Hypothetical Marine Tactics

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Bronimin
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Re: Hypothetical Marine Tactics

Post by Bronimin » 28 Jul 2017, 06:59

I have tried, it doesn't work.

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Renomaki
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Re: Hypothetical Marine Tactics

Post by Renomaki » 28 Jul 2017, 21:44

Bronimin wrote:I have tried, it doesn't work.
That's because it is fake grass.

Same in the Nexus as well, which is a shame, but I suppose it is only logical.
Sometimes, bravery comes from the most unlikely sources.

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Re: Hypothetical Marine Tactics

Post by misto » 05 Aug 2017, 10:21

avoid slaughtering each other in petty mutiny crap

actually pick a place for a unified defense instead of screaming to hold medbay, hold briefing, hold SD and hold CIC all at the same time

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BladeBr
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Re: Hypothetical Marine Tactics

Post by BladeBr » 05 Aug 2017, 11:04

misto wrote:avoid slaughtering each other in petty mutiny crap
I will make an addon here:
Don't mutiny because your CO executed one of your brother-in-arms for yelling at Gcomms "Mutiny!"
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Re: Hypothetical Marine Tactics

Post by Swagile » 05 Aug 2017, 11:29

sorry, it was only a funny ruse

a mere joke

a folly of youth

its just a prank, bro
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BladeBr
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Re: Hypothetical Marine Tactics

Post by BladeBr » 05 Aug 2017, 12:25

Swagile wrote:sorry, it was only a funny ruse

a mere joke

a folly of youth

its just a prank, bro
WhatEveryMarineSayWhenQuestionedOfWhyTheyMadeaPointlessMutiny.txt
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Re: Hypothetical Marine Tactics

Post by misto » 12 Dec 2017, 03:33

please stop wasting time and materials fortifying and guarding the bar when there are no relevant mission objectives or assets in or near the bar

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Re: Hypothetical Marine Tactics

Post by misto » 25 Jan 2018, 05:30

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Vispain
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Re: Hypothetical Marine Tactics

Post by Vispain » 30 Jan 2018, 19:31

misto wrote:
25 Jan 2018, 05:30
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Instead of making the FOB HUGE, just make the retarded setup area too far north of Tcomms further south. In other words...setup cades, weld the maint. hall doors and Tcomms doors (later vents when you know you should) and put a sentry on burst 360 in the maint. hallway. It works.


As far as tactics go...
SOs should coordinate to find where other squads are and try keeping their respective squad focused around their SL and push or defend where needed, when needed. All it take is a little talking, checking and yelling on comms Lts.
Last few rounds I've done this as SO and the squad consistently will do well. A SSGT can lead and SL great. A SO can coordinate great. Combine the two and victory is all the more likely. Just, SOs need to do their part more. Getting materials is good and all... but all too often SOs don't talk much if at all except when questioned directly or when asked for supplies.

Another tip would be for SOs...while I am saying coordinate remember you don't want to confuse your squad by sending orders that might contradict some other important person's such as your SL. Private messaging the SL is always an option without yelling a order over squad comms contrary to a SLs order. Contradicting orders always confuse.
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Re: Hypothetical Marine Tactics

Post by biscuitsakimbo » 01 Feb 2018, 21:38

My Hypothetical Marine Tactic is for SOs to stop giving the objective "Follow your SL". Believe it or not, giving actual objectives helps SLs.

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Re: Hypothetical Marine Tactics

Post by Skimmy2 » 02 Feb 2018, 01:04

biscuitsakimbo wrote:
01 Feb 2018, 21:38
My Hypothetical Marine Tactic is for SOs to stop giving the objective "Follow your SL". Believe it or not, giving actual objectives helps SLs.
A handful of SOs actually just repeat the SL's orders to ensure squad cohesion. Though nothing wrong with a Lieutenant earning their pay by making the SL do something.
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Re: Hypothetical Marine Tactics

Post by misto » 04 Feb 2018, 02:51

heres a piece of advice - unless you have a very specific and very GOOD place in mind to build an outpost, don't bring both of your engineers along "scouting" with the rest of your squad, because besides things like turning on power or crowbarring/hacking doors open they don't bring much utility to a scouting mission, and because "scouting" usually adds up to your squad getting isolated, surrounded and at best horriby injured before fleeing back to base and needing medical treatment(although usually just killed). we all know that 9/10 times its gonna come back to an lz1 siege. leave at least one of your engis behind to help work on it. unless, as i put before, you have a very specific and very GOOD place in mind for an outpost and get them to it pronto to begin building it before the xeno team forms up and swarms your isolated scouting squad

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Re: Hypothetical Marine Tactics

