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Thread: This Kid Pushes Like A Fucking Idiot, Dude. - PFC Guide.

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    Smile This Kid Pushes Like A Fucking Idiot, Dude. - PFC Guide.

    As a preface, The Guide to Vanguarding by Heckenshutze (//showthrea...ontline-combat) is an excellent read when you're not Pushing Like A Fucking Idiot. There'll definitely be some over lap, but that's fine, I'm listed on there twice so it's pretty much my guide now.

    If it wasn't obvious, this is a guide based on Pushing Like A Fucking Idiot, and how you can use your death for better.

    That means this guide isn't based around solely securing epic gamer frags and Apex Victory Gamer Royales on your own, it's also about coercing those around you to act, or enabling them to secure kills they wouldn't of been able to if you weren't Pushing Like A Fucking Idiot. While excessively aggressive behaviour will net you some kills, this is more about the team effort, using your life as leverage to pry battles into your favour. A single PFC for any other xeno is pretty much a valid trade, even more so if you get revived, so that's the basis we're working off here.

    Every Fuckup's Tools


    This part is always up to debate, and people can never agree on it. Thankfully, they're all wrong, and I'm objectively right because I'm writing a guide. Here are the FOUR things you'll ALWAYS take, they're mandatory to Push Like A Fucking Idiot:
    Spoiler Spoiler:


    Now. We get to the opinion section. For the rest of your loadout, you need to pick an armour type, personally both do work, its preference:
    Spoiler Spoiler:


    Besides that, there's some other shit you can take, but as far as I'm concerned with attachies, utility items - I don't give a fuck, take what you want. Rail flashes are always nice, same with angled grips.

    Suicide for Good Use in Combat
    Now here comes the guide part of the guide. Anyone can die, but it takes a true professional to die in a way that's beneficial to your team. For charlie squad, this is just dying outright - for you, this is dying in a blaze of glory.

    I'll split this up in a couple parts. Breaching, Over Extension Flanks, Body Blocking, and the Art of Rambo:

    BREACHING:


    In execution and explanation, this is literally the second simplest one, yet the one marines lack the most.

    Every marine that makes it to the frontline has the basic understanding of using their movement keys, and that's all this part entails. Will everyone in existence proceed to fuck this up horribly, losing the round to a long grind of attrition? Yes. Ab-so-fucking-lutely. It only takes a handful of people, or even just a single man, to break a chokepoint. Any stalemate, really. This is a prime part of Pushing Like A Fucking Idiot, if not the most important. Pushing through chokepoints, like an idiot, and dying horribly in the process.

    So where do you come in? You come in after a gas, a screech - anything that provides a prime time to push, but a time where no one wants to actually fucking push. To get the ball rolling, you've got to roll in first. Prepare to dodge crusher charges, ravager charges - these come in straight lines, and are dead easy to dodge. Move down one tile when the crusher is on screen, and move down a tile when the ravager is five tiles away from you, and about to transfer over to the fourth tile away, they always charge at that time. Of course, there's a lot of guessing and intuition to it, but you'll get the hang of it quickly.

    Here's how to perform a proper breach:
    1. Wait for hazards, such as screech/gas to clear.
    2. Wield shotgun/rifle/carbine, and begin to push into chokepoint/chase after hostiles.
    3. If it looks like people are starting to follow your breach, keep going. Don't stop until you're dead.
    4. Spray either your rifle, or your shotgun down the hallway. It doesn't have to hit anything, you just have to fire.
    5. Pay close attention for crushers or ravs. These knock you back while also slaughtering the fuck out of you - wasting precious time.
    6. If you get past the chokepoint, and into the next area, congratulations, you've done your part. If you've died, but they kept pushing after you - that's just as good.


    How this helps:
    To put it simply, you put your own life, just one, at risk to break an attrition stalemate. If you succeed, the marines can continue to push, without wasting stupid amounts of manpower on a chokepoint they'll slowly whittle themselves away at.

