Combat 'classes'
Raptor091288
Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
<div class="IPBDescription">what i use</div> long post ahead to start reading or get out now while you still can
in combat, everyone and i mean EVERYONE uses a different setup, its nearly impossible to get identical setups unless you WANT it to happen, so here's what i use so people can at least be similar to others and work as a real group (afterall, a single lmg/jp ramboing the hive non-stop CAN work, but its extremely rare for it to work with just 1)
so here's list i compiled about the 'classes' i use in combat for marines:
Support: The support likes helping his team and keeping their armor up, or welding the CC/armory at least, and in the process killing anything that should threaten HIS base
lv2: armor 1
lv3: weapon 1
lv4: welder
lv5: shotgun
lv6: armor 2
lv7: <save>
lv8: HA
lv9: mine
lv10: grenade or resupply, maybe a catpack
the resupply is only if your armory is taken down, or you dont think you'll be able to defend it successfully, otherwise get catpacks or grenades, they help much more if you're just going to be standing by the armory welding it and the cc all game (which you should be unless the aliens are all dead and marines are about to kill the hive)
Rambo: There are many different styles of rambo, but the best one is with a jetpack, since it can easily outmaneuver onos and can get away from all but the best skulks/fades, however, lerks and webs provide the biggest problems for Rambos.
lv2: weapon 1
lv3: armor 1
lv4: shotgun OR weapon 2
lv5: armor 2
lv6: <save>
lv7: jetpack
lv8: weapon 2,3 OR hmg
lv9: welder, resupply, catpack or mine
lv10: handgrenade, welder, catpack or resupply
You can easily modify this setup to suit your tastes and it can easily be adapted for defending as well, But in this example i've made one that rushes the hive every time he spawns, and note that if you dont get a shotgun or anything, you'll move MUCH faster while in the air and that can make a huge difference in how long you live.
HA Rambo: This is very similar to the normal Rambo only he has HA instead of a JP, Besides that, the biggest difference is he'll probably get a welder to weld other HAs in the area and the ycan weld him, and he might want a GL as well.
lv2: armor 1
lv3: weapon 1
lv4: shotgun
lv5: grenade launcher OR hmg
lv6: armor 2
lv7: <save>
lv8: heavy armor
lv9: welder
lv10: resupply, catpack, weapon 2 or armor 3
this is basically the same as the jetpack rambo, the main thing is, just about anything can hit them as easily as any other marine, and onos/fades are the biggest problems for these, though almost anything can be a problem if he has a gl and is alone
Mr. Whatever: This guy is able to do anything, whether its defending, attacking or just waiting for the rest of the team to spawn, He can do it.
lv2: armor 1
lv3: weapon 1
lv4: resupply
lv5: shotgun OR cat-pack
lv6: armor 2
lv7: <save>
lv8: jetpack OR heavy armor
lv9: if HA then welder, if JP then shotgun/cat-pack, whichever you dont have
lv10: if JP then welder, weapon 2 or HMG, if HA then hmg, GL or scanner sweep
The best thing about this class is that he can do just about anything, and if not, can easily be modified to do so, this class works best in groups of 2-3, as they can not only take anything down quickly with their shotguns, they will also have resupply and that means unlimited ammo, and in mass quantities of the HA variety, they are almost un-stoppable, and if one of them has scanner sweep, no alien is safe
Light rambo/decoy: This guy flies in, unloads his ammo and is out faster than most aliens will even know hes there
lv1: armor 1
lv2: armor 2
lv3: weapon 1
lv4: <save>
lv5: jetpack
lv6: resupply
lv7: weapon 2
lv8: welder, weapon 3
lv9: handgrenade
lv10: mine
This guy isnt much for damage, but his constant rushing in and out of the hive can confuse aliens and/or get them going after him instead of the 4 HAs about to rush in with shotguns and kill the hive, and if not, his constant rushing wears the hive down so that it doesnt have time to heal before he comes back, even with a gorge healing it, this works best on maps with a some-what large-for-combat hive room and preferably, a vent going into it that you can shoot from, dont actually shoot from that vent because he's just equipped with an LMG and can't do much damage in small spaces, but he can be very useful in wearing the hive down while the rest of the team defends (believe me, i've tried), go near the exit of the vent then toss the handgrenade in, wait for it to explode, or right before it explodes go in and drop the mine under the hive (they'll hit it, don't worry), if a lerk starts putting umbras on the hive you're in trouble, unload your lmg clip, and your pistol clip and for any reason DO NOT STOP FLYING! and never, and i mean NEVER hold the jump key in, use short bursts, it'll keep you in the air and moving enough that its hard to hit you, do NOT fly in a straight line for more than half a second as a leaping skulk or a lerk can easily pick you out of the air (again, i've tried), this is by far my personal favorite as i'm just rushing in, unloading my clip and i'm out, occasionally they'll have someone camping the vents but he shouldnt be too much of a problem, and if so, use the main entrance or another vent (like on co_faceoff where there's a total of 4 entrances, 2 vents and 2 other entrances).
