Where to hunker down at round end
- WinterClould
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Re: Where to hunker down at round end
There are a set number of locations on the ship the shuttle can crash. There is a degree of movement between areas to keep it random and not on the same exact tiles each time, but most of these areas are on the lower deck, thus, they have in my experience, been weighted towards the lower deck and anywhere between medbay and cryo.
When a shuttle crashes they have a blast radius that can go into other potential crash areas if close enough. Meaning if it crashes into breifing it could hit cargo or medbay. If it lands in cryo it'll hit cargo partly or engineering partly. Any of the prep rooms? Cargo is getting hit probably.
Basically if it hits the lower deck there is a highly increased chance for you to get turned into nothing more then a skid mark if you stay down there.
When a shuttle crashes they have a blast radius that can go into other potential crash areas if close enough. Meaning if it crashes into breifing it could hit cargo or medbay. If it lands in cryo it'll hit cargo partly or engineering partly. Any of the prep rooms? Cargo is getting hit probably.
Basically if it hits the lower deck there is a highly increased chance for you to get turned into nothing more then a skid mark if you stay down there.
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- ThePiachu
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Re: Where to hunker down at round end
Okay, I saw something recently about CIC that made it pretty neat for holding xenos off - the shutters. You can let some benos get in, close the shutters as you murder them, and depending on how dumb they are, repeat the process a few times. Obviously if you keep those shutters down long enough, someone is going to melt them or create a side-opening, but hopefully you'll already kill a few benos before that happens...
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- MattAtlas
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Re: Where to hunker down at round end
The meta before the SD changes was of course SD.
Now that there is no one go-to place, and CIC is indeed still very flankable, what is the best place to hunker down? Good question, there isn't.
Charging the dropship is what marines must do. Every dropship crash site can be reliably rushed with near zero risk. Oftentimes it'll be a guaranteed marine win, unless the xenos are robust enough to hold off a continued assault (aka almost never). For example, if the dropship crashed in hangar rushing it pretty much means instant death for the xenos. Briefing can be flanked incredibly easily. Cryogenics is easy to fight in as there are two avenues of escape for xenos. And so on. No one crash place will resist a coordinated marine rush.
Now that there is no one go-to place, and CIC is indeed still very flankable, what is the best place to hunker down? Good question, there isn't.
Charging the dropship is what marines must do. Every dropship crash site can be reliably rushed with near zero risk. Oftentimes it'll be a guaranteed marine win, unless the xenos are robust enough to hold off a continued assault (aka almost never). For example, if the dropship crashed in hangar rushing it pretty much means instant death for the xenos. Briefing can be flanked incredibly easily. Cryogenics is easy to fight in as there are two avenues of escape for xenos. And so on. No one crash place will resist a coordinated marine rush.
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Re: Where to hunker down at round end
Inside of a secure locker
- solidfury7
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Re: Where to hunker down at round end
North and west pods. Fortify them and use the corridoors to control the upper deck.
Make small check points through the corridors to prevent crushers smashing down everyone.
This is probably easiest way to deal with the aliens due to forcing then to fight marines who are in cover on a 2 v 2 basis with no real means of getting close. You just need to spread out the marines somewhat so they don't stack all on one or two inner checkpoints and have reinforcements ready to help out any small checkpoints which are going to be overrun.
The main thing you need is decent engineers or MTs to set this up quickly.
Make small check points through the corridors to prevent crushers smashing down everyone.
This is probably easiest way to deal with the aliens due to forcing then to fight marines who are in cover on a 2 v 2 basis with no real means of getting close. You just need to spread out the marines somewhat so they don't stack all on one or two inner checkpoints and have reinforcements ready to help out any small checkpoints which are going to be overrun.
The main thing you need is decent engineers or MTs to set this up quickly.
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- Nantei
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Re: Where to hunker down at round end
Arguing that the shuttles can crash there is pretty much a no-go for any hold-out spot. I don't see it as a productive argument to make.
Anyways, if you want a pure numbers answer? Hangar and rush them. It's the most likely to win, and if you lose it will probably be quick. If you're like me and you're a bleeding heart who can't stand an all-or-nothing strategy? Requisitions. You can evac from there, push from there, basically everything. But it's harder to motivate marines to push when they are safe in that scenario, and thus Hangar is often better if you only want to push.
Anyways, if you want a pure numbers answer? Hangar and rush them. It's the most likely to win, and if you lose it will probably be quick. If you're like me and you're a bleeding heart who can't stand an all-or-nothing strategy? Requisitions. You can evac from there, push from there, basically everything. But it's harder to motivate marines to push when they are safe in that scenario, and thus Hangar is often better if you only want to push.
