what i notice a lot is that the marines aren't robust enough, now i don't mean that in a combat way, but in the bravery kind of way, but this is besides the point.
HERE is what i think is the best counter to the xeno classes, now this may be considered meta-gaming, but i honestly think these would be legit reactions to the situation for the marines:
runners, hunters, and possibly super-robust drones: stay in groups of two with at least one shotgunner, if not both of you having a shotgun, that way the xeno will target the other one (logically) because once they see you they will shotgun you down, however this is their weakness, as having a shotgun with both people discourages a xeno from targeting them, as they can severely damage the xeno, or since you read this reverse psychology can happen and they will target the shotgunner, making him a prime target in CQC or medium ranges because lots of people choose buckshot
carriers, and spitters of any type except boilers: just rush them with at least 4 people, they are defenders, and especially the carriers don't run very well
boilers: have a sniper or a scoped and stocked m41a standard issue rifle, as they glow in the dark.
crushers, rav's, and queens: this one was hard to see, but SADAR's are the best, then rush them, Snipers are good against the crushers since they like to guard the boilers, putting them in perfect sight, ALSO USE AP ONLY FOR THESE, I SEE SOO MANY MARINES USING THEM FOR CARRIERS AND EVEN SPITTERS IT'S ANNOYING.
Do YOU agree with my list?
what i notice is the best strategy
- mizolo
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- Heckenshutze
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Re: what i notice is the best strategy
Good thinking, but this strategy was around here since Always, problem is marines are retarded baldie rambos wannabe
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- Imperator_Titan
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Re: what i notice is the best strategy
Marines summed up perfectly.Heckenshutze wrote:Good thinking, but this strategy was around here since Always, problem is marines are retarded baldie rambos wannabe
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- Sneakyr
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Re: what i notice is the best strategy
Chasea carrier as it spams hugger throw? Not sure thats wise.
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- Swagile
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Re: what i notice is the best strategy
the only way to defeat a good carrier (even more so than a good rav or crusher) is to get a well timed nade on them or snipe them before they get in range
they are even more OP than boilers because their huggers still go past ALL obstacles, which means they can go over flipped r-tables and metal barricades
they are even more OP than boilers because their huggers still go past ALL obstacles, which means they can go over flipped r-tables and metal barricades
- Crab_Spider
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Re: what i notice is the best strategy
They get up to 9 huggers at Ancient and they have a range of 5 tiles and are stunned by buckshot and slugs (they're the only T3 affected by these attributes). They get a 3 second cooldown before they can throw another hugger, and if they're dry, then yes, they must reload. Meaning they can only dispatch up to 4 Marines before they have to go back and refill. They lose the large health pool drones would normally have, have their plasma store reduce to 100 (that's around a minute of pheromones and 1 weed node) they're not overpowered (at this point, you can say that about ANYTHING IN CM) they just have a special niche.Swagile wrote:the only way to defeat a good carrier (even more so than a good rav or crusher) is to get a well timed nade on them or snipe them before they get in range
they are even more OP than boilers because their huggers still go past ALL obstacles, which means they can go over flipped r-tables and metal barricades
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
- Swagile
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Re: what i notice is the best strategy
the five range tiles is farther than buck / slug can stunCrab_Spider wrote:They get up to 9 huggers at Ancient and they have a range of 5 tiles and are stunned by buckshot and slugs (they're the only T3 affected by these attributes). They get a 3 second cooldown before they can throw another hugger, and if they're dry, then yes, they must reload. Meaning they can only dispatch up to 4 Marines before they have to go back and refill. They lose the large health pool drones would normally have, have their plasma store reduce to 100 (that's around a minute of pheromones and 1 weed node) they're not overpowered (at this point, you can say that about ANYTHING IN CM) they just have a special niche.
cool down doesn't really matter much when a carrier on frenzy pheremones can go almost as fast as a hunter
experienced carriers hold huggers in hand, giving them 2 extra to use, which is one more marine down, so its actually more around 8 at young, 9 at mature, 10 at elite, 11 at ancient (you aren't getting to ancient on a normal CM round)
the one thing i agree about is that if the queen is bad, then a carrier is useless since having to go all the way across the map for eggs makes them worthless
but if a queen is egging constantly in each FOB that xenos take, then a carrier is even more terrifying than a crushers, especially if you pair a carrier up with a rav as de-helmet + rav charge = a strong likely hood of decap