Marine Tips
From Tactical Wiki
If you know the enemy and know yourself, you need not fear the result of a hundred battles. -- Sun Tzu
In many first person shooter games, spray and pray is an acceptable and efficient method to killing your opponent. However in Natural Selection, this is not the case. To be an effective Marine, you must learn alien movements and learn your weapon.
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[edit] Know Your Primary Weapon Unload Time
Knowing the amount of time you have before switching to your pistol is an excellent advantage. Wasting that 1 second waiting for that 'click' sound on your HGM or LMG and then switching weapons could mean the difference between life and death for a Marine. Learn to time switching to your secondary weapon before the 'click' sound. The faster you get your bullets off, the better chance you have of living.
- Light Machine Gun = 4 Seconds (50 Bullet Clip/250 Reserve)
- Pistol = This is dependant on how fast you can click
- Heavy Machine Gun = 7 1/2 Seconds (150 Bullet Clip/250 Bullet Reserve)
- Shotgun = 5 Seconds (8 Bullet Clip/40 Bullet Reserve)
[edit] Using the Armory
The armory supplies marines with health and ammunition. Having a full gun in Natural Selection is often a waste of time. Typicly, you will die before spending all the bullets you have. In the 6 seconds it took to fill your gun, you could have been half way across the map backing up your team.
Here's some suggestions on loading up with ammo.
- Light Machine Gun = 150 bullets in reserve
- Pistol = 20 bullets in reserve
- Heavy Machine Gun = Fill it
- Grenade Launcher = 20 bullets in reserve
[edit] Effective Aiming
- Audio is probably the most overlooked aspect of aiming in Natural Selection. By listening for skulk footsteps, you will know how far away they are, how many there are, and if they are coming in your direction. Using a headset will greatly increase your gameplay and improve your K:D ratio. Try using sound as an abush tool, just like the skulks do.
- Pre-firing with motion tracking simply means that you start to fire so that the enemy will run into your stream of bullets, and take damage before realizing they are getting hit. This is possible without motion tracking, but you must rely on audio.
- Prediction aiming involves knowing how your enemy moves, and being one step ahead of them. Here are some examples.
- You turn a corner, and there is a skulk running down the hallway. He is almost against the wall to your left. Chances are, once you start firing at it, the skulk is going to move to your right. Prepare to adjust your cross-hair a little to the right after you start firing.
- You've just unloaded an entire clip into a now fleeing fade. The typical fade would flee in the direction that it came from. Whip out your pistol and try to fire just ahead of the fade. By the time the fade reaches that point, so will the fatal pistol shots.
- Moving while aiming in combat is important. It allows you to keep your main advantage over the aliens; your ranged attack. Learn to straffe back and forth, and jump backwards. Try not to crouch and fire, as the alien can easily circle strafe you.
[edit] Sensitivity
Setting up your mouse and sensitivity is important. The suggested sensitivity setting varry from person to person. There is no right setting for this. Each person has their own preference. Some even use different sensitivities for aleins and marines.
Notes: 180 degrees with natural wrist movement, how to disable mouse accelleration
[edit] Navigating Around the Map
Notes: Corners, Stairways, Ramps, Stealth
[edit] Explosives
Notes: Proper mine placement, when to pre-prime grandes, how to throw a grenade
[edit] Falling into an Ambush
Notes: Recognise common ambush points, how to deal with an ambush
[edit] Engaging the Enemy in groups
Notes: Front person duck, out of ammo fall back
[edit] Communication
Notes: Relay as much info as possible, never speak over the commander
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