Post by biscuitsakimbo » 04 Feb 2018, 20:36

misto wrote:
04 Feb 2018, 02:51
heres a piece of advice - unless you have a very specific and very GOOD place in mind to build an outpost, don't bring both of your engineers along "scouting" with the rest of your squad, because besides things like turning on power or crowbarring/hacking doors open they don't bring much utility to a scouting mission, and because "scouting" usually adds up to your squad getting isolated, surrounded and at best horriby injured before fleeing back to base and needing medical treatment(although usually just killed). we all know that 9/10 times its gonna come back to an lz1 siege. leave at least one of your engis behind to help work on it. unless, as i put before, you have a very specific and very GOOD place in mind for an outpost and get them to it pronto to begin building it before the xeno team forms up and swarms your isolated scouting squad
This is just not accurate. First off, 9/10 is not just an exaggeration. It's not true at all. Keep in mind that lately marines have won 3 times as much as xenos, and that the majority of Marine majors are gonna come when there's no major FOB attack at all. I'd go as far as saying with ZERO exaggeration that only 1/7 FOB defenses are successful. Meanwhile, using an engineer to set up cades/sentries at the front or the furthest typical fort (hydro on LV, bar on Ice or Big Red) is very effective at blunting xeno charges ( especially charge/screech), protecting medics, and ensuring supply drops get to the marines. If the FOB squad has 1 or 2 robust marines it's probably not useful to send the other squad engineers to the FOB, but it's also necessary to send them if the FOB engies are bald.

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Re: Hypothetical Marine Tactics

Post by misto » 15 Feb 2018, 15:10

hello commanders and engineers, please re-acquaint yourselves with the weak points of big red. investing in 10 layers of barricades and 5 sentries on the south main courtyard, 1 layer of barricades and 0 sentries on tcomms and 0 of either on the new north breakin point isn't working out too great. if you think roleplaying demands you never fortify the tcomms or north breakin points properly then roleplaying is basically demanding you hand the game to the enemy.

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Re: Hypothetical Marine Tactics

Post by Rio » 15 Feb 2018, 23:34

misto wrote:
15 Feb 2018, 15:10
hello commanders and engineers, please re-acquaint yourselves with the weak points of big red. investing in 10 layers of barricades and 5 sentries on the south main courtyard, 1 layer of barricades and 0 sentries on tcomms and 0 of either on the new north breakin point isn't working out too great. if you think roleplaying demands you never fortify the tcomms or north breakin points properly then roleplaying is basically demanding you hand the game to the enemy.
Tried that once.

Got the voice in my head telling me to stop because the xenos hadn't attacked comms yet. Studying and memorizing the map your squad leader supplied you is meta apparently.

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Re: Hypothetical Marine Tactics

Post by Marcus Jackson » 17 Feb 2018, 10:41

Rio wrote:
15 Feb 2018, 23:34
Tried that once.

Got the voice in my head telling me to stop because the xenos hadn't attacked comms yet. Studying and memorizing the map your squad leader supplied you is meta apparently.
It's more meta to leave key points of your mission completely undefended for no reason, with everybody just making 16 cade walls right next to the LZ.
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Re: Hypothetical Marine Tactics

Post by lgmmrm » 17 Feb 2018, 18:59

misto wrote:
04 Feb 2018, 02:51
heres a piece of advice - unless you have a very specific and very GOOD place in mind to build an outpost, don't bring both of your engineers along "scouting" with the rest of your squad, because besides things like turning on power or crowbarring/hacking doors open they don't bring much utility to a scouting mission, and because "scouting" usually adds up to your squad getting isolated, surrounded and at best horriby injured before fleeing back to base and needing medical treatment(although usually just killed). we all know that 9/10 times its gonna come back to an lz1 siege. leave at least one of your engis behind to help work on it. unless, as i put before, you have a very specific and very GOOD place in mind for an outpost and get them to it pronto to begin building it before the xeno team forms up and swarms your isolated scouting squad
When I'm the SL and I don't have my squad assigned something like power or an FOB, I never scout. I scream at everyone to gather up and reconnoiter in force.

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Re: Hypothetical Marine Tactics

Post by Rio » 17 Feb 2018, 21:52

Marcus Jackson wrote:
17 Feb 2018, 10:41
It's more meta to leave key points of your mission completely undefended for no reason, with everybody just making 16 cade walls right next to the LZ.
I agree, but again, I wasn't going to go against the voice in my head.

If the admins deem building comms defenses on Big Red before it's attacked to be powergaming, then maybe the tunnels should be removed on the maps provided to the SL so someone doesn't get the opportunity to say "I'm concerned about this tunnel from virology, go put up some barricades and a sentry turret just in case".

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