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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Frontiersmen Strategy
Soujiro_The_Tenken
I realize the point of marines is to emphasize on teamwork, but can a little infiltration help us out?
I played a few weeks ago on ehh(dont remember the name, the map with sewer/gen/hive i will refer to as "middle hive") the aliens started out in middle hive, after a few control swaps they ended up with sewer hive as well, my fellow troops endlessly assaulted it, trying to get sieges up in the room next to it. It was a near pointless battle, they had fades perched up on the ladder leading into the room, cost our team many many resources from all the destroyed tfacts. Eventually I became tired of this, and wandered off to gen hive, which we had a mini base in but wasn't active with enemy forces. I continued on my way twords middle hive, came to the resource tower(after the tunnel with drop down door/lader) The aliens had it, but were too busy to put defenses by it, so i knifed it, half expecting to get eaten by a skulk. I managed to remove the tower, and proceeded twords their main hive. I wasn't suprised there were no defenses in the hive (I didn't kill the hive, since i knew i couldnt, also aliens generally don't build defenses in first hive unless it's attacked), so i listened for near by skulks, and knifed their movement chambers when it was quiet. I took down 2 movements, then proceeded to knife their res tower right next to the hive, this tipped them off, but i got lucky and added 2 skulks to my kill record, somehow managing to knife the res tower to death.

While I consider this strategy to be based totally around luck, it has worked for me and a few other players several times, a single rambo can be helpful, but if you have more than one it defeats the purpose. Also, this works out well if the aliens are saving for 2nd hive, and your rambo happens to stumble upon their gorge, this puts them back big time if your rambo can take out the fatty(A player by the name of Lvl 9 Gorge Hunter did this a lot, the server he's a regular on generally guards their gorges a bit better now)

Just wondering if anyone has any comments on this.
Ravlen
This is what I do often when my friend commands. He'll send the team off to do something towards one hive, and he assigns me the job of "gorge hunter". I'll spend the entire first part of the game just hunting gorges. I'll run around looking for used resource towers, and I almost always can track down at least one gorge early on, which helps us out a whole lot.

Also, I often find the gorge at an empty hive (probably saving up to build). Once I kill the gorge, I'm usually given a phase gate, so we can control that hive now. All it took was one quiet marine smile.gif

Ravlen
BlueGhost
Rambo's CAN be usefull, problem is ramboing is generally an anti-social behaviour on the marines part, (probably caused by some deep rooted phsychological problems which eather caused them to become a marine in the first place or were gained while they were marines).

Generally rambo's fail to obey orders and are just out their to shoot stuff.

Intelligent rambo's can be a boon to commanders PROVIDED they talk to the com, if a player rambo's off at the start it pisses me off no end because I've had afew games where litrally half the team has rambo'ed off leaving two people in base to cover AND build *sigh*

BlueGhost
chia-ono
Rambo worth praise are the ones who finds a favorable spot and dont attack anything until he gets the commander's attention to drop a phase gate.

Rambo who starts shooting everything he see first and makes the enemy fortify an area deserves scolding. If you think about it, it only matters if you actually help the team to win. In your situation, I wouldn't touch the resource tower in shipping tunnel. I'd tell commander to drop phase gate then siege the ventilation hive. Since you already have one hive, sieging the second one = winning the game. However, if you were to rambo when aliens have 3 hives... you might as well have some fun losing by killing some defenseless buildings tounge.gif.
Venmoch
QUOTE (Ravlen @ Dec 18 2002, 02:42 AM)
This is what I do often when my friend commands. He'll send the team off to do something towards one hive, and he assigns me the job of "gorge hunter". I'll spend the entire first part of the game just hunting gorges. I'll run around looking for used resource towers, and I almost always can track down at least one gorge early on, which helps us out a whole lot.

Thats a great idea!

Gorge Hunter! He prays on innocent Gorges and wins us the game!

