aonomus
Mar 19 2004, 03:39 PM
Hard to explain without a photo, I'm just lazy to make a crappy photo...
Anyway, due to the aliens melee nature, if everyone stands at a perpendicualr angle to the marines line of sight (or the hallway they are in), when a alien comes to attack, while its attacking the marine, you can easily nail it.
This can also work for turning corners in a squad. One goes in with backup, while the others cover for the rine, then they all move in.
I've tried this a little bit and it seems to work
Mickk
Mar 19 2004, 06:05 PM

It's in the sticky about Tactical positioning.
Norml_E_High
Mar 19 2004, 09:47 PM
The only problem with all tactical positioning as at least one guy in the group is gonna freak out and jump into everyones line of fire. Never fails to happen.
ekent
Mar 19 2004, 10:01 PM
Don't make it complicated, just strafe to the opposite side of the hallway that your bud is on.
BigMadSteve
Mar 19 2004, 10:18 PM
| QUOTE ((e)kent @ Mar 19 2004, 10:01 PM) |
| Don't make it complicated, just strafe to the opposite side of the hallway that your bud is on. |
^^Listen to the man. A general rule of life is "the more complicated you make something, the more likely it is to **** up".
If a lerk decided to gas then your formation would go straight to hell. That formation seems pretty good for more realistic situations but we are dealing with enemies that can cloak, fly and climb walls

I'll give that topic a look though.
TeKniKaL
Mar 19 2004, 10:56 PM
Too bad that won't usually work in clan play. 6v6 anyone?
Necrosis
Mar 19 2004, 11:52 PM
It'll work till panic sets in. Unfortunately when you're panicked its because you're under attack - the situation where you least want to break formation.
However, if you manage to nail some noob skulk while moving forward, it'll give the team a bit of confidence. And confidence is a game winner, folks.
Jean_Luc_Picard
Mar 20 2004, 01:26 AM
Hehe, my entire tactic is as follows:
Keep it simple, Stupid.
And
As Scotty said:
Aie, the more complicated they make up the plumbing, the easier it is to stop up the drain.
taboofires
Mar 20 2004, 08:30 AM
Spread out (so your shots aren't blocked by your buddy's body, and you can't both be eaten at once).
Beyond that, everything that's really important is just common sense, like being dead makes it hard to provide cover, and watch your six.
aonomus
Mar 21 2004, 12:41 AM
I play on FF servers, so making your shots hit the alien, not the marine, is a key... this is why I came up with this thread, so people don't waste ammo and let thier teammates die... its easy to be a marine, its hard to be a smart marine.
Forlorn
Mar 21 2004, 04:26 AM
| QUOTE (TeKniKaL @ Mar 19 2004, 05:56 PM) |
| Too bad that won't usually work in clan play. 6v6 anyone? |
Well considering the tactical movement threads entail 5 marines at a minimum, I would consider them highly impractical...
stooopid
Mar 21 2004, 09:53 PM
| QUOTE (aonmus.r2 @ Mar 19 2004, 10:39 AM) |
Hard to explain without a photo, I'm just lazy to make a crappy photo...
Anyway, due to the aliens melee nature, if everyone stands at a perpendicualr angle to the marines line of sight (or the hallway they are in), when a alien comes to attack, while its attacking the marine, you can easily nail it.
This can also work for turning corners in a squad. One goes in with backup, while the others cover for the rine, then they all move in.
I've tried this a little bit and it seems to work |
I find covering fire very helpful -- especially when teammates are entering rooms and there are skulks hiding above the door. Usually they'll drop down and take their bite, while your teammate wheels around trying to find where to fire their gun. If you are back a ways, you have a clear shot and can often (typically) save their lives.
Having said that, the higher lifeforms are too powerful for anything like this to matter... so, its useful early game, then it becomes useless, like many things the marines do...
SaltzBad
Mar 22 2004, 08:54 PM
Tactical positioning actually kicks behinds and is way underused - just not in the way that sticky thread describes. Usually you're dealing with 2-5 people tops, and as mentioned here only Skulks call for covering fire - and its fairly intuitive to do there. If you're the one under attack, get away from people so they can get a clear shot - if you're supposed to help, position yourself for a clear shot.
It gets more interesting once you get Fades - surrounding him for example gives a distinct advantage. Telling the shotgunners to hold until they're basicly in point blank does too - a Fade being shot by 1-2 LMGers easily overcommits, stands still for a moment and catches shotgun love. And of course the most infamous thing to do, have 2 guys cut off the Onos escape route instead of blindly emptying your clips the moment you see him - either by body-blocking or finishing him.
Anyway, tactics matter more in the late game than the early game, where good aim means little to nothing.
ApolloGX
Mar 23 2004, 11:20 PM
early game is the win....
where good aim really counts
not that hard to hit a onos or fade, comared to a skulk
EvenFlow
Mar 25 2004, 03:04 PM
Walking also helps when moving in groups, if you're at the back of a group going through a doorway start walking a little while before the doorway. Skulk will think that only 2 marines are coming through the door and drop after the 2nd one has gone past, being the 3rd marine, you get to shoot him where the sun don't shine
This is mainly for pub play where most marines dont check doorways before going through.
BreakfastSausages
Mar 26 2004, 12:17 PM
Planning tactical movement for such a large group is impractical. You should not have such a large group of marines moving together unless it is a hard push into a hot zone (or you are playing on a server with too large a player limit, in which case the game is already biased in favor of marines so screw it and win anyway).
In a big push type of situation, speed is often more important than perfect tactics.
If you want to think about covering fire and smart tactical movement you would probably be better served to think about 2 or 3 marines max.
Besides I don't like the lines of fire in that diagram at all. Guy 5 right in the middle blocking just about everybody from some direction or another. #5 AND number 2 are way too close to the corner, If a skulk does attack, the proximity just gives him multiple targets which means he is less predictable which will make it harder to shoot.
FoolishOne9k
Mar 29 2004, 05:39 PM
remember the good ol' counter strike tactic. Teammates are your greatest resource. When entering a door where you suspect an enemy let your teammate go in first so if the skulk comes out you can get your clear shot or if its an onos you have time to run cause its dealing with your teammate (I do this alot its fun).
Ive saved many lives and condemned many lives but heck it can save lives which is important. <_< >_> O_O X_X YA.......
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