as you can see, light rambo is my favorite cause i love to see the look on their faces when a LMG kills the hive, i've even knifed one cause of them putting umbras, though thats another story.
feel free to post different setups you use in reply to this, or some modifications you think work better/easier, i've just posted exactly what i have used and liked, and gave them names
<span style='color:blue'>mods: feel free to edit this post for length if you wish, or sticky it, i'd kinda like that</span>
in combat, everyone and i mean EVERYONE uses a different setup, its nearly impossible to get identical setups unless you WANT it to happen, so here's what i use so people can at least be similar to others and work as a real group (afterall, a single lmg/jp ramboing the hive non-stop CAN work, but its extremely rare for it to work with just 1)
so here's list i compiled about the 'classes' i use in combat for marines:
Support: The support likes helping his team and keeping their armor up, or welding the CC/armory at least, and in the process killing anything that should threaten HIS base
lv2: armor 1
lv3: weapon 1
lv4: welder
lv5: shotgun
lv6: armor 2
lv7: <save>
lv8: HA
lv9: mine
lv10: grenade or resupply, maybe a catpack
the resupply is only if your armory is taken down, or you dont think you'll be able to defend it successfully, otherwise get catpacks or grenades, they help much more if you're just going to be standing by the armory welding it and the cc all game (which you should be unless the aliens are all dead and marines are about to kill the hive)
Rambo: There are many different styles of rambo, but the best one is with a jetpack, since it can easily outmaneuver onos and can get away from all but the best skulks/fades, however, lerks and webs provide the biggest problems for Rambos.
lv2: weapon 1
lv3: armor 1
lv4: shotgun OR weapon 2
lv5: armor 2
lv6: <save>
lv7: jetpack
lv8: weapon 2,3 OR hmg
lv9: welder, resupply, catpack or mine
lv10: handgrenade, welder, catpack or resupply
You can easily modify this setup to suit your tastes and it can easily be adapted for defending as well, But in this example i've made one that rushes the hive every time he spawns, and note that if you dont get a shotgun or anything, you'll move MUCH faster while in the air and that can make a huge difference in how long you live.
HA Rambo: This is very similar to the normal Rambo only he has HA instead of a JP, Besides that, the biggest difference is he'll probably get a welder to weld other HAs in the area and the ycan weld him, and he might want a GL as well.
lv2: armor 1
lv3: weapon 1
lv4: shotgun
lv5: grenade launcher OR hmg
lv6: armor 2
lv7: <save>
lv8: heavy armor
lv9: welder
lv10: resupply, catpack, weapon 2 or armor 3
this is basically the same as the jetpack rambo, the main thing is, just about anything can hit them as easily as any other marine, and onos/fades are the biggest problems for these, though almost anything can be a problem if he has a gl and is alone
Mr. Whatever: This guy is able to do anything, whether its defending, attacking or just waiting for the rest of the team to spawn, He can do it.