(Please Note, that was serious!)
eaglec
I was in comm yesterday and only 2 of the team of 8 followed orders at all. The rest whinned about health and ammo and rambo'd arround getting killed. Fortunatley after we(me and the 2 that followed orders) captured the 2nd hive they regrouped and we kicked **obscenity**. I can honestly say that if they had not split into three groups and gone about messing with the aliens plans we probably would not have won.
It's an ill wind, but if someone rambo's solo without actually helping the team when I'm in comm they get no health or ammo until I see results!
dumbo
"Rambo worth praise are the ones who finds a favorable spot and dont attack anything until he gets the commander's attention to drop a phase gate."

"I wouldn't touch the resource tower in shipping tunnel. I'd tell commander to drop phase gate then siege the ventilation hive."

Yes, I agree entirely.

For commanders:
1 Build a phase first. NOT A TFAC, please, never tell a lone marine to build a tfac unless they are in really obscure location.
2 Scream at people to go through the phase gate.
3 Scream at people to STAY by the phase gate, not to attack anything, and DO NOT GO INTO THE HIVE.
4 Build a tfac.
5 Upgrade the tfac <- DO NOT BUILD TURRETS, they are completely inadequate, and tend to give away the position.
6 Build a siege [or 2].
7 Build turrets if required.
8 Send a welder to the site at some stage.
9 Revel in the sweet smell of success.
Lumanis
It is too risky building for a rambo.
I don't know how many times I'v wasted money on a TF or Phase Gate.

Other times, a rambo can single handedly win a match.

When I command, I try for the 5 minute victory.
When this fails, I notice that Marines need to be split into 2 groups (this usually happens naturally).
Generally if all of your marines are trying to attack the same hive, the attack will be thwarted.
However, sometimes if the aliens are distracted at a differen't hive, you can slip 2-3 marines in and have a small base setup before the aliens realize there are 2 seige cannons pounding on their defenses.
Canadianmonk3y
It seems to me like the difference between noobs and newbies. Newbies are new to the game and would like to be better at playing it, and advice is listened to by them. Noobs on the other hand are complete morons who think that whatever they do, not matter how stupid is right.

Players who run off and attack stuff left and right without accomplishing anything are useless rambos. Players like myself who cannot trust other team-mates to be silent, or be able to aim, and go to useful places/hunt gorges can really help the team. Send one guy to one hive to keep gorges out, while the rest of the team goes to the next unnoccupied hive. Then when the commander researches MT (early, I hope), the person in the hive becomes a hell of a lot harder to uproot. Gorge hunting is also a good thing. One person running around, patrolling the map for gorges can really help the team. I can remember many times I have prevented our marine team from losing due to a bad commander.

Letting the commander know what you are doing is essential! If you just wander off and expect him to somehow know exactly what you are doing is not going to happen. I
Canadianmonk3y
Evil double-post.
dumbo
"It is too risky building for a rambo.
I don't know how many times I've wasted money on a TF or Phase Gate."

I would *never* build a tfac with a rambo [unless things are very, very desperate], but a phase gate is often worthwhile...
- it's 20 RPs
- it grants your team immediate access to the area
- it builds quickly
- it's hard to destroy
- it can tilt the balance in your favour
- it is by far the best piece of equipment available to the marines

On the other hand, how often have you "wasted resources" on:
- 6 turrets, only for 3 skulks to take out the tfac, and then the turrets?
- a shotgun, which gets lost within 10 seconds?
- a set of HA that never gets welded?
- a welder that gets picked up by the wrong person, never to be seen again?
- an HMG for someone to camp in a corner of base with?
- a phase gate in a hive, that the marines refuse to use unless they have HA/HMG?
- half a dozen medkits that rot and disappear?
- a resource collector that gets eaten before it's built?
- a tfac that sits awaiting rebuilding for 10 minutes?

IMHO rambos should provide 'options' to commanders, whether the option is worth taking is a decision for the commander.
GWB
What do u call a single person going off by himself? Rambo.

