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Quick Guide for new Marine Coms

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  • Quick Guide for new Marine Coms

    Ok so lets break down the bare essence of a Marine, and their roles both individually and as a unit.

    The sole-marine is a ranged unit, without any weapons upgrade he is extremely underwhelming against multiple skulks and even with some higher upgrades hes fodder against higher lifeforms. A dead-eye can take out up to 3 skulks with a single clip of his LMG so if you find yourself alone, breathe and take your time. Burst firing rather than pray and spray will give you better results. As a marine your commander relys on you to push forwards and follow orders. A single marine deep in enemy territory can change the game and give you an ultimate win, everyone running around and doing their own thing (like what you see in pubs) will inevitably end in disaster. Follow coms orders, remember this is a team game, and the marine commander needs you in order to push forwards.

    Marines as a unit; this is what basic training was for! Communication, Communication, Communication!! The key to a well organized unit is constant communication. If you're in a fortified position (a double resource node for example) having 2 marines, an obs and a phase gate is normally more than enough to keep that position held indefinitely. When moving to either push on a forward base or a hive, make sure that you move in a staggered position, Marines that bunch together make a lot of noise when sprinting and you will actually block shots from your teammates behind you. Marines in front should crouch when firing to allow for their teammates to assist them. I would also recommend having 1 marine running ahead of the pack as bait, its a lot easier to hit a skulk that is at a medium distance than one that is dancing in front of you. When you're building, do not all build a resource node or power, 1 or 2 can build while the rest stay on point and cover them, too many times I've gotten 4 kills for marines that were all trying to build power and don't notice their friends dying all around them. POWER IS IMPORTANT, killing skulks is more important.

    SUPER IMPORTANT!!!!!
    When building power for the first time anywhere it shows up as a blue see through version of the power node, this is indestructible to any enemy unit, build this power node up to 90% then stop, finish building the structure that will require the power then finish the power off, this will gaurentee that you are not dead before finishing a building fully, it take a shorter period of time to build the power node the first time then it does to repair a broken one. Use this when trying to sneak into enemy bases or pushing into unsecured areas. Anytime the power node is yet unbuilt do not finish it until the building that requires power is finished building fully!


    OK so now that that's over, lets talk strategy, it always depends on the map. I'm just going to go by some of the strategy's that I've employed and that have benefited me in a huge way.

    Tech Points are often more important that holding double res points, that being said, don't allow the aliens to hold the double res points for too long or they will surpass you with res, go Onos and then you're going to be in a really tough place. Go for a tech point first 2 if you can hold them, it'll stop the Aliens from getting more upgrades to kill you more efficiently. Double res points are almost always vulnerable to arcs, use these to destroy your enemies. They are expensive at the beginning but remember, nothing's cooler than being able to shoot through walls.

    I have a few different ways to start a game out, they all end up with higher tech but the order you reach them in I find depends on how the first encounter with the alien goes. (the first building should be an armory in all of these builds)

    1) Everyone dies
    2) One side of the map is taken out
    3) Your team is kicking ass left and right, few people are dying but you are still holding rooms with confidence

    1) Everyone dies
    If everyone dies within the first rush, and you have very few (or just the original extractor, you're in for a rocky start. Getting your team back in action is priority over everything else, drop a second Infantry Portal immediately. This will allow your team to start spawning faster, the first goal in this case will be to get armor upgrades after you have a minimum of 3 res nodes. This will give your boots on the ground a fighting chance against skulks, reducing their kill hits from 1 parasite 2 bites or 3 bites, to 4 bites. That additional time will allow your team to spray and pray and hopefully hit the enemy and not their fellow marines, these types of players need a lot of encouragement. Early weapons wont be useful if they need to aim them, go for mines and tell them to place them around the base and at res points, welders will be a must after this. (Make sure people aren't hording PRes for Exo suits, res will continue to flow in only if you can hold these res points) After this you should research phase tech so your steady stream of new soldiers will have easy access to the killing fields (because most likely it will be full of their bodies). Either way you need to make sure that they are putting constant pressure on more than one point.

    2) One side of the map is taken out
    Not a bad start (most games begin like this, especially if you're rushing towards the enemy hive), get an observatory ASAP and start researching phase tech, this will allow you to beacon your team back in case the aliens decide to rush your base early on and give access to the players who are still pushing forwards and getting you res, these players should be rewarded by not having to run back to where they just pushed to, move phase gates up with them, tech point to tech point. If an enemy is fortified in a position having a forward phase gate can be a huge help to allow downed marines come back into the fight quickly, if you notice a line up at the Infantry portals drop a second one (normally this can wait til the 5 minute mark, or until you have 4-5 res points). By the 5 minute mark if you are successfully holding 5 extractors you should have built an Arms Lab and begin leveling Armor 1 then weapons 1-3. Also armories are cheaper than dropping individual med packs and ammo, if you have a few players that need assistance have the build an armory and make sure they can hold it. Its often the difference between life and death.