lv2: armor 1
lv3: weapon 1
lv4: resupply
lv5: shotgun OR cat-pack
lv6: armor 2
lv7: <save>
lv8: jetpack OR heavy armor
lv9: if HA then welder, if JP then shotgun/cat-pack, whichever you dont have
lv10: if JP then welder, weapon 2 or HMG, if HA then hmg, GL or scanner sweep
The best thing about this class is that he can do just about anything, and if not, can easily be modified to do so, this class works best in groups of 2-3, as they can not only take anything down quickly with their shotguns, they will also have resupply and that means unlimited ammo, and in mass quantities of the HA variety, they are almost un-stoppable, and if one of them has scanner sweep, no alien is safe
Light rambo/decoy: This guy flies in, unloads his ammo and is out faster than most aliens will even know hes there
lv1: armor 1
lv2: armor 2
lv3: weapon 1
lv4: <save>
lv5: jetpack
lv6: resupply
lv7: weapon 2
lv8: welder, weapon 3
lv9: handgrenade
lv10: mine
This guy isnt much for damage, but his constant rushing in and out of the hive can confuse aliens and/or get them going after him instead of the 4 HAs about to rush in with shotguns and kill the hive, and if not, his constant rushing wears the hive down so that it doesnt have time to heal before he comes back, even with a gorge healing it, this works best on maps with a some-what large-for-combat hive room and preferably, a vent going into it that you can shoot from, dont actually shoot from that vent because he's just equipped with an LMG and can't do much damage in small spaces, but he can be very useful in wearing the hive down while the rest of the team defends (believe me, i've tried), go near the exit of the vent then toss the handgrenade in, wait for it to explode, or right before it explodes go in and drop the mine under the hive (they'll hit it, don't worry), if a lerk starts putting umbras on the hive you're in trouble, unload your lmg clip, and your pistol clip and for any reason DO NOT STOP FLYING! and never, and i mean NEVER hold the jump key in, use short bursts, it'll keep you in the air and moving enough that its hard to hit you, do NOT fly in a straight line for more than half a second as a leaping skulk or a lerk can easily pick you out of the air (again, i've tried), this is by far my personal favorite as i'm just rushing in, unloading my clip and i'm out, occasionally they'll have someone camping the vents but he shouldnt be too much of a problem, and if so, use the main entrance or another vent (like on co_faceoff where there's a total of 4 entrances, 2 vents and 2 other entrances).
as you can see, light rambo is my favorite cause i love to see the look on their faces when a LMG kills the hive, i've even knifed one cause of them putting umbras, though thats another story.
feel free to post different setups you use in reply to this, or some modifications you think work better/easier, i've just posted exactly what i have used and liked, and gave them names
<span style='color:blue'>mods: feel free to edit this post for length if you wish, or sticky it, i'd kinda like that</span>
Comments
lv1: Weps 1
lv2: Shottie
lv3: Cat Pack {MT if they have Cloaking+Focus}
lv4: Armour 1
lv5: Armour 2
lv6: <save>
lv7: Jet Pack
lv8: Weps 2, Weps 3
lv9: Resupply
lv10: MT
Works well for me.
I run for the hive with a shottie killing, everytime I get a kill a cat pack kicks in and helps my out. I always go for the hive unless aliens are near. Resupply+JPs+SG can't be stopped except for a good leap+bite skulk, lerk or AR from a fade.
i used to be good, combat is a realy SWEET mode <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
till now my favorite config:
1# usually mines, a welder, sometimes resluppy
2# armor 1
3# armor 2
4# [save] ( mines help alot )
5# JP ( recently mastered it ^_^ )
6# weap 1
7# weap 2
8# weap 3
9# depends on the opposing team
( whole config is scrambled sometimes... mostly it is in that order...
however HA shotty cat pack, or JP shotty cat pack rock too ^_^ )
last game i played i really owned HMG HA marines whith this LJM config <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
( LJM, light jumpjet marine )
lv2: weapon 1
lv3: SG
lv4: HMG/GL
lv5: armour 1
lv6: aromur 2
lv7: <saves>
lv8: JP(sometimes HA depending on the map)
lv9: resuply
lv10: i like motion here(what eva floats ure boat)
this is a weapon happy rombo rine that dosent knoe the meaning of ballence
First I go ith the gag, and rip open some skulks, the normal thing, when I get my shotty (my weapon of choise, above HGM AND GL) I take second path to the hive and kill a lot of skulks on the way and then go killing the hive.