    On top of this, it's very likely to rout xeno players. The majority of the Xeno Players are extreme fucking cowards, because they think their life is super fucking important - truth is, it's not unless they're a T3. As xenos rout, they'll move to the next chokepoint. Just cover as much ground as possible, 'cause It's a Long Way To Tipperary, and rinse and repeat until you're dead, or you win.

    OVER EXTENSION FLANKS:


    The best way to catch any xeno off guard is to be such a fucking idiot, they can't comprehend it.

    Flanks are great, but most xenos expect it, one way or another. If they're holding t-fort, they might expect you from the west or the east. Do they expect you walk through the sand temple, to the back of t-fort, to kill a single boiler?

    No, they don't. It's very effective when it works, almost brutally so - but it's very hard to pull off successfully, let alone while getting a kill or two. The key to pulling it off is to move fast, have a buddy or two, and have a long route. You can't go straight to them, because there'll be a xeno that'll call you out, or just kill you. You'll need to have a friend or two to secure a kill, and make sure you don't get jumped and killed - there's no point in over extending if you die in a random corner.

    LV, Big Red and Ice Colony - this can work very well, but on Prison, it's a lot sketchier, but with enough balls and patience it'll work just as well. As a note, you'll want to be wearing some faster armour, preferably light, or medium. You can still make this work with heavy, but a single boiler can just walk away from you - the opposite of what you want.

    Here's how to perform it properly:
    1. Figure out where the weakest xenos are (boiler, crit xenos, literally anything you can easily kill)
    2. Acquire an equally idiotic marine or two, who won't fire at your back.
    3. Plan your route, and make sure to skirt as far to the side to avoid being spotted.
    4. Commit to it, don't stop, don't double back. Follow your route, until you find a xeno.
    5. If it's your squishy, PB the shit out of it, and be as aggressive as possible.
    6. If you kill it, head DIRECTLY back to your lines, and try to pick off a xeno who charged in, and is wounded.
    7. Make it back alive, or be dead close to the frontlines.


    How this helps:
    Simple. You walk around, you kill a boiler. Or someone else causing problems. This is an indirect solution and alternative to breaching - if the chokepoint isn't being gassed, marines are more likely to just walk on in. Simple problems require simple solutions.

    In practice, you might end up dying before you get there, or the boiler might live. First case, shit sucks, you suck. Second case, it may just be enough time to get the marines to push in. And if it is? Well, you've done your job and can pat yourself on the back.

    BODY BLOCKING:



    Literally the simplest one. Xenos rely on being able to get in, do some damage, and walk away. You make it so they can't walk away, they die. You'll die or get horribly maimed in the process, but there really isn't an issue - that was the intent, you know. To trade your life for the xenos.

    This works best against crushers and ravs, rarely Queens. This can be applied to every xeno, but those first two are the main targets for body blocking, due to their squishness in the case of the Rav, and their inability to maneuver quickly in the case of the Crusher.

    Here's how to do it properly:
    1. Figure out where the Rav/Crusher is going, either by watching him repeat a pattern, or guess work.
    2. Be in a position in front of where he usually ends, or extends past, to quickly walk out and get in his way
    3. Apply repeated buckshot PBs to his face, and keep trying to get in his way if he moves sideways
    4. Die to FF. Horribly.

    How this helps:
    It stops xenos from running.

    They die.

    THE ART OF RAMBO:



    To rambo is to become the physical form of Pushing Like A Fucking Idiot, to disregard any reason or intelligent thought and perform aggression unseen by normal mortal men. You ignore orders, you ignore your own will to live to go out and get kills. Preferably you do this while overextending into a flank, but there isn't any requirements, just that you go alone. You'll see Command, your squad, dead chat, everyone and anyone complain about Rambos who run off alone to die.

    Do you care about that? No, you're a Rambo who ran off alone to die. To get captured, to make a metarush valid. That is your goal. You aren't there to live. You are there to make xenos mad, you are there to make your squad mad, deadchat mad, to make everyone in existence mad. Why?

