So, You Are Out Of Lmg Ammo...
Da_Sarge
Old School Suck Join Date: 2002-10-15 Member: 1502Members
<div class="IPBDescription">...and you are face to face with a skulk</div> Alright, it happens to me very often. I'm sure it happens to most people very often too. So, I'm gonna try and give out a few tips for new marines out there who aren't sure what the hell to do when they are out of LMG ammo and a skulk is about to tear them apart . Well, first off, if you are faced with one skulk, one LMG clip should be more than enough to take down that bugger. But of course, there are always those skulks who like to jump in circles randomly while biting hoping to score a hit. Now, you find yourself out of LMG ammo. Well, your best bet is to whip out the pistol. Now here's the part that you are going to want to remember. I find it best that if you take your time and line up your shots. If done corectly, the skulk is gonna go down. If you spend your whole LMG clip, and fire all 10 pistol rounds in less than 2 seconds, and the skulk is still biting at your ankles, your in trouble. The key is to continue moving at all time. Don't let the skulk get to close to you. Circle strafe and line up your shots. Assuming you scored a few hits with your LMG, the skulk will drop after 3-4 pistol shots. This tactic works well against 2 or more skulks as well, but you had better be upgraded though.
Always keep in mind that your pistol has an incredible stopping power for lower level aliens, and if you can use it well, you'll be set.
Always keep in mind that your pistol has an incredible stopping power for lower level aliens, and if you can use it well, you'll be set.
Comments
I once knifed a skulk in a scrim, that was pretty sweet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
otherwise, if even a fifth of your lmg clip hit the skulk, you can probably knife it
but seriously... if you're still fighting after spending one lmg clip and one pistol clip, call truce with the skulk and go do something else
When I jump, my LMG and crosshair sort of bob 1cm to the bottom right, completely messing up my aim.
Normally, I just stand completely still while shooting.
I'd rather have them die fast before me than me hopping and strafing around while it's gnawing at my toes while I reload and keep hopping.
Helps alot, especially if there's 2-3 skuls coming at you.
Well, if you feel like you have the time to reload or that you are a bad shot with a pistol, sure why not...
*EDIT* aaah typo
<!--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-->i think i'll just go and make my aim better. was it so that the skulk's hitbox is the back? kthx<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The only time you really should be aiming for the back is when its not moving, elsewise just try to hit near the center.
I gues this is not bad. THe main idea- dont lose this little **** out of sight... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
1. Use distance to your advantage: nail the skulk while he is somewhat close, he will dodge all your shots at range
2. Use the pistol at distance first, then unload the lmg
a) skulk/Gorge could be confused and thinking that im out of lmg ammo. but that is WRONG <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
b) its easier to hit a skulk with the pistol if it is far away than if it is jumping around you and you try to kill it point blank.
so.... first 2-3 shots with the pistol and i hope that 1 or 2 of them hit it. a soon as the skulk has come nearer (about 3-4 metres) i take my lmg and finish it off. advantages:
a) its much easier to kill the skulk at close range with a lmg than with a pistol
b) if you really run out of lmg ammo just switch back to your pistol. there are still 7-8 shots in it
i really have much more kills against skulks since i use this tactic. BUT i dont do that while building. if i have to build something i always choose the lmg cause it really often happens that a skulk comes out of nowhere and jumps around you at close combat range. so...try it and tell me how it works for you
Uh what?
When I run out of ammo for my LMG I usuallwy switch to pistol and if I ever do run out of that (hardly happens) I take out my knife, let the skulk run at me, then I crouch jump over its head and knife down. Works pretty well for me..
I gues this is not bad. THe main idea- dont lose this little **** out of sight... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The best time to knife is when the skulk is disoriented trying to track you at close range. Works everytime.
"Werd that marine go!??! AHhhhhh my back!"
I guarantee you, the longer you last in a fight with a skulk, the more likely that skulk will die. I bet 75% of fights that last over 2 seconds go to the marine.
Also, forget backing straight up. You go so rediculously slow that it doesn't buy you any time. Strafe backwards, alternating your direction, if need be. If you need to move in the opposite direction, turn around and walk that way.
Well, if you feel like you have the time to reload or that you are a bad shot with a pistol, sure why not... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
But you need a lightning fast comm and a good range to the skulk...
I suppose that wasn't a given though.
10 pistol shots = 200 damage. That's far more than anyone should need to kill a skulk- 15-25 lmg bullets should be more than enough as well.
If you're going to knife them, don't (read: DON'T) run in circles knifeing. Unless you enjoy dyeing, that is. Try this crazy thing called aiming, and your guns will magically do more than 70 damage after 60 shots! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
There's almost no point to running away from a skulk with your knife out- He's faster and you arn't reloading. You gotta be the aggressor- A wounded skulk is often at the disadvantage if you're a clever knifer with full HP, and odd's are fairly even if you've both got 1 hit left.
Mathmatically, though, you shouldn't have much trouble taking out a skulk with an lmg/pistol; that's 700 damage. The skulk, provideing it has no upgrades, will die in 110 damage. While theoretically, you could kill 6 skulks at once, that's more than likely not going to happen- you should, however, be able to take at the minimum, 1 skulk, and 2-3 on average.
The ultimate rine strat for the grunts... Work on your movement skills and your aim. That's all you can do- the rest is up to your comm, however, your comm will be a very happy person if they can send 1-2 people to effectivly secure an area for a time.
But to get back on topic- a pistol clip should be sufficent to kill a skulk. You only need to hit it 6 times out of 10 chances- a mere 60% of your shots. (5 1/2, actually, but you can't fire half a bullet. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
If you fail to take the skulk out in your pistol clip, just take your knife, aim well, and hope for the best. A timed jump can help, but don't rely on it too heavly.
Also, should you ever run out of LMG ammo in your clip and Pistol ammo in your clip, but have oppertunity to reload- ALWAYS, almost without exception, reload your LMG. (unless you've only got 19 or less shots extra.) Pistol's and LMG's reload at the same speed, and the LMG has far more damage capacity. Switching back to your LMG from your pistol takes a fraction of a second- it can matter, but honestly, that fraction is worth the extra 300 damage your LMG is capible of.
So.. the key to surviveing as rines? Aim well, move intelligantly (i.e. don't run towards skulks in a straight line), and get meds as required. Newer comms tend not to realize this, but the 2 res they spend per medpack might cost more than the initiall rine, but holding that positon can be priceless.