- ComradeCorbyn
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Re: Where to hunker down at round end
As I play Executive Officer often, I notice tactics and strategys Commanders might make, especially at round end. One of my favorites by far is sending Marines to hold the upper and lower escape pods at the top floor. This allows for them to easily hold the ladders, both by medbay and at the escape pods. However, this is dangerous if the Alamo crashes into the top floor, and definently bad if it crashes in the CIC.
An active aCO or CO can command these troops at the pods easily, allowing them to escape easily, attack the upper floor easily, and assist the other pods if neccessary. It's a bit of a scummy meta, but most meta's are anyways.
An active aCO or CO can command these troops at the pods easily, allowing them to escape easily, attack the upper floor easily, and assist the other pods if neccessary. It's a bit of a scummy meta, but most meta's are anyways.
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- Nantei
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Re: Where to hunker down at round end
If it crashes into CIC you are nearly guaranteed a loss anyways to be honest.
- CABAL
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Re: Where to hunker down at round end
Rushing crashed dropship is just metagaming, and should be ending now. Continuing in that vein will just lead to bans over metagaming which mentions this as ramboing.
Marines have 10 minutes to return their weapons to vendor and go back to hypersleep. Otherwise, they are breaking Xeno meta of killing anyone on the ship without any resistance which damages 99.99-00.01 winrate.
Marines have 10 minutes to return their weapons to vendor and go back to hypersleep. Otherwise, they are breaking Xeno meta of killing anyone on the ship without any resistance which damages 99.99-00.01 winrate.
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- Lumdor
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Re: Where to hunker down at round end
I'll will always say briefing if you have the numbers and supplies.
Also if you get lucky with a good DS crash you can wipe the xenos easily.
Also if you get lucky with a good DS crash you can wipe the xenos easily.
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- Bulaven
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Re: Where to hunker down at round end
Regardless of the outcome, a debrief is always appropriate during the lull at the end of the round. If an assault is absolutely impossible, put the guns away and head for the bunks.
However, if we're still thirty Marines strong, we're not going anywhere. We're going to figure out how to finish the job.
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- Nantei
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Re: Where to hunker down at round end
*clapCABAL wrote: ↑09 Jul 2018, 04:33Rushing crashed dropship is just metagaming, and should be ending now. Continuing in that vein will just lead to bans over metagaming which mentions this as ramboing.
Marines have 10 minutes to return their weapons to vendor and go back to hypersleep. Otherwise, they are breaking Xeno meta of killing anyone on the ship without any resistance which damages 99.99-00.01 winrate.
- CaptainYankee
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Re: Where to hunker down at round end
Yeah. I am a strong believer in marines hypersleeping after a quick debrief and cooling off a bit. Anything else is LRP.CABAL wrote: ↑09 Jul 2018, 04:33Rushing crashed dropship is just metagaming, and should be ending now. Continuing in that vein will just lead to bans over metagaming which mentions this as ramboing.
Marines have 10 minutes to return their weapons to vendor and go back to hypersleep. Otherwise, they are breaking Xeno meta of killing anyone on the ship without any resistance which damages 99.99-00.01 winrate.
Requsitions has seen a surge in popularity, which is good because it's not cic or sd. I actually like holding the upper deck from engineeering back. Don't bother fortifying SD heavily, use the twists in the corridors. Briefing is cool becausr less crowding. Medbay is cool because medic stuff, but its got way too many flanks.
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- Grubstank
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Re: Where to hunker down at round end
Yeah, it seems like they'v constantly nerfed anywhere that can make a decent holdout, so now defense is just a bad idea period. I don't know how they could nerf a full marine assault really - it's effectively the only option marines have leftCABAL wrote: ↑09 Jul 2018, 04:33Rushing crashed dropship is just metagaming, and should be ending now. Continuing in that vein will just lead to bans over metagaming which mentions this as ramboing.
Marines have 10 minutes to return their weapons to vendor and go back to hypersleep. Otherwise, they are breaking Xeno meta of killing anyone on the ship without any resistance which damages 99.99-00.01 winrate.
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Re: Where to hunker down at round end
req is a really fun place to bunker down in, but it seems literally every single time marines hunker down there the ship lands in that exact position
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- Bulaven
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Re: Where to hunker down at round end
Funny
I had a load of Marines screaming at me to order them to fortify Requisitions. I said no.
Lo', and behold! The Alamo slammed right into Requisitions, annihilating it.
Just saying.
I had a load of Marines screaming at me to order them to fortify Requisitions. I said no.
Lo', and behold! The Alamo slammed right into Requisitions, annihilating it.
Just saying.
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- ThePiachu
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Re: Where to hunker down at round end
HA! I saw that - https://youtu.be/8mhTxBaPcsY?t=4539 .
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- Bulaven
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Re: Where to hunker down at round end
Sadly, a different time.
Regardless, the Alamo seems to -Really- like Requisitions..
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"I'm no hero. Anyone dumb enough to get captured doesn't deserve to be a hero." - General William F. Dean