How to : Claymores

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Kesserline
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How to : Claymores

Post by Kesserline » 26 Jun 2018, 08:49

The claymores meme got already nerfed twice. Expect this guide to be useless soon enough, or not so viable.

So.. Here we are for some claymores. We'll get along several big themes :

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First : The Unga to Dunga
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Second : You want sum.. facts ?
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Third : Killzone-Minefield
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Fourth : What the fuck I just said, but I explain it with screenshots
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Fifth : The results easily reachable if done correctly
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Sixth : BREAKTHROUGH ==> THE PANDORA BOX
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Oh, I forgot a thing : BE FUCKING PATIENT
20 minutes can pass without seing a single target. Use this time to RP/shittalk with a fellow marine.

NB : Gonna re-read what I just wrote, to correct some 7 y-o mistakes, some non-sense, adding that [INSERT DELTA PLAYER'S NAME] is the worst, adding screenshots, underlining that claymores may be nerfed again, so meh.
Last edited by Kesserline on 07 Sep 2018, 20:33, edited 2 times in total.

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Re: How to : Claymores

Post by Nantei » 26 Jun 2018, 11:58

Requisitions has two claymores at the start of every round, and people almost never ask for them. That's sort of been a secret for me as I always take them, but I may as well let it out because experienced players know anyways. I don't think claymores are ever worth buying yourself, however, and I take issue with the concept of not taking any building materials as an engineer, or taking very little. Your team is relying on you to do that, so you can make forward positions to push from, claymores don't really enable that. Also I take huge issue with putting a stock on anything, especially the shotgun. The stock reduces overall DPS of the weapon with no needed gain. You're using buckshot, you are GOING to hit. And the melee damage only goes up by 5, just skip it.

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Re: How to : Claymores

Post by Bath Salts Addict » 26 Jun 2018, 13:21

Here's another funfact about mines coming from a xeno main. Xenos can slash claymores to detonate them if they're outside of the mine's directional cone, and a clever xeno can and will use that to their advantage to hurt as many marines as possible. I love using an engineer's own mines to kill him. It'll damage the xeno but it'll hurt anyone nearby more, and that's what matters.

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Re: How to : Claymores

Post by Arbs » 26 Jun 2018, 17:49

Stop getting things nerfed echo. You're making us look bad.
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Re: How to : Claymores

Post by ghost120 » 26 Jun 2018, 18:00

Arbs wrote:
26 Jun 2018, 17:49
Stop getting things nerfed echo. You're making us look bad.
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Re: How to : Claymores

Post by adrenalinetooth » 26 Jun 2018, 19:23

Not sure if it is possible anymore, but I used to take a box of claymores, and put lay them all on the Alamo in a row on the south side whenever there was a hunter attacking the dropship. The claymores set each other off, so when the hunter stepped on, it would get insta critted. Good times. Fuck you elite hunter always killing the pilot.

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Re: How to : Claymores

Post by Kesserline » 27 Jun 2018, 03:54

Nantei wrote:
26 Jun 2018, 11:58
Requisitions has two claymores at the start of every round, and people almost never ask for them. That's sort of been a secret for me as I always take them, but I may as well let it out because experienced players know anyways. I don't think claymores are ever worth buying yourself, however, and I take issue with the concept of not taking any building materials as an engineer, or taking very little. Your team is relying on you to do that, so you can make forward positions to push from, claymores don't really enable that.
First : it's 2 to 5 claymores, depending on marine pop.

Second : A cade protects you. But it doesn't allow a kill. A claymore does. Cades are abandonned after each push/fallback. Claymores can be retrieved more easily. Also, claymores are not put on the frontline for an forward position. They are put on flanks and supply lines. Marines don't win by putting cades. They win by killing the Hive. The way of killing the Hive depends on the marines. Mine relies on trapping my foes into wins they can't fight.

Third : As said : 13 kills. Other engies can build. I'm here to kill, because I can't SL with the current gameplay, so I'm having fun with other ways.
Nantei wrote:
26 Jun 2018, 11:58
Also I take huge issue with putting a stock on anything, especially the shotgun. The stock reduces overall DPS of the weapon with no needed gain. You're using buckshot, you are GOING to hit. And the melee damage only goes up by 5, just skip it.
First : Shotgun is secondary. This means it's used situationnaly, or during emergencies fight.