I always get weapon 2 fast, so once I found myself shooting the hive to bits myself, when all aliens where at the frontline
2: weapon 1
3: SHOTGUN
4: weapon 2 (yes thats soon)
5: armor 1
6: resuply
7: armor 2
8: save
9: ha/jp (depends on the map) example: rebirth=JP faceoff:HA
10: weapon 3 ( or catalyst)
I always use the shotty of death
1: DMG 1
2: Shotgun.
3: Dmg 2
4: Dmg 3
5: Hmg or armor 1
6: opposite of above.
7: Armor 2
8: Armor 3
9: Catpack, grenade, mine, or welder. I ususally dont get resupply as I tend to charge the fades and onos, and it just istn too helpful for me.
3 things you forgot:
Support can get scanner first thing in order to allow the other classes to upgrade armour/weapons without havingto worry about cloaked skulks (you will have to move out of the base a bit, but never too far)
Aside from only waiting at the armoury, Support has the option of following the players (provided that a train leaves from the front and back entrances) to heal them up
Support Class is generally the one best suited to weld open the phase gates- let those with HMG and GL keep YOU safe for a change!
1: mines --> when you place them good, you'll get a kill everytime you drop one
2: dmg 1
3: shotty
4: resuply, welder when cc is badly damaged, scan when aliens have cloak
5: armor 1
6: armor 2
7: <save>
8: Pwnpack
9: dmg 2
<b>Aliens</b> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
1. Cele
2. next ability
3. focus (focus fast cuz the marines wont have armor yet
4. cara
5. scent
6. adren
7: regen
8: cloak
9: silence
Lvl2: Resupply: better than armour 1, you can repeatedly take a bite.
Lvl3: weps1
Lvl4: shotty: start racking up your exp
Lvl5: armour1
Lvl6: armour2:stop that pesky focus
Lvl7: dedpending on how the games going welder/damage 2
Lvl8/9: dedpending on map HA/JP
Lvl10: depending on Lvl7, damage 2 or welder.
Aliens:
Lvl2: focus: nothing beats focus for racking up early kills
Lvl3: carapace
Lvl4: celerity: at this point you are a god, you can easily slaughter 4 rines in a row
Lvl5/6/7: at this point i like to rack up a bit of res and go for fade.
Lvl 8: regen
Lvl 9: silence
Lvl 10: SoF
=Uber fade.
Focus
Celerity
Carapace
Regen
-save
-save
Fade
Scent of Fear
Silence
level1 : weps 1
level2 : def 1
level3 : shotty
level4 : hmg
level5 : def 2
level6 : save
level7 : ha/jp depends on map
level8 : resurply
level9 : weps 2
level10:mt
marines:
damage1
shotgun
armor 1
armor 2
jetpack
ressupply
damage 2
damage 3
aliens:
celerity
gorge
adrenaline
ability 1
ability 2
regeneration
carapace
scent of fear
cloaking
silence
(the last 3 upgrades are rather useless, but hey why waste them?)
so thats how i play combat.
and yes i like jetpacks, shottys and killergorges (most of the time im the only gorge in my team so they love me...)
1: MT
2: a1
3: w1
4: shotgun
5: a2
6: -
7: HA
8: resupply
9: welder
Or...
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
1: Focus
2: leap
3: SoF
4: silence
5: carapace
6: regen
7/8: celerity/adrenaline
9: xenocide
Previously I got cloak, but it only works against nublings and level 1 nowadays.
3: lvl1 weapons
4: resupply or lvl1 armour
5: motion tracking
6: lvl2 weapons
7: lvl3 weapons
8: Shotgun
9: catpacks
10: welder or hmg
I don't like HA or JP one i find too bulky and the other to manouverable <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> go figure so i usually stick with la, i also sometimes go to lvl3 armour with my last two levels if i'm enjoying being a shotgun rambo.