What do u call a small group of marines going off my themselves? Navy Seals

If I see two people that I know, I sometimes ask them to move to a hive and secure it pending that its empty. I send everyone else to set up a base near the enemy's main hive and proceed to rush it. The purpose of the small infiltration unit is to secure hive 1, resources, and a siege near hive 2 while most of the enemy concentrates on defending main hive.

I typically dont like rambos, because they have to build AND watch their own back. I prefer teams of at least 2.

GWB
Archzai
Rofl... me and a friend both got HA HMG and welders.. fnuny **obscenity**... raped 6 fades.. (i did).. and my friend got a few... tonsa kills... good teamwork .. even a pair... best is three.. can do wonders.. smile.gif
FlatlineUTD
I don't mind you rambo-ing off if you've shown me that you follow orders, work with the team when needed, and *can* kill a skulk by yourself.

When I assign someone an 'infiltration' job though, I tell them to approach it like a ninja and be sneaky about it, not run in with guns blazing.

BTW, a jetpack is *required* in a sneak job.
njkSherry
I saw this thread, found it pretty enteresting. I never used to Rambo much, t8ill the last 3-4 days. I now full on Rambo, and in the last 3-4 days as a Marine,a s long as I play 'from the start", I have yet to lose a game. My friend, [neo] Killing You Softly comms. I tell teh WHOLE team to stay at base,a nd the instant spawn, i rush "a hive" and take RT's immediately. Im good enough, where I can take 4-5 skulks down and build still. Neo has my trust and knows my capabilities. But, when I didn't used to Rambo, we stood a 50/50 chance. Getting a RT in a hive 30 seconds into the game, doubles or even triples the chances of the Marines winning. Cause then they start getting cash, fast (I usually take 2 RT's that are nearby cloes to eachother and patrol both, then he saves for Phase ASAP and he phases to the Hive). I have yet to lose. The instant he gets a phase up in alien hive, I rambo to the next hive. (I also Gorge hunt inbetween, but I don't usally stop guarding those 2 RT's).
Its a, for the most part, flawless strategy. Although, some maps I get 1-2 people taht follow me Ramboing, and "thats" when we paticurally lose. Usually within 30-60 seconds with the first Alien rush.
Although, I frequently get yelled at by other Marines on my team when I do this tactic. They complain I get to have all the fun, while they get stuck buildling. I see the problem with my tactic, I see it is kind of lopsided. But I tested 2 maps straight, i volunteered other people to try it themselves, they got eaten stepping out of the base within the first 10 seconds. :-/
armgimpeh
As a regular 'Rambo', I can say that those of us who are 'team Rambos' can be a valuable part of the Marine team.

Generally, commanders catch on very quickly that I am more than capable of building and watching my back very well. Let's take the scenario of building a resource tower.

1. I get to the resource node, only shooting at any aliens who notice me.
2. Commander drops the tower and I start building.
3. Halfway through building, I stop and listen. I have found that aliens rarely take silence and when they hear building, they rush in.
4. If I am happy that no aliens are about, I resume building. If I think there are aliens, I kill them.
5. I finish the tower and let my commander decide what to do with me.

I follow the same building process when I build outposts with siege and phase gates. I agree that Rambos who rush off and get themselves killed are useless, but if you have a competent Rambo on your team, use him to great effect!
FlatlineUTD
QUOTE ([arm]gimpeh @ Dec 17 2002, 01:41 PM)
As a regular 'Rambo', I can say that those of us who are 'team Rambos' can be a valuable part of the Marine team.

"Team Rambo" is an oxymoron. Rambos are used to refer to those who whine for weapons and equipment, run out on their own, get killed, and then whine again while telling the comm he sucks.

If you're going out on your own, doing it wisely, and getting something accomplished, that's not Ramboing, that's just holding your own.
Debonair
One time on Bast I snuck into one of their hives ( ventilation I think, I proceeded to ask com for a turret factory, I slowly built it only when I heard fire fights, afterwards he upgraded it, we got a good siege in their, and it was hilarious watching the skulks try and figure out where it ewas coming from, bwahahaha.
Soujiro_The_Tenken
Those who said "here's what I would have done", I didn't really have a chance, our commander was deadset on trying to take sewer and he didn't really pay attention to me.
Capt_Proton
QUOTE (GWB @ Dec 18 2002, 04:43 AM)
What do u call a single person going off by himself? Rambo.

