Tips for being a robust squaddie

Generic, on-topic discussion about Colonial Marines.
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Nickvr628
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Re: Tips for being a robust squaddie

Post by Nickvr628 » 19 Mar 2018, 07:58

Kesserline wrote:
19 Mar 2018, 07:14

In my opinion : Do not use mag harness, unless you're an engie or a medic.
If the SL gives you a flamer, I would take the mag harness as you tend to get pounced a lot while in the caves clearing out the benos. They never expect a flame to the face when you get up from a tackle.

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Kesserline
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Re: Tips for being a robust squaddie

Post by Kesserline » 19 Mar 2018, 08:13

Same thing : railflashlight on the flamer. Extra tile of visibility.

You cannot stand on the rearguard with a flamer, because of FF and poor lines of sight.

Therefore, frontline, first line, for more targeting and fire patterns. So, railflashlight.

Flamer is not a primary weapon, it's a very very very strong SECONDARY weapon.

You're a PFC first, and you have a flamethrower in second. Only the Pyro spec is a flamer first, then a rifleman after.
When you have no target to burn ? Give bullets instead. When a crusher gets close ? Switch to flamer and light him up.

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Re: Tips for being a robust squaddie

Post by Arbs » 19 Mar 2018, 08:20

Kesserline wrote:
19 Mar 2018, 08:13
Same thing : railflashlight on the flamer. Extra tile of visibility.

You cannot stand on the rearguard with a flamer, because of FF and poor lines of sight.

Therefore, frontline, first line, for more targeting and fire patterns. So, railflashlight.

Flamer is not a primary weapon, it's a very very very strong SECONDARY weapon.

You're a PFC first, and you have a flamethrower in second. Only the Pyro spec is a flamer first, then a rifleman after.
When you have no target to burn ? Give bullets instead. When a crusher gets close ? Switch to flamer and light him up.
Aaand if you see a baldie with a flamer behind you?




Run.
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Kesserline
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Re: Tips for being a robust squaddie

Post by Kesserline » 19 Mar 2018, 09:47

Nah Alan, help Intent with the nearest PFC around for him to take the FF. Adding some fun and some spice in this dark world!

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Nickvr628
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Re: Tips for being a robust squaddie

Post by Nickvr628 » 19 Mar 2018, 11:19

I have to disagree with the flamer being purely a secondary weapon. In highpop rounds were a squad can have 20 people, one or two robust squaddies dedicated to area denial is a great thing to have. Supporting your squad by blocking off a cave entrance, tight hallway, or other choke point with flamethrower fire can help marines a lot. Not to mention, they light up a large are too, so that cave mouth now has a line of flame in it, and every xeno that dodged out of the way is now illuminated by the flames. If a xeno IS hit by the flames and catches fire, the xeno is now focused on extinguishing itself, instead of attacking you.

Your weakest environment with a flamethrower is an open field. Carrying a revolver as a sidearm might help in cases where the flamer is ineffective or out of ammo. FF is an issue like any weapon, but carrying a fire extinguisher with you always helps.

The support ability of the flamethrower is excellent and will make the xeno's lives more difficult since it not only provides very decent damage, but also area denial and area illumination. The SL has enough to give two marines flamethrower units with a decent amount of ammo, or one marine a flamethrower with a ton of ammo. I always try to give both out (as it reduces the risk of one of them dying early on and losing out on our flamer) and the tactical advantage shows.

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Re: Tips for being a robust squaddie

Post by Heckenshutze » 19 Mar 2018, 11:47

Regarding frontline squaddie's, here's an updated guide, including loadouts: https://cm-ss13.com/viewtopic. ... 35&t=16349
Marine: Ruben Dario
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)

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Kesserline
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Re: Tips for being a robust squaddie

Post by Kesserline » 19 Mar 2018, 12:11

What happens when you make area denial ?
You block the area right ?

So, if the enemy can't push, you can't push neither, right ? How do you make kills that way ?
Xenos regen. Marines have to use the medical supply lines.

Flamers are better for killing in open areas, why ? Because you don't block fellow marines to rush and to track the flamed xenos.

You don't win by turtling or gaining territories. You win by killing Xenos, without losing too many of your good marines. Because the final boss is the Queen, and she worths 20+ marines when she got her screech ready.

Your marine is a PFC, using a Flamethrower, in that order. Having a shitty revolver won't help you when you're alone, or when you are the only one to ensure a kill. Having a rifle, or at least a shotgun is better to do the job.

Also, a lot of situations do not require a flamethrower (especially when you're on an offensive), because you'll block YOURSELF the path needed to attack. Why do you think there are not many flamethrowers users in Delta at early deployment ? Because it's slow us down more than anything.

Flamers are good for defensive purpose, or clearing resin on SLOW offensives/pushes.
But when it comes to blitzkrieg, flamers are very meh.

PFCs are not support. They are killers. They can have a little support FUNCTION (by having some splints, or carrying other shits and being mules to support roles), but they are here to put their rifles on the firing line and pull the trigger.

In that reading, flamethrowers are not support, they are force multiplier, and misused, they are force divider, to their own side. This is why I consider them as secondary weapon, because ALL situations do not require a flamethrower, while ALL situations require a rifle (from clearing weeds to clearing a wall, to clearing the Hive).

Even briefing and RO line require a rifle (according to Alpha's standards of FF).

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Re: Tips for being a robust squaddie

Post by TheDonkified » 19 Mar 2018, 15:23

At the moment, standard flamers aren't even that good. They only do shit when they light the xeno on fire, and even if the xeno is on fire, I've seen them just walk off the state of being on fire instead of having to run away and put it out manually.
lother jomes

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Re: Tips for being a robust squaddie

Post by Sulaboy » 19 Mar 2018, 19:08

Alright, while I wouldn't consider myself robust, let me tell you how I fake it. First off grenades, only use them in a UGL because chances are that if you throw it, it will end up blowing up in your face. Grenades, even with the nerf to their stuns, are still great to kill Xenos. You fire a grenade towards a Xeno and two seconds later, boom. Its also important to know when to use burst fire. Also remember rule #1 don't shoot if there's a chance of shooting a friendly, it's better to let that Xeno run than miss and shoot your buddy. Its also real important to know medical stuff as a marine, this can be the difference between ruining your body and needing surgery, or staying combat capable.
Remember to keep spacing when fighting, a marine works better when given room to move so don't keep pushing around those marines on the front, either wait until they need to reload, treat wounds, or need a medic to step up to the bat.
Kesserline did say the reason marines win fights, the blitzkrieg. A marine is strongest when moving forward if a push is stalled that is where problems occur.
Clancy 'Danger' Long
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Re: Tips for being a robust squaddie

Post by Dragoon47 » 19 Mar 2018, 23:20

As a reasonably aggressive lad, best luck I've had with a flamethrower is in the open field as well. Can't chase burning Xenos otherwise, and in tight spaces, if you want to attack, the space is cramped or blocked by flames. Tight spaces are better served by smartgunners with ammo for days/shotguns/claymores than flamers.
James Castleton

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