Marine protip

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Humorcet
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Marine protip

Post by Humorcet » 11 Aug 2017, 07:14

Use help intent. Really, why would you use anythig else, someone please tell me.

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Re: Marine protip

Post by TheDonkified » 11 Aug 2017, 07:19

So that when you're in the middle of a fight and people are moving around, you don't get into a help intent shuffle where you can't move, or you shoot the person that switches places with you.

Also if you are fighting a xeno in point blank range and can't click on the tile behind the xeno, you shoot at it instead of just whacking it with your gun.
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Re: Marine protip

Post by Challenger » 11 Aug 2017, 07:23

I love it when people:

1. Block me escaping from a gas cloud by being in my path and not moving to clear it
2. Are on help intent

Because then I get to swap places with them, moving them into the gas cloud, and then quickly switch back to disarm intent so that I can actually escape alive and they push me out.
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Re: Marine protip

Post by xywenx00 » 11 Aug 2017, 07:26

I'm always on grab intent so I can wrestle xeno scum and choke them out.
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Re: Marine protip

Post by TheDonkified » 11 Aug 2017, 07:26

That is also good in the RO line occasionally
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Re: Marine protip

Post by Humorcet » 11 Aug 2017, 07:42

I think getting blocked in a small FOB when a boiler farts in there is more annoying then the help intent shuffle. If someone is slow to react and is on help intent you can get away but if he's not then you are stuck.

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Re: Marine protip

Post by Liptick » 11 Aug 2017, 07:51

I find the only way to deal with people that react slowly in a cramped or high traffic space is to be switching between help and dissarm very frequently. Both are usefull but leaving yourself on dissarm only seems to be good in open spaces.

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Re: Marine protip

Post by Sneakyr » 11 Aug 2017, 08:14

Spam shuffle in a boiler cloud gets you killed double quick due to how gasses work in SS13, not to mention the myriad number of other ways help intent can get you killed such as attempting to run away from an incoming boiler cloud, falling back from an attack, trying to get behind friendly lines, etcetera. In my opinion, if you use help intent planetside you're shaking up fellow marines and then turning it right back off.
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Re: Marine protip

Post by Humorcet » 11 Aug 2017, 09:20

Falling back and getting behind firendly lines is easier with help intent. For example let's say your in a hallway and you get injured, you try to fall back but the friendly line behind you has disarm intent so you just push them back and you get FFd or xenos kill you from the other side. Imagine if every marine used disarm, grab or harm intent all the time, moving around would be really annoying especially during high pop.

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Re: Marine protip

Post by Sneakyr » 11 Aug 2017, 10:54

Humorcet wrote:Falling back and getting behind firendly lines is easier with help intent. For example let's say your in a hallway and you get injured, you try to fall back but the friendly line behind you has disarm intent so you just push them back and you get FFd or xenos kill you from the other side. Imagine if every marine used disarm, grab or harm intent all the time, moving around would be really annoying especially during high pop.
All it takes is for one fellow marine with help intent trying to get into the same area you are for you to be stuck forever. And a lot of marines DO use disarm, grab, or harm on highpop most of the time.
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Re: Marine protip

Post by xywenx00 » 11 Aug 2017, 10:58

Sneakyr wrote:All it takes is for one fellow marine with help intent trying to get into the same area you are for you to be stuck forever. And a lot of marines DO use disarm, grab, or harm on highpop most of the time.
Just push your fellow marines on the ground and walk over them.
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Re: Marine protip

Post by Humorcet » 11 Aug 2017, 11:05

xywenx00 wrote:Just push your fellow marines on the ground and walk over them.
Problem solved, lock thread.

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Re: Marine protip

Post by CrimsonAerospace » 11 Aug 2017, 11:33

1. Use Help Intent. Anytime you are trying to get past Marines, and they're coming towards you or standing still, USE HELP.

2. Always aim for center mass. If you fire at head level, you're fucking retarded, as it does nothing to aliens where you hit.

3. TRY to watch where you fire. I know in combat it gets intense, but make sure there isn't a marine infront of you and that sweet, sweet Xeno kill.

4. Fucking use macros. Just do it. Set up a macro for burst fire. Only burst fire when you have a clear line of fire and you know it will hit.

5. STOP PUSHING MEDICS AND ENGINEERS.

6. If you get an order, follow it, unless it's straight suicide. Just because Command doesn't want a FOB in the Nexus means you have to Mutiny.

7. DO NOT, PLAY SPECIALIST, IF YOU ARE NOT WILLING TO LEAD THE SQUAD.

8. Don't play Pilot Officer if you're not ABSOLUTELY WILLING to sit in the cockpit with your thumb up your ass for an hour, atleast. Or if you can't RP with the other Pilot on a minimal level, atleast.