What do u call a small group of marines going off my themselves? Navy Seals

If I see two people that I know, I sometimes ask them to move to a hive and secure it pending that its empty. I send everyone else to set up a base near the enemy's main hive and proceed to rush it. The purpose of the small infiltration unit is to secure hive 1, resources, and a siege near hive 2 while most of the enemy concentrates on defending main hive.

I typically dont like rambos, because they have to build AND watch their own back. I prefer teams of at least 2.

GWB

what do you call a person who goes off by himself with a commanders orders then? (a spy) When the aliens are so consintrated on one single part of the map, then you can easily sneak a infiltrator in and build a phase gate or etc. O and by the way, I was once a lone marine on ns_nothing (one with gen hive room) i think, and the comm ordered me to the gen hive room and that was their main hive. We were able to build one Tfac and 2 turrets (they were unbuilt because I was RIGHT behind their hive) be4 they killed me. I LMAO on that one seeing as how the aliens are always so unobservant in their base. Also, I spent about 12 mins hiding behind their hive be4 they noticed me. (in the little vent behind the generator room. biggrin.gif I found that quite sad for the aliens.
Sirus
Typically I rambo, but only because i try and get people to go in a group and infiltrate a hive, but no one listens so i go alone. But anyways, the best Strat is to sneek into a hive, take out the gorge if there is one, then build a phase and then get about 3-4 marines to lock it down and have the others lock down the other.
DooM_Space_Marine
I have to admit, I rambo sometimes too, but it's only if it's for the good of the cause. When the marines have a hive but start walling in cause they're under constant Fade attack, for example. I once went to Eclipse hive on ns_eclipse on my own, knifed the D and movement chambers and set up outpost/killed hive, so we were at 2 hives under control which made things a lot easier and made me---err, us--- win the game biggrin.gif But other times it just ends up in horrible failure for the team =[
Smithboy
QUOTE ([arm]gimpeh @ Dec 17 2002, 12:41 PM)
As a regular 'Rambo', I can say that those of us who are 'team Rambos' can be a valuable part of the Marine team.

Generally, commanders catch on very quickly that I am more than capable of building and watching my back very well. Let's take the scenario of building a resource tower.

1. I get to the resource node, only shooting at any aliens who notice me.
2. Commander drops the tower and I start building.
3. Halfway through building, I stop and listen. I have found that aliens rarely take silence and when they hear building, they rush in.
4. If I am happy that no aliens are about, I resume building. If I think there are aliens, I kill them.
5. I finish the tower and let my commander decide what to do with me.

I follow the same building process when I build outposts with siege and phase gates. I agree that Rambos who rush off and get themselves killed are useless, but if you have a competent Rambo on your team, use him to great effect!

This is probably a good example where upgrading your observatory early can be beneficial. Survey the area before you build and if it's safe, start building. You can stop and check again through the building process and the commander can also inform you if any enemies approaching.
J2pc
QUOTE (Smithboy @ Dec 18 2002, 12:52 AM)
This is probably a good example where upgrading your observatory early can be beneficial. Survey the area before you build and if it's safe, start building. You can stop and check again through the building process and the commander can also inform you if any enemies approaching.

A few things to keep in mind when u r using motion-tracking.

A) It doesn't work when u build
B) On some servers it works bad
C) If they sit still, u don't see them

Still, I think motion-tracking can be VERY usefull. especially when 3 skulks try to rush 5 marines from a vent and 3 marines are amaing at it, while the 2 others watch the corridors biggrin.gif

I think the servers it works bad r the linux-servers, I read that somewhere, but I don't know if it is true. I hope they fix it soon.
BlueGhost
Can confirm that on the windows server I played on motion tracking worked amazingly well up to the point of showing the aliens on the commanders mini map!

