, more than enough to dispatch any a skulk or 2. And if you are fighting a fade or onos nothing turns the tables faster than going from 3 lmgs vs fade to 3 shotties vs fade.
I've seen it work both ways very well, dropping shotguns in advance of an attack and dropping shotguns in the middle of an attack.
Of course, sometimes it fails. But most strategies aren't 100%.
If you drop the weapons in MB instead, not everyone will hump the front-line armory, and you'll still have some marines actually shooting. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
ok firstly i am one of those ppl who will not armoury hump... i only do it when no one is looking at main base! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
anyway... the whole point of this tactic is to take da enemy by surprise and take out hive... btw going off the subject i know how to avoid scanner sweeps on the ns_seige maps... uv got to build the maximum amount of sensory chambers all around the hive room (even in the middle) and when the come scanner sweeps nothing will appear cos as one sc's effect has just been wiped by the scan, all the others do there job and cover the scan area before anything can show... iv tested this and it works well.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
dont ask me why i put an alien tactic in a marines tactic fourm... im sorry... i had to share it with everyone.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> is that so wrong dam u!? lol
Armouries are being even cheaper now in 2.1, so this will be far more valid
how much damage does a mine do? like 200? how much health does a hive have, about 5000? thats about 5 packs of mines (6 to cancel the regening) and 50 res <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->? would be a cool way to kill the hvie if it worked <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'll have to try this out some time. The armory drop sounds like it could fit in well.
BTW - jamespsx, MadcapMagician's sig isn't invalide. The gorge has to at least start the building, therefore the building doesn't build itself, the gorge builds it.
If there is no nozzle around drop a TF (hey, if your troops can get an armory up they can probably get a tf up too). Electrify or upgrade for siege, now your troops don't even have to go into the room to attack, just build a few sieges and ping away.
it does make me feel more confident about taking down a hive...you get all the ammo and health you need
I hate medspam but i dont consider this spam <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->