9. IF YOU USE A SHOTGUN, DRAG-CLICK EMTPY SHELL BOXS ONTO THE VENDOR TO RE-FILL IT. FFS. < This applies to all empty mags too.

10. You don't need attachments. Unga Dunga your ass a rail light and move on. Any Standard marine who relies on attachments is weak and will whine when they lose their precious snowflake rifle. Keep it simple as to not disappoint yourself.

11. If you are a Standard, he helpful. Don't fill your IMP with AP magazines and loaded revolvers. Carry medical supplies for the Squad Medic, carry Building materials or other things for the Engineer, carry ammunition for the Spec, or hell, maybe even throw the backpack away and carry that Smartgunners extra powerpack.

11.5. If you don't HAVE anything to carry for your squad mates, PACK FLARES. Or, at the very least, MRE's.

12. For the love of God don't take any more than three-four mags of AP.

13. Anyone in your squad that's not a PFC outranks you. Listen to them unless the SL says otherwise.
Last edited by CrimsonAerospace on 11 Aug 2017, 16:51, edited 3 times in total.
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104

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Re: Marine protip

Post by Humorcet » 11 Aug 2017, 15:02

CrimsonAerospace wrote:1. Use Help Intent. Anytime you are trying to get past Marines, and they're coming towards you or standing still, USE HELP.

2. Always aim for center mass. If you fire at head level, you're fucking retarded, as it does nothing to aliens where you hit.

3. TRY to watch where you fire. I know in combat it gets intense, but make sure there isn't a marine infront of you and that sweet, sweet Xeno kill.

4. Fucking use macros. Just do it. Set up a macro for burst fire. Only burst fire when you have a clear line of fire and you know it will hit.

5. STOP PUSHING MEDICS AND ENGINEERS.

6. If you get an order, follow it, unless it's straight suicide. Just because Command doesn't want a FOB in the Nexus means you have to Mutiny.

.7 DO NOT, PLAY SPECIALIST, IF YOU ARE NOT WILLING TO LEAD THE SQUAD.
These are actual protips wow

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Re: Marine protip

Post by CrimsonAerospace » 11 Aug 2017, 15:18

Humorcet wrote:These are actual protips wow
I pride myself on knowing how to not suck.
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Dossier ---> viewtopic.php?f=91&t=16104

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Re: Marine protip

Post by CrimsonAerospace » 11 Aug 2017, 16:45

CrimsonAerospace wrote:
.8 Don't play Pilot Officer if you're not ABSOLUTELY WILLING to sit in the cockpit with your thumb up your ass for an hour, atleast. Or if you can't RP with the other Pilot on a minimal level, atleast.

.9 IF YOU USE A SHOTGUN, DRAG-CLICK EMTPY SHELL BOXS ONTO THE VENDOR TO RE-FILL IT. FFS. < This applies to all empty mags too.

.10 You don't need attachments. Unga Dunga your ass a rail light and move on. Any Standard marine who relies on attachments is weak and will whine when they lose their precious snowflake rifle. Keep it simple as to not disappoint yourself.
*Edits and Additions
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104

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Re: Marine protip

Post by CrimsonAerospace » 11 Aug 2017, 16:53

CrimsonAerospace wrote:
11. If you are a Standard, he helpful. Don't fill your IMP with AP magazines and loaded revolvers. Carry medical supplies for the Squad Medic, carry Building materials or other things for the Engineer, carry ammunition for the Spec, or hell, maybe even throw the backpack away and carry that Smartgunners extra powerpack.

11.5. If you don't HAVE anything to carry for your squad mates, PACK FLARES. Or, at the very least, MRE's.

12. For the love of God don't take any more than three-four mags of AP.

13. Anyone in your squad that's not a PFC outranks you. Listen to them unless the SL says otherwise.
Edits and Additions
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104

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Re: Marine protip

Post by Recounted » 11 Aug 2017, 16:58

CrimsonAerospace wrote:1. Use Help Intent. Anytime you are trying to get past Marines, and they're coming towards you or standing still, USE HELP.

2. Always aim for center mass. If you fire at head level, you're fucking retarded, as it does nothing to aliens where you hit.

3. TRY to watch where you fire. I know in combat it gets intense, but make sure there isn't a marine infront of you and that sweet, sweet Xeno kill.

4. Fucking use macros. Just do it. Set up a macro for burst fire. Only burst fire when you have a clear line of fire and you know it will hit.

5. STOP PUSHING MEDICS AND ENGINEERS.

6. If you get an order, follow it, unless it's straight suicide. Just because Command doesn't want a FOB in the Nexus means you have to Mutiny.

7. DO NOT, PLAY SPECIALIST, IF YOU ARE NOT WILLING TO LEAD THE SQUAD.

8. Don't play Pilot Officer if you're not ABSOLUTELY WILLING to sit in the cockpit with your thumb up your ass for an hour, atleast. Or if you can't RP with the other Pilot on a minimal level, atleast.