Second : melee ignores armor, consider it nearly raw damage. 5 damage point more can put an alien into crit. I could put 2 aliens in crit out of 3, allowing me to save enough time to be saved by a tank on an Ice Round. I never doubt the power of melee anymore. You shouldn't neither. Nothing can prevent you from chaining a buckshot then a melee hit with Stock+Bayonet.

adrenalinetooth wrote:
26 Jun 2018, 19:23
Not sure if it is possible anymore, but I used to take a box of claymores, and put lay them all on the Alamo in a row on the south side whenever there was a hunter attacking the dropship. The claymores set each other off, so when the hunter stepped on, it would get insta critted. Good times. Fuck you elite hunter always killing the pilot.
Why using 4 claymores when only 1 is needed ?

Your prey triggering a second claymore is part of the job. But deliberatly using several claymores on a single target is dangerous. You have to count on Req having other priorities than your claymores. That's why you have to try to make them count. Every single one.

Arbs wrote:
26 Jun 2018, 17:49
Stop getting things nerfed echo. You're making us look bad.
Meh. People still don't understand how those babies work. Anyway, they already got ultra nerfed.

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Re: How to : Claymores

Post by Nantei » 27 Jun 2018, 14:17

I sincerely doubt that the 5 damage from stocks is going to hit the breaking point, and the overall DPS even with armor is still lower than getting more shots in. Stocks aren't worth it. Ever.

On the other things it's just a disagreement in philosophy. I think you are doing your squad a disservice if you don't bring a significant amount of building materials as an engineer. Any unga can claymore, only you and SL's can build, and most of the latter don't know they can. Claymores aren't guaranteed kills even when placed correctly, and when claymores are abandoned they get no kills. Claymores need to be manned the same way barricades do.

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Re: How to : Claymores

Post by Kesserline » 28 Jun 2018, 05:23

About the 5 damage, coupled with a bayonet, on a buckshot shotgun ? It's good enough to give you the upper hand. You don't need to KILL it. You need to CRIT it first. If critted, you can easily finish it.

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Claymores can be disarmed with a multitool. You don't abandon them. Barricades can be moved, but not dismantled.
Barricades are always abandonned, when you push, or when you fall back.

Claymores can get fair enough guaranted kills while cades never guarantee kills.

I don't say that every engineer should use claymores, but that they should use claymores in a smarter way.
I was a SL that didn't give a shit about gaining territory or ground control. I thought about killing aliens, to reduce hive strength and to give the final blow.
Marines win round by killing aliens, not by gaining territory. Never by gaining territory.

It's easy to ensure a 50% ratio kill-claymore used if you're kinda quick to draw your weapon and to act.

Cades are good, yet, overrated. Any boiler can set an acid cloud, then xenos push, slash your cades a little, then fall back. Over and over, until your cades break. You don't hold against Xenos, you push them, or you punish them.

You can't punish a xeno with a cade. And you can't push with a cade. Cades are good to secure triage centers, or to take a deep breath between two pushes, nothing more, nothing less.

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Re: How to : Claymores

Post by Nantei » 28 Jun 2018, 13:45

If you are setting your cades correctly boiler clouds shouldn't be doing anything, because they get blocked. You can fire into the cloud to discourage slashing, weld, etc. THere's a lot of counterplay to this strategy, and it leaves the xenos vulnerable to a push because their gas is down. A lot of marine play is milking the xenos for safe kills, and barricades facilitate that, they are outright necessary for victory. Claymores? Claymores simply aren't necessary to win.

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Re: How to : Claymores

Post by Rohesie » 28 Jun 2018, 16:46

Both your shotgun and your rifle would benefit from angled grips. They let you wield and start shooting it faster, which is essential in this case. Specially for the shotgun.
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Re: How to : Claymores

Post by Nantei » 28 Jun 2018, 16:52

With buckshot there's no real reason to wield a shotty. But I still otherwise agree.

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Re: How to : Claymores

Post by adrenalinetooth » 28 Jun 2018, 17:18

Kesserline wrote:
27 Jun 2018, 03:54




Why using 4 claymores when only 1 is needed ?

Your prey triggering a second claymore is part of the job. But deliberatly using several claymores on a single target is dangerous. You have to count on Req having other priorities than your claymores. That's why you have to try to make them count. Every single one.



One claymore would only take away a quarter of an elite hunter's health and it would walk away alive. Four claymores next to each other would instantly put the hunter into crit and kill it.

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Re: How to : Claymores

Post by Royal Griffon » 28 Jun 2018, 21:26

PSA ANNOUNCEMENT FOR ANY WANNABE CLAYMORE USERS
10+ CLAYMORES UNDER FRIENDLY FORCES IS NOT A VIABLE STRAT
YOU WILL BLOW UP FRIENDLIES DUE TO RUNNERS
EXPLOSIONS HURT MARINES MORE THAN XENOS
CLAYMORES CAN DROP 3 MARINES AT LEAST SOMETIMES
DO NOT DO IT
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Elite Hunter (488): QUEEN HELP I'M SCARED" Scurries about the escape pod locked inside
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Ssgt Mikey 'Snatch' Anders: I LOST THE COMMUNIST MANIFESTO!
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Re: How to : Claymores

Post by roushguy » 29 Jun 2018, 13:52

Barricades can, in fact, be dismantled. Screwdriver, wrench, crowbar.