2. lvl 1 wp
3. SG
4. HMG
(please note. cloaking/ focus skulks not usulay a huge problem with my HMG, cause of random fire at everywhere, and I can dodge, alot of lerks NP)
5. lvl 2 wp
6. Lvl 3 wp
(I can now kill about 5 things at least before death)
7. lvl 1 armor
8.lvl 2 armor
9. save
10. HA, or JP
always fun to do:
2. lvl 1 wp
3. MT
4. SG
5. lvl 1 armor
6. lvl 2 armor
7. save
8. JP (assult the hive)
9. lvl 2 wp
10. lvl 3 wp OR catpack OR resuply
when ive been awake for over 36 hours
2. MT
3. Mines
4. Hand Nades
5. Resuply
6. lvl 1 wp
7. welder
8. SG
9. GL
10. armor 1
The Spam happy marine>
2=lvl 1 wep
3=shotgun
4=spam cannon
5=resupply
heres where it branches off
heavy/jet spammer>
6=armor 1
7=armor 2
8= save
9=HA or JP
10=damage
Pure undeluted spammer>
6=lvl 2 wep
7=lvl 3 wep
8=armor 1 (getting tired of dying to focus)
9=MT (you might actually look before clicking)
10= cat pack
oh forgot to mention at level 4 and above aliens will insult and curse you every .793 minutes per alien
please don't use this with caution as it has the side effect of DEevoling into a n00b once again
1: Damage 1
2: Shotgun
3: Resupply
4: Armor 1
5: Armor 2
6: Saved
7: Jetpack -or- HA
8: Damage 2
9: Damage 3
10: Armor 3 -or- HMG
Aliens:
1: Carapace
2: Cloaking
3: Celerity
4: Saved
5: Saved
6: Saved
7: Fade
8: Adrenaline
9: Scent of Fear
10: Silence
lvl 1-Wpns 1
lvl 2-Wpns 2
lvl 3-Wpns 3
lvl 4-Armor 1
lvl 5-Resupply
lvl 6-Armor 2
lvl 7-Armor 3
lvl 8-Cataylst
lvl 9/10-<open>HA,jp,mt,scan,welder etc
hehe phear the lmg! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
L1: MT (Motion Tracking)
L2: Armor 1
L3: Weap 1
L4: Weap 2
L5: Shotgun
L6: Weap 3
L7: Scan
L8: Save
L9: HA
L10: Wielder
The scout is in charge of stayin at/near base to defend
MT for starting is quite good ..can prepare u for any incomings well..
downside of this pattern is that you will have low armor, u mus rely on ur MT to plan and stand in strategic locations such that u attack the alien first and inflict major damage with ur L3 weapons
otherwise..replace teh L3 weap to Armor 2...mayb it helps
weapon upgrade 1
Shotgun
GL
Resupply
MT
weapon 2
weapon 3
the last three I just wing, the first 7 are what makes the build. What's really important is getting the GL quck, then resupply and motion tracking. I like dealing out damage, you could probably switch out the gl for a hmg. My theory is I die alot anyway might as well do alot of damage, ha makes me a target , and most of the time I have a jp I'm in a tight spot when I need to use it. The build leaves you a point shy of getting ha or a jp. Putting out as much damage as I can is what's important. Resupply is essential for ammo, and mt is essential for timing perfect shots. I don't spam, I follow teammates and either clear paths or use MT to take guys out, Late game it isn't that effective though.