BlueGhost
Twitchy
When I rambo, I go out with only a knife and chase around fades.
King_titan
this only happens in "less experienced" pubs. If you play in one of those very few pubs where good players play, a player who goes out by his lonesome is completely crap. Unless hes sent on a mission by a commander to build a pg or whatever ( thats not called a "rambo")... But a player that decides to run off by himself since he joins the marine team, without following any orders can 'work' in newb pubs, but not a good server or matches/scrims
Legionnaired
I consider myself a highly effective loner, ESP with a jetpack.

Twitch reflexes honed in C-strike.

Jetpack skills perfected in Tribes 2.

And after doing a full 10 theif missions lythian style (IE: Don't be seen at all, don't cause any alerts, and don't do any damage to anything), I consider myself a "Sneakey lil' SOB."
Narfwak
Ramboing is pointless in any kind of real game. I define Rambo players as people that:
1)Do not follow orders
2)Often insult other players
3)Shoot anything that moves, giving away their position
4)Don't pay attention the big picture of things
Rambo players often prove to be highly counter-productive and unhelpful.

Going off on your own, with orders and occasional help from the commander, is quite useful. Such tactics have been described before in many other threads, with names ranging from spy to greasemonkey to my own moniker, "The Commander's Handyman." In any case, a lone infiltrator can be very useful under the right circumstances. Many, many times the marines have had their butts saved by some loner sent through a vent to slap down a phase gate and cc at a hive. I've managed success with such tactics even with Onos pounding on the front door!
Timo_Tribal
I suppose that i too could be considered a Rambo, but thats only because i played aliens so much to keep teams even before the patch and i still rush like a skulk. Nearly every game i play as marine, the whole team stands in base waiting for skulk rushes while thier gorges are claiming hives/resources. I'll Spam "Rush an empty hive" at the start of a map and if anyone comes with me then thats good but if they dont i'll go by myself and get a base built in a hive. I dont see any point in turtleing up marine start or claiming every node. They are of minimal strategical value whereas the hives mean everything and usually have res in em too. Sure i die but i never take weapons with me or heavy armour, they are not needed. so i'm not costing the commander anything. I play on the basis of stopping the aliens getting 2 hives, never mind three. Often marines dont listen to thier commanders but many times commanders dont listen to their maines and that also can cost the game.
XiaoXiao
My god people....I don't know how many countless times the commander handed me a jetpack and a HMG and i just charged that hive with no backup(rambo). I guess people could say I was lucky...but....I did that more than 5 times. So rambo has a place in the NS society.
eaglec
Well someone has to listen to someone or you'll definately loose. Marines are supposed to listen, but I agree commanders can learn lots by listening to marines. It's just that the noisiest marines are normally the ones you have to ignore "..can I have a jetpack.. I need a jetpack.. please give me a jetpack..."

I agree with you that grabbing an empty hive early on is important but the commander should be consulted - and the base needs to be secure. "Comm - shall I check the Generator Hive ??"
If the comm doesn't give you orders then he doesn't care, go for it. But at least this gives your comm a chance to plan. If I dont get any orders I will try to follow someone who has a plan. If it doesn't look lik anyone has got a plan then I go for a hive, whichever hive offers least resistence.

hen comming I will quite often start a game with a vocal command "three stay at base, two build one cover. The rest of you split into two teams an go for two hives. Use stealth and let me know what their status is."
the result is normally one guy stays at base and builds, two head for a hive, another asks for hmg/ha/jetpack. the rest split into teams of 1 and run of to give the skulks a meal.
If you were on of my soldiers and you ran off without a word you'd **obscenity** me off by doing that. If you got a hive and held it then all would be forgiven. If you took half the team with you and all became skulk food... well I'd laugh my head off tounge.gif
XiaoXiao
are you calling me a whiner? Heck, I usually go to the hive with a LMG and a jetpack...