    For the promise of getting a kill.

    In a practical sense, going Rambo has no use. You aren't being useful. You're dying without any point 99/100 times. But you're going to do it anyways, because you want to Push Like A Fucking Idiot.

    Here's how to do it properly:
    1. Find where marines are.
    2. Do not go there, at all.
    3. Get a kill or be horribly maimed.
    4. Repeat until you're unrevivable.


    How this helps:
    It doesn't.

    At all. Don't think you're some super hero doing this.

    But, you can kill some newbie xenos preying on solo marines.
    Your Squad, and it's use


    I'm sure you've heard arguments about which squad is best, how other squads suck, and how some are so consistently good but others are so consistently bad. Does this apply to you? No. It doesn't, in fact, it has no bearing on what you do. They cooperate with your squad, you cooperate with the Colonial Marine Corps - where the push is, you are. Honestly, you'll get yelled at for not being with your squad, but one less PFC really doesn't matter - it would be better if they considered you as if you had never joined.

    I'll give you a quick read over of how the squads are:
    • Alpha: Terrible new players.
    • Bravo: Terrible sweaty players.
    • Charlie: Terrible sweaty players.
    • Delta: Terrible very sweaty players.


    As far as you should be concerned, any squad is fine. Play around with each one, see which people you like in the squad, during your play time. You like one squad's people more than the other? Play that squad, it's no big deal. Personally, I pick Delta, because I like the people in Delta. Should you pick Delta? If you like the people, yes. If not, no. Simple as.

    Battle Buddies


    What's better than Pushing Like A Fucking Idiot? Two Kids Pushing Like Fucking Idiots. Or even more, if anything.

    Getting a group of people who want to do the same thing as you: Push Like Fucking Idiots, makes you immeasurably more power. Having one extra guy isn't just making you twice as strong, it's thrice, if not more. A solo xeno will have a lot more trouble dealing with you two, and you'll be able to melt boilers or anything weak you need to kill when you perform over extension flanks. For breaching, you'll have an extra buddy to push forward if you get knocked down, giving you breathing room. For body blocking, its double the insurance to make sure it doesn't get away.

    There's two ways battle buddies work, directly asking them to stick around you - there's nothing wrong asking for a buddy, because a buddy system saves your life. Figure out who the reliable pushers are in the squad, and ask them to tag up. Is there a newbie who has the chance of being an excellent certified Pushing Like An Idiot? Then you get him, and teach him the ropes. He'll become the perfect meat shield, he'll follow you like his life depends on it, and he'll try to save you as much as possible.

    The second way is dependent on how much you actually be aggressive, how much you make a name for yourself. By being inherently aggressive, confident, and by securing kills, you will eventually get people who will just follow you without asking you, or you asking them. This is a great thing, because they can't blame you for leading them to their death, because they chose to follow you into hell. This is better than having to convince them that by dying you've done them a service, and the Marine Corps a service. If people are following you passively, then that means more marines are more confident in following you during breaches, and over extension flanks - this means you can cause more decisive pushes, more marine majors. All by holding a single arrow key.

    Pretty neat, huh?

    The Foes You Face


    Spoiler Spoiler:

    Effectively Apply Damage


    Applying damage is one of the easiest things to do in this game, to do it well is it's own thing.

    As a note, if you're engaging in front line combat, any damage you apply without securing an actual kill is effectively wasted ammo, besides a choice few castes. I'll outline those.
    1. Queens. Mag dump these as much as possible, if you don't get the kill, this is completely irrelevant. This forces them take longer to heal, which means less queen screeches, which means you die a whole lot less. You can't repeat this forever, so you'll want to secure the kill as soon as possible.
    2. Boilers are terribly squishy. Applying fire down range is a perfectly legitimate with these. Firing on these means you're delaying the next glob - and in the same vain as the Queen, the less globs, the less you die. Again, not repeatable forever. You have to kill them, for good.
    3. Actively resin placing castes. Self explanatory. They're planting resin. Being almost dead stops this.