I usaly go shotgun or HMG lvl 3 weapon lvl 2 armor, resuply, and 1-2 team oreinted abilites. somtimes ill get a jp instead of team oreinted abilities, but then i play pure offence (helping the team by keeping the aliens on defence
my definition of team oriented is
Mines
Weilder
scan
L2: Wep1
L3: Shotgun
L4: Wep2
L5: Wep3
L6: Resupply
L7: Arm1
L8: Cat
L9: Arm2
L10: Arm3
<span style='color:orange'>Rate Haxing Fade</span>
L2: Focus
L3: Celerity
L4: Leap
L5: Save
L6: Save
L7: Fade
L8: Regen
L9: Cara
L10: Adrenaline
level1 : mines good to get some exp on when many people are plaing u can get easy exp
level2 : lv1 weap
level3 : shotty
level4 : lv1 armor
level5 : lv2 weap
level6 : lv3 weap now u can kill stuff fast
level7 : resuply
level8 : motion depends if to many clockers if not lv2 armor
level9 : lv 3 armor
level10: welder not many get this if not to weld the cc team m8s
aliens:
silence (wow i love it to charge them from behind and they don´t even notice me)
cloaking (now they have a problem)
celerity (bang now im fast)
ability 2 (boing, boing, boing)
carapace (weeeeee)
waiting (zzz)
waiting (zzzzzzz)
going gorge and fade (Nohw im gonna testroy ya)
regeneration (you hit me? hmm i can´t see anything)
2: lvl 1 weps
3: shottie
4: HMG
5: lvl 1 armor
6: lvl 2 weps
7: lvl 3 weps
8: resupply
9: lvl 2 armor
10: lvl 3 armor
I like this set up because the aliens don’t expect a light marine to be a power house. The lighter aliens will tend to go for the JP and the heavier aliens will try for the HAs, leaving me to tear apart anything I want with my HMG and I have enough armour to deal with any random encounters I have, although spores can be a problem. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
2: resupply
3: weap1
4: weap2
5: shotty
6: weap3
7: arm1
8: mines
9: MT
10: err.. dunno really arm2, GL or some other crap.
im not a great beleiver in armour, i find noone will weld u, and mines usually 0% by the time ive got out of base. lmao.
2: resupply (keeps me going....if you're dead, you don't get XP. Oh yeah, and the armory is evil. Armory humping is bad for your health. Don't listen to the lies those people tell you about the armory healing you. It's still bad for you.)
3: armor1 (usually my armor is already gone)
OR
Catpack, for the fun, drugged up feeling of killing 5 skulks with my LMG of death
4: armor1/2
5: <save>
6: <save> again if catpack, or JP
7: weapon1
8: shotty
9: GL or weapon2
10: whatever, usually GL or weapon2
Totally suicide hive bomber, designed to get in, inflict around 2000+ damage on the hive in one run then die, only to come back 10 seconds later. Really annoying but very effective. Sometimes I forget about weapon2 and grab a welder to be nice to the slower moving HAs on my team. MT isn't necessary, my decloak stick(flashlight) and brightly-lit rooms are all that I need. This entire setup can be mixed around into any order, but that's the most typical for me.
Aliens:
2: <save>
3: Gorgeh, then lerk
4: adrenaline
5: celerity
6: carapace
7: regen
8: next ability
9: next ability
10: i dunno, i never seem to use it
Fun, spammy super lerk without the alien upgrade I hate most. Primal Scream and umbra gets a suprising amount of kills, even on HA.
L3: resupply
L4: Wep1
L5: arm1
L6: arm2
L7: sg
L8: save
L9: jp
L10: hmg/gl/wep2 depends on map
noob Strat
L2: Focus
L3: cloak
L4: regen
L5: cara
L6: celb
L7: agen
L8: leap
L9: xeno
L10: <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
2: Mines
3: Welder
4: Intel (scan if they've got cloaking, otherwise MT)
5: Resupply
6: Damage 1
7: Shotgun
8: Damage 2
9: Damage 3
10: Catalyst
The logic goes as follows: Early mines do great defense, plus move you up in levels quickly. Get the welder soon because you're going to need it sooner or later, and the occasional com chair weld is good XP. With proper intel, you can do a better defence. Resupply at level 5 comes in handy because about then is when the lerks show up and spores can prevent you from getting in to do your job.. the welding.
After that, work on making that shotgun as deadly as possible.. since you're the one welding, you'll often find aliens standing right beside you chewing on your CC or armory. Perfect range for a shotgun blast or six.
You'll note there's not much defense in this.
Why? First because you're not attacking a lot, you'll only die when they've made it to base in the first place. Second, the more you die, the more mines you can place. Yeah, a mine doesn't do a lot to a fade or onos, but three or four stacked on top of each other sure do.