    3) Your team is kicking ass left and right, few people are dying but you are still holding rooms with confidence
    Amazing start, you guys are pushing as a unit, skulks are basically running into your bullets and waiving white flags asking for your mercy. Your team is wading through waste deep skulk mess (to vivid?) and they are praying that you would stop the killing, they want to live in peace. If this is the case, turn up the damage, you should have no problems holding tech points and res points if you can cut them off from a second hive location do it as early as possible. First build should be a forward armory, followed by a well placed observatory. This will allow your team to continue to hold any location with 2-3 marines regardless of the volume of the skulk rush. On the other side of the map you should be applying pressure as well, cutting a cyst chain will inhibit a commanders ability to expand with ease, and continuing to do so will stop their abilities evolving,. Everything the drop a res node DESTROY IT, and replace it with one of your own. Early weapons upgrades should follow, armor 1 can wait till after weapons 2 and shotguns and mines should be available asap. If this is the type of game ( remember its not nice to play with your food... but i guess you're suppose to play with the food... but we're killing the skulks... do we eat them? seems like a waste of some really tasty looking omelets.) keep the pressure up, hold forward locations and get phase tech after weapons 1 and welders after that. This has now become a res game, your team is rich with PRes use with with mines to defend unmanned locations, phase gates at all important tech points, just encase you need to beacon back home for any reason, its nice to be able to spread out quickly.

    Building and upgrade orders

    1) Everyone dies

    Armory, 2nd IP, Mines, Arms Lab, Welders, Obs, A1, W1, Phase tech, W2, Shotguns, AA, 2nd Com chair, flame throwers, Prototype lab, Jet packs, A2, W3, exos, A3, duelies, Grenade Launchers

    2) One side of the map is taken out

    Armory, Obs, Phase tech, Shotguns, Welders, Arms Lab, A1, W1, 2nd IP, Mines, 2nd Com chair, AA, Prototype lab, Jetpacks, W2, W3, Flame thrower, A2, Exos, A3, Duelies, Grenade launchers

    3) Your team is kicking ass left and right, few people are dying but you are still holding rooms with confidence

    Armory, Shotguns, obs, phase tech, Arms lab, W1, W2, A1, Mines, Welders, 2nd Com chair, AA, Prototype lab, 2nd IP, A2, Exos, A3 duelies, Jetpacks, Flame thrower, Grenade Launcher, popcorn

    Things to keep in mind.

    - Your friends are bulletproof, they will block your shots, if a skulk is attacking, dont be afraid to shoot your friends but they also block your shots
    -Gorges are scary only if you hesitate, their hydras do damage if you stand near them, flank around a gorge to kill it, teamwork is key
    -Build Power Nodes to 90% the first time the finish the building
    -Listen to Commanders orders, if they ask you to do something, do it. You are expendable, you will respawn this game isn't about K/D Ratios
    -Burst fire will often times kill more skulks than full auto, control your shots and dont reload after every kill.
    -Don't spam the medpack/ammo keys, the com heard you the first time. Dont piss them off.
    -Move as a team, buddy system is just as useful now as it was in Grade 2. Skulks pray on stray marines
    -Pick up your friends weapons if they drop, they are expensive.
    -Buy mines and place them at important structures likely to be targeted by Aliens, they are not expensive.
    -Single exos blow, Duelies blow less, dont go anywhere without a welder
    -Weld broken/damaged stuff, if it still has armor left (the small orange bar) its probably fine.


    Remember guys, your biggest asset as a marine is teamwork, sounds super cheesy but I remember running into ball court after a team of 8 marines just phased in and just feeling terrified as a skulk. The power of teamwork killed me instantly, built a full forward base within 20 seconds and proceded to destroy my hive within another 45 seconds. You are weak alone, strong together. Aliens have to walk everywhere (until tunnels come into play) you can move faster than they can, 4 marines phasing through to protect their tech points can be very frusturating to an Alien team.

    Last is the same as the first

    Communication, Communication, Communication.

    -Montyp
    DO AS I COMMAND - Megatron possibly the hardest working commander ever known.

  • #2
    Re: Quick Guide for new Marine Coms

    +rep, great post

    Comment


    • #3
      Re: Quick Guide for new Marine Coms

      Thanks man, if you have any suggestions or anything to add I would love to hear it.
      DO AS I COMMAND - Megatron possibly the hardest working commander ever known.

      Comment


      • #4
        Re: Quick Guide for new Marine Coms

        Well the post seems to have a lot of general tips for all marines, not just marine coms, so the title can change so more players read it. Most of the other suggestions I have are more general game info, so they don't fit specifically in this guide or the other. Like how aliens only need to hold 3 res to win on most maps as long as they can get hive 2 up before jetpacks/exos. How marines should never ever be out of line of site of each other. That you can run sideways and jump back at the same time to not lose as much speed as a marine when dodging aliens.

        For the most part you touched upon a few of the more frustrating tendencies of players on our server, mainly:
        Building when there are aliens in the room. Unless the PG needs to get up, and you KNOW you will die, and you KNOW it will go up, just stop building, kill the skulks / lerks and go back to building.
        Power @ 90% -> structures -> finish power.
        Spread out as much as possible while keeping line of site.

        Maybe you can talk about strategy as this is very tactics oriented. Like when to push, when to tech, when to build up economy. How many nodes you really need depending on the strategy you are going for. When to give meds and when not, etc.

        Comment

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