Commanders like to keep their marines waiting...for a very long time. They usually forget about commanding the marines (in the pub servers I play on). What is a marine supposed to do? Do they need a commander to command them to attack a fade or a skull attacking the base?
relsan
i rambo to locate and take out hives. first thing i do is figure out where the first alien hive is. next thing i do is spam to my team over and over again where it is so they know which empty ones to build at.

then i request for any other rambos to come help me rush a hive. i dont wait long though and i rush by myself a lot. if i can get two lmg clips into a hive before dying it was a life well spent. if you do that several times you will take a hive out all by yourself, and i have done it many many many times.

at the very least i keep aliens busy because no alien ever likes to see their hive under attack. theyll stop what they are doing and go see whats going on. if they dont come kill me ill kill the hive. ill kill skulks and gorges if they come near me at a hive but anything else ill dodge and run away from while keeping my gun firing on the hive because i expect that ill be dead soon and pointing anywhere else would be a waste of ammo.

i also look for weak spots in the alien defenses. quite often gorges will build defenses that you can merely walk around or hop over. if they don't stack their OCs ill take the 50hp hit to get over them. a lot of times aliens will completely abandon a hive just because they have 12 or so OCs in there, so if i can find a somewhat safe route through all of those i can get about 1 to 2 mintues of personal time with the hive. that translates to fully expended lmg in most cases.

if they get wise to me and start trying to defend their first hive too much ill go to the next closest hive because there's almost always a lonesome gorge there waiting to get 80 resources. if my team isnt quick enough securing that first hive, ill buy them more time by killing that gorge and keeping the second hive empty; no im not above camping.

ill also yell at my team to hurry up and come secure the second hive because ive noticed that a lot of commanders waste their time putting way too much defense at the first empty hive. its like they dont know what to do after theyve taken one hive. take another one duh. all you need is a tfac, phase gate, and 4 turrets. after that its secure enough for you to strike the next hive or resource, especially if its the hive furthest from the first populated hive.

best thing about being a rambo is that ive learned to be efficient with the lmg. i dont need expensive weapons or armor because im lethal with the lmg. therefore i dont need to stay in the commanders good graces and i can do whatever i want and not care if the commander hates me. however there have been times were i was wandering far from base and the commander saw me and commanded me to build a resource or small outpost. in situations like that where the commander gives me a direct order and i know he means for me and me only to do it ill follow the order and build the outpost. but if he keeps me waiting ill wander off.

i dont claim that my way works and i dont always rambo. a team with all rambos would probably lose unless they were grouped, but a rambo can be highly effective as long as the commander and a few good marines are securing hives and resources. just like skulks, marines can benefit from a few stragglers that search out weak spots in the alien defense. ive stopped full scale attacks on the marine start because i got into the aliens least defended hive and solo killed it.

im not always a rambo; sometimes im a field commander. they are the same except that a field commander sticks with the group and communicates a little more with the commander and the team.

im a good rambo. sometimes my team loses but other times i end the game before either side knows what happened.

"wtf?"
"gg"
XiaoXiao
amen
King_titan
once again, only in newb pubs.
relsan
lol, ALL pubs are newb pubs in my opinion. that's why i go rambo because my team is usually not advancing as fast as they could and the aliens aren't communicating enough to thwart small scale attacks.

ive been in clans in many hl mods and other mods from games like quake and ut for years so when i play on pubs almost everyone seems like a newb to me.
Ravlen
Here's a little rambo trick I picked up:

When secretly seiging, build up the first siege until it is *nearly* done, but don'T finish it. Let the comm put down another one or two sieges, and do the same. When they are all *nearly* done, finish them all. Instead of one siege alerting aliens to your position (where they *might* be able to destroy the siege in time to save the hive), you'll have 2-3 sieges taking the hive / defenses down FAST.

You can also do this with turrets too... Get the comm to drop a few turrets (while the TF is upgrading), and build them up to nearly finished state. This way, they don't beep. But, if you are spotted, in a few seconds you can have a full defense of that TF.

Ravlen
ogz
waypoints is buggy and i believe a waste of time and effort. Nothing a voice comm which takes 1 key press and no scrolling of map needed can't do just as effectively. waypoints seems to be there to help teach newbies the map more than anything else..