9. IF YOU USE A SHOTGUN, DRAG-CLICK EMTPY SHELL BOXS ONTO THE VENDOR TO RE-FILL IT. FFS. < This applies to all empty mags too.

10. You don't need attachments. Unga Dunga your ass a rail light and move on. Any Standard marine who relies on attachments is weak and will whine when they lose their precious snowflake rifle. Keep it simple as to not disappoint yourself.

11. If you are a Standard, he helpful. Don't fill your IMP with AP magazines and loaded revolvers. Carry medical supplies for the Squad Medic, carry Building materials or other things for the Engineer, carry ammunition for the Spec, or hell, maybe even throw the backpack away and carry that Smartgunners extra powerpack.

11.5. If you don't HAVE anything to carry for your squad mates, PACK FLARES. Or, at the very least, MRE's.

12. For the love of God don't take any more than three-four mags of AP.

13. Anyone in your squad that's not a PFC outranks you. Listen to them unless the SL says otherwise.
But muh attachments
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Re: Marine protip

Post by Voldirs » 11 Aug 2017, 17:29

I want to correct article 10: If you are medic or engineer, YOU DONT NEED ATTACHMENTS.

Actually, standarts are the main firepower(FFirepower) of marines, so they could have fancy rifles because why not?

I will add one more point:
14. Use grenades. Grenades are your only way to stun aliens. If you stun any worthy alien with grenade, throw one more after 2 seconds to stun lock it, so your buddies(baldies) kill it easily.

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Re: Marine protip

Post by xywenx00 » 11 Aug 2017, 18:35

CrimsonAerospace wrote:1. Use Help Intent. Anytime you are trying to get past Marines, and they're coming towards you or standing still, USE HELP.

2. Always aim for center mass. If you fire at head level, you're fucking retarded, as it does nothing to aliens where you hit.

3. TRY to watch where you fire. I know in combat it gets intense, but make sure there isn't a marine infront of you and that sweet, sweet Xeno kill.

4. Fucking use macros. Just do it. Set up a macro for burst fire. Only burst fire when you have a clear line of fire and you know it will hit.

5. STOP PUSHING MEDICS AND ENGINEERS.

6. If you get an order, follow it, unless it's straight suicide. Just because Command doesn't want a FOB in the Nexus means you have to Mutiny.

7. DO NOT, PLAY SPECIALIST, IF YOU ARE NOT WILLING TO LEAD THE SQUAD.

8. Don't play Pilot Officer if you're not ABSOLUTELY WILLING to sit in the cockpit with your thumb up your ass for an hour, atleast. Or if you can't RP with the other Pilot on a minimal level, atleast.

9. IF YOU USE A SHOTGUN, DRAG-CLICK EMTPY SHELL BOXS ONTO THE VENDOR TO RE-FILL IT. FFS. < This applies to all empty mags too.

10. You don't need attachments. Unga Dunga your ass a rail light and move on. Any Standard marine who relies on attachments is weak and will whine when they lose their precious snowflake rifle. Keep it simple as to not disappoint yourself.

11. If you are a Standard, he helpful. Don't fill your IMP with AP magazines and loaded revolvers. Carry medical supplies for the Squad Medic, carry Building materials or other things for the Engineer, carry ammunition for the Spec, or hell, maybe even throw the backpack away and carry that Smartgunners extra powerpack.

11.5. If you don't HAVE anything to carry for your squad mates, PACK FLARES. Or, at the very least, MRE's.

12. For the love of God don't take any more than three-four mags of AP.

13. Anyone in your squad that's not a PFC outranks you. Listen to them unless the SL says otherwise.
->11<- Where else should I put my 20 loaded revovlers if not my backpack? Once a revovler is out I can throw it at the enemy and take a new one.
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Re: Marine protip

Post by Liptick » 11 Aug 2017, 21:58

If you are a standard and hunkerd down behind barricades with your squad, keep one belt slot empty and the other with an ap magazine. This lets you quickly swap ammo types while under attack

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Re: Marine protip

Post by Enceri » 12 Aug 2017, 04:39

>saying you shouldn't carry 20+ AP mags on your person

-1

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Re: Marine protip

Post by Imperator_Titan » 12 Aug 2017, 05:19

Enceri wrote:>saying you shouldn't carry 20+ AP mags on your person

-1

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Re: Marine protip

Post by Humorcet » 20 Aug 2017, 13:19

xywenx00 wrote:Just push your fellow marines on the ground and walk over them.
Okay, I tried doing that in a one tile wide corridor and got shot. Bad idea, dont trigger the marines.

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Re: Marine protip

Post by xywenx00 » 20 Aug 2017, 13:29

Humorcet wrote:Okay, I tried doing that in a one tile wide corridor and got shot. Bad idea, dont trigger the marines.
Hah, oh well.
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