    That list is damn short, so I'm sure you're wondering, what the fuck do I do with the rest of castes? Easy. You shoot them when you know you're going to secure a kill. Is that simple? Absolutely not. As a thumb note, if ANY xeno has been point blanked with a buckshot shotgun, you want to unload on them - either with more PBs, or rifle fire. The brief seconds on the ground means you can get a full burst off, and they'll be scrambling to get away.

    Besides that, you'll notice really aren't that smart - they go to the same places, pretty consistently, over and over again, until they win or they die. Is a crusher getting to half health after hitting the barricade line? A rav, any caste, really. As soon as you see a xeno consistently, or at least on a regular basis getting to low health in a relatively same spot, here is the NUMBER ONE ABSOLUTE PROCESS TO SECURE THAT KILL.

    1. Stand in the area where they come most.
    2. Pull out your shotgun, wielding it.
    3. Face north. Not south, not east, not west. Always north. This hides your sprite.
    4. As the xeno repeats his routine, bodyblock, PB, buckshot blast as needed until dead.
    5. Remember to face north if repeating it.
    6. This will usually only work once against the same xeno. They're dumb, not that dumb.


    This applies damn well to frontlining combat. What if you, for some reason, are not on the frontline - chasing a xeno who's running away? Simple.

    Disregard the rules of ineffective damage application, and mag dump them, even if they get off screen. Only do this if you're going to continue to chase. They MUST heal up eventually, and more likely than not they'll do it roughly a screen and a half away - if you're chasing, by the time they rest, you'll be on screen again. PB if they're slow, apply rifle fire if they are not. Either they run away and repeat this mistake and die, or they don't stop running.

    Either way, they're dead - which is fine, or they're completely disengaged, which means it's not worth chasing anymore.

    Misc Tips.


    Quote Originally Posted by DefinitelyAlone0309 View Post
    Also for the newbies that somehow find the forum on your own and somehow find this guide, just understand that due to 75% of the marine force being pussies and cowards, xeno aren't generally used to massively big dick plays like this guide mentioned. At worst you'll force their line up to move, and at best you'll maybe die with some kills on your belt. If the medics aren't retarded or you're not too damaged, you can be saved, because GOD BLESS MODERN MEDICINE
    How to tell you're doing GOOD, kid.
    Spoiler Spoiler:
    Last edited by Banned User ID63; 01-08-2020 at 08:06 PM.

  2. #2
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    bad guide


    jk looks good
    Former staff, also former Synthetic senator.

    Now just a shitposter and lurker.

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    Junior Member Enceri's Avatar
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    frankly, yes

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    If you're good enough you can even do the overextension flanks alone to flex on beans

  5. #5
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    Quote Originally Posted by Simonset55 View Post
    If you're good enough you can even do the overextension flanks alone to flex on beans
    you don't do that because warrior grabs, literally simple as - the warrior is a counter to skill

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    guide also works for xenos
    mainly runners but all t1/t2 except for the drone evolutions

  7. #7
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    No mention of sticky resin 0/10

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    Quote Originally Posted by Ttly View Post
    No mention of sticky resin 0/10
    ok but there is : ((((((((((((

  9. #9
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    push like an idiot more like dont be a pussy lmao

  10. #10
    Senior Member SirMandrake's Avatar
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    Honestly the breaching part is so important, and I agree more players should consider this, because most don't. I played a round last night where we called up the Alamo, and we KNEW there were xenos aboard. People built defenses, yet when the Alamo landed only 2 marines push (with 3 areas to enter) and everyone else stayed outside. A few others got pulled in as well.

    It made me sad nobody pushed because even if I died, others would have cleaned house.
    Last edited by SirMandrake; 03-26-2019 at 02:26 AM.
    Goosen Dagen-casual marine

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