Narfwak
QUOTE (Ravlen @ Dec 19 2002, 02:39 PM)
Here's a little rambo trick I picked up:

When secretly seiging, build up the first siege until it is *nearly* done, but don'T finish it. Let the comm put down another one or two sieges, and do the same. When they are all *nearly* done, finish them all. Instead of one siege alerting aliens to your position (where they *might* be able to destroy the siege in time to save the hive), you'll have 2-3 sieges taking the hive / defenses down FAST.

You can also do this with turrets too... Get the comm to drop a few turrets (while the TF is upgrading), and build them up to nearly finished state. This way, they don't beep. But, if you are spotted, in a few seconds you can have a full defense of that TF.

Ravlen

Everyone ought to know this by now - it was one of the original strategy posts by M. Evil. It's good to know though, and is really useful.
Nm3-Col_EcLiPsE
rambing = trying 2 kill every alien = no no

but rambiing trying 2 infiltrait n set up a outpost eg, TF 5/6 turrets and portal near a hive = Good but ant rambiing its basicly a scout engineer.

so rambo = no no


only good times i seen a rambo be useful is if hes been kitted up with shotty jpack and weld and goes n kills an alien hive. this weapon combo is good against killing skulks cos when ur trying 2 weld a hive to death u usal get the odd skulk try n climb up and bite u or there spawning at the hive ur trying 2 kill so the shotty comes in handy for 1 shot 1 kill and you need 1 hit 1 kill when trying 2 jpack around dodging skulks and fade fire or your run out of jpack juice :/.
BlueGhost
What is the damage of a shotgun blast if all pellets hit btw?

BlueGhost
Narfwak
QUOTE (BlueGhost @ Dec 20 2002, 12:12 AM)
What is the damage of a shotgun blast if all pellets hit btw?

First of all, the shotty doesn't use a pellet hit system. It uses a cone system. This has been discussed to death; please, search for it next time.

To answer your question, a lot. I'm thinking somewhere around 90-120, given how easily a shotty can kill most enemies.
trav
rambo's really only work out if you have a crap commander.
unfortunately on pub servers this is most always the case. spamming the hive location isn't that usefull as the commander should allready know (you can usually tell where a hive is by scrolling over it and hearing all the aliens + healing noise, or by paying attention to the initial rush timing and direction) the most usefull thing for a rambo to do in the start of the game is to gorge hunt. aliens usually have a gorge running around trying to get down caps or save for a hive. some times he will put up one or two turrets. good, that means less money for a hive, kill the gorge, kill the res chamber and if its just a single turret, you could probably kill it too (although by then you'd be low on ammo) attacking their first hive doesn't achieve a lot as you will usually die fairly often and you could be killing more if you went after lone gorges/skulks

but please oh god please remember not to run out until the base has at least one turret in it

oh and waypoints are also good for people like me who don't have a microphone, although i spose i should get one

for the first hive you should only put 2-3 turrets in it, not 4, you won't usually have the time/money that early in the game. slam something down and run off to the second. you can always phase people back to it once second is held
Canadianmonk3y
QUOTE (BlueGhost @ Dec 19 2002, 07:12 PM)
What is the damage of a shotgun blast if all pellets hit btw?

I heard it was 160 for 16 pellets, for 10 damage each.
The cone system as I understand it. Kind of like the lmg cone, but bigger and the 16 shots at once. The engine shoots them all out in the cone just like the 16 lmg shots at once. That is the way I think at least...
The other option would be a % damage by range, but that just seems wierd.
BlueGhost
160 damage

so thats 50 + 10 in the gun?

so 9600 damage total.

HP of a hive is 8000 if I recall?

BlueGhost
trav
please link to a thread discussing the cone system, i tried searching but couldn't find it

what forum is it in?
Nm3-Col_EcLiPsE
basicly 160 dmg if all hit 200-230/40 <- with upgrades not exactlt just sounded right so dont blame me if it ant right.
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