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Re: How to : Claymores

Post by Nantei » 29 Jun 2018, 16:47

Yeah but it's pretty costly time wise and IIRC does not give you all the materials back. Usually best to just drag them back, but either way something that is rarely done. The immobile nature of barricades is one thing with him I agree on, I just don't agree with the conclusion he made from it.

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Re: How to : Claymores

Post by Szunti » 29 Jun 2018, 19:36

Sandbag crates are quick to set-up and dismantle(with shovel) and they give all the sandbags back unless slashed.

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Re: How to : Claymores

Post by Kesserline » 07 Sep 2018, 20:33

Updated the thingies, added a cool screenshot of a cool rounds, with things described. This is always how I see my screen when I got a minefield on.

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Re: How to : Claymores

Post by Nanu308 » 27 Sep 2018, 23:32

Good guide o7, Still sad people dont know how to Claymore doe,,

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Re: How to : Claymores

Post by Chatillon » 02 Oct 2018, 08:13

This is my work Kesserline-Senpai:
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Re: How to : Claymores

Post by Pogo92 » 02 Oct 2018, 17:16

One critique of your philosophy--Simply killing aliens is rarely sufficient to get a win unless you can successfully kill the queen and deplete their larva. Otherwise, Xenos are much better suited to safely trading lives as they're ability to replenish forces is much greater. The reason why pushing and taking ground is important is to put the squeeze on the nest and force the queen into a deadly fight. Otherwise, if she remains safe and sound, the hive can usually bounce back. A win where Xenos just throw themselves upon the spear of the Marines are extremely rare.
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Re: How to : Claymores

Post by TopeyDopey » 22 Oct 2018, 07:21

Fam what you saying... i always have a contruction pouch and carry enough shit to make a smal to medium size point
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Re: How to : Claymores

Post by Audi_Gzz » 22 Oct 2018, 11:34

Kesserline..... why did you release the secret formula......
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Re: How to : Claymores

Post by Kesserline » 22 Oct 2018, 17:34

TopeyDopey wrote:
22 Oct 2018, 07:21
Fam what you saying... i always have a contruction pouch and carry enough shit to make a smal to medium size point
You feel that your mission is to support the platoon, by building fortified outposts that will be abandonned if we march forward and abandonned if we retreat.
In those two cases, they will be ultimately destroyed.
The only positive action that it can do is protecting the hosts of such fortified outposts, but it requires manpower, manpower that you are not.
You are just a rifleman or a shotgun, and you can't do shit against a xeno harassing your cades, destroying them little by little, one by one.

My vision is different. I'm here to kill. The more xenos I kill, the less marines xenos can kill. The less marines they can kill, the more marines can be mobilized against the Queen, which, when she died, disable a part of the hive.

Topey, here is a series of facts, questions and parameters :
- Let's say we have 20 xenos groundside at roundstart
- We deploy roughly 60 marines
- It means that for each xeno killed, we can afford losing 3 marines. Meaning that each marines must be able to assist and kill 0.3333333 xenos.

How many players of the marine base can actually just kill one xeno, without being a burden to its own side (major FF, nading, being a cost of resources without return of investment, and so on) ?

If you can kill my average 4 xenos per round using this method, you allow 11 other marines to focus themselves on the remaining xenos/Queen.

A successful claymore operator can secure a 5x5 tiles for a duration of 5 to 20 minutes (based on his patience and the number of hostiles he will encounter), more importantly he can kill any roamers (players from the Hive-side willing to flank and harass supply lines and wounded). Not all xeno players are flankers, but the flankers are the most vicious ones, and you want them to be dealt with ASAP.

You got my point of view on why I don't take any building mats. Yours is viable too, in your own eyes, and probably in the eyes of a majority of players here.
Though, I am not trying to convince you to use claymores, I'm trying to teach how to use them efficiently.

The amount of retard-placement is too damn high.
A single claymore can ensure a xeno kill.
You can have 8 claymores at roundstart. Let's say you fail 25% of your claymores kill, you still can land 6 kills.


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Re: How to : Claymores

Post by lurkermain » 23 Oct 2018, 06:19

My xeno guide for dealing with claymores:

1. Go to hydro
2. See Kesserline
3. ":a Boomrocks at hydro"
4. Never go back to hydro

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