Dirty Marine tricks

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FGRSentinel
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Re: Dirty Marine tricks

Post by FGRSentinel » 16 Jul 2018, 15:24

If you're in the CIC, monitoring people who scream for help is an obvious thing to do, but Xenos have this laughable habit of being both lazy and overaggressive. If a marine gets nabbed, 8 times out of 10 they'll either die inside the hive from being slashed 5-7 times and their corpse (and helmetcam) left in a major thoroughfare for you to use at any time or they'll be taken to the egg chamber and you'll get a shot of the queen laying eggs, scoring some very valuable intel before their helmet's removed and the camera permanently gone. If a Marine dies, you basically have free intel until the Marines push in past their corpse and wipe out the hive, the hive is forced to evacuate, or the xenos force the Marines back too far for it to be of use.

As an SO, the dirtiest trick you can do is monitor corpses near OBs. I remember a game where the Alamo launched early, dooming people to die on the surface while telecoms was being held, and in the process of counting the number of dead at the LZ, I icly noted the xenos behaving strangely by loitering around the LZ while there were three or more marines still holding Telecomms on Ice... from a corpse laying dead next to an OB that was meant to cover the Alamo's escape but never fired. Ordered by CO to monitor, saw the Queen call down the Alamo, and if I'd fired 1-2 seconds sooner I could've wiped a few T3s. Worst part is that all this happened ic and I had a conversation with the XO while it was happening that distracted me long enough to notice it, so I didn't just go "let's see if I can spot the xenos being fishy."

On another note I've seen a Marine that was in pain crit survive in the middle of the xeno swarm because he fell into crit on another marine's dead corpse, so the HUD and UI made it look like there was one dead marine instead of one dead marine and one almost dead marine. They were still revivable when the marines found them, too.
Ensign Goddard Pearsall, the Pilot that always has Souto

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FGRSentinel
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Re: Dirty Marine tricks

Post by FGRSentinel » 17 Jul 2018, 23:20

As a grunt, I think a good trick is to have a revolver in your bag. I get mocked for the choice of secondary (or even carrying a secondary in the first place) but the rounds are AP, it's always in reach, and I've spooked queens with it before, so it's a decent last stand weapon that can get a lone xeno to back off. If you get nested, it's also decent for offing yourself or to force the sentinels to melt another weapon.
Ensign Goddard Pearsall, the Pilot that always has Souto

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caleeb101
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Re: Dirty Marine tricks

Post by caleeb101 » 18 Jul 2018, 05:33

FGRSentinel wrote:
17 Jul 2018, 23:20
As a grunt, I think a good trick is to have a revolver in your bag. I get mocked for the choice of secondary (or even carrying a secondary in the first place) but the rounds are AP, it's always in reach, and I've spooked queens with it before, so it's a decent last stand weapon that can get a lone xeno to back off. If you get nested, it's also decent for offing yourself or to force the sentinels to melt another weapon.
it's just not a good weapon tho and bringing a bag isn't that great either

better just to bring a mag harnessed shotgun so that you can't lose it even if you get captured and then bring a rifle on your back.. a shotgun is always gonna be better than a revolver that misses at a 1 tile range abd does mediocre damage

plus you can do massive damage to yourself by shooting yourself with a shotgun once than having to do it multiple times with a revolver
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Re: Dirty Marine tricks

Post by FGRSentinel » 20 Jul 2018, 18:40

Yeah, but if they see the shotgun vanish, they expect it. They see it on the ground and you hit them with AP out of nowhere and they get spooked and back off to figure out what happened.
Ensign Goddard Pearsall, the Pilot that always has Souto

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