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Thread: Yet another (anti)Vanguard Manual to please your inner unga: The Last Ditcher.

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    Yet another (anti)Vanguard Manual to please your inner unga: The Last Ditcher.

    Everyone has a plan until shit hits the fan.


    A motto to live by, that's why you've decided to stop over-thinking, this is the modern times; killing something only takes a trigger squeeze, even if it's -the perfect organism-. Enough with those fancy tactics, attachments and metabuddies, you don't need that shit, you're your own man and your own squad, fuck the rest you're here just for the kills. You woke up from cryo and realized the USCM now keeps track of our killings! There it is, a reason to live and to die in your meaningless existence. Your mates dislike you, you break formation, put the operation in danger and take unnecessary risks; the only one thing that keeps you from the brig is that you're one undisciplined mofo, but damn you sure know how to stack kills. That's what you are, a ditcher, you stopped thinking, you stopped caring, all what it matters is increasing the kill ratio.

    THE TOOLS

    * Marine helmet (take care of that empty head of yours)

    * Marine LIGHT armor (Yes, light amor. You need speed, because you don't need range, you're a fast, close-range, unpredictable hazard. You don't care about FF or injury, if you die you die.

    * Shotgun shell bell (Ammo for your shotgun, yes, shotgun. You're not a rifleman baby)

    * M37A pump shotgun (Your gun, your only gun. You won't take anything else but shotgun unless it's a tacticool. You can take up to 3 (in hand, armor and back)

    * First aid pouch (2. You take two. One for each pocket, that�s 2 painkillers.)

    * Splints and protein bars (Between helmet and armor, you need to treat those bones and there are no blood transfusions on the field so the bars are to fill that lost).

    * Healjuice (ask medbay for it before dropping, take a flask and fill it)

    THE TACTIC

    There are two basic principles to CQC: 1. Don't get clicked, 2. Stuns. Obviously the xeno scum has the advantage here, nevertheless, you can bring the fight to your ground by playing smart. Marines have a wide range of ways to stunning a xeno with ease (the most obvious is the shotgun), always keep it simple, fast and clean. Every second counts in the game; always follow the 2-steps of robust-fu: STUN and FINISH. There's not really a tactic but combat experience. This is a long road of trial by fire and high risk high reward situations, only those who keep trying, adapting and creating ways to kill are the ones who succeed in this path. A rookie tactic is to carry 2 shotguns, one with buckshot and one with slugs, self explanatory slugs for the long stun and daze effect (also the element of surprise) and switch to buckshot and PB the target.

    You'll need macros for the speed and a very good trigger discipline and that my friends, can't be teached.
    .


    * Well-tested loadouts:

    1) For buckshot: Gyro, RC

    2) Slugs: Angled, RDS / Wooden, bayonet

    3) Flechette: Just fuckin' die because flechettes suck.
    Last edited by Heckenshutze; 01-02-2020 at 08:33 PM.

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    For the past few days I've been rocking;

    Light armor with splints & HPR mag
    Brown webbing with buckshot
    MD
    medical pouch with bica/kelo/trama
    medgen with buckshot
    Agrip, Harness M37 on your suitslot
    HPR with a RDS + Vgrip on your back.

    Works just fine, just don't stop running around.
    You're an effective brawler with the HPR and you have a shotgun to back you up whenever it's needed.

  3. #3
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    Epic.

    Avalanche try HPR with AG/Suppressor.

    RDS fucks up accuracy while moving and AG is superior to VG. Cant be an ultimate unga if you arent charging the enemy while shooting your HPR.
    Last edited by MasterShakeEZ; 09-11-2019 at 06:13 PM.

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    Light Armor? Hippies, Heavy Armor is superior in basically any situation. Take atleast Medium for additional armor slot. Heavy Armor covers every "Accidental" FF, be it nade, or buckshot, or burst to the chest. It can also tank Crusher charge and stomp (not big RNG chance, but I menaged to personally experience weak slim crusher struggling to break bones of my Chad NOD).

    Also what is the point of mag harness when using light armor? This covers only very narrow range of beno abilities.
    You were pounced, grabbed by warrior, disarmed, acid sprayed, or neuroed (and dragged)? You will die from beno tickles either way.
    Queen Screech? Only usefull situation. Maybe when you are captured, but most benos don't capture, or if they do, they make sure you will be in pain crit, even if such methods end up in killing more than half of the captures as they don't need more than like 5 to 8 bursts from marines.
    If you don't have mag harness and benos didn't drag you, all you need is a "pick-up" macro (I'm NOT using one myself), or big gun sprite, or alt click on tile where gun lies and choose it from menu, or right click on a weapon and also choose it from the menu etc. All of this while still having free rail slot (for rail light of course, everthing else is inferior when you are attacking and if you wear light armor, you probably have attacking in mainly in mind).
    Only Heavy Armor gives some reason for Harness existance, since you actually have a chance to stand up and shoot whatever is dragging you.
    Not using mag harness has another adventage, as you can put MD in armor slot and you don't have to care about it. This way light direction nerf stops to matter that as you can use close range detection to shoot darkness.

    Your helmet should store autoinjectors, not some worthless food. Hell, even one of your first-aid pouches should only have painkiller autoinjectors and be set on putting last stored item in hand for fast use. Pick up any kind of medkit (even oxygen) as this can store splints, MRE, burn and brute kits and autoinjectors. Put this in a satchel and then you have a lot of space for ammo. You can also lathe syringe, or two and ask your medic to draw your blood pre-deployment. Your blood levels will rise in time, but when in need, you can always "harm-intent" yourself with your own blood.

    This however is borderline min-maxing and requires a lot of walking and talking around the ship, so it's not worth it to do this each round as after second, or thrid cheap death after preparation, you will want to kill all beno mains and/or whoever FF'ed you to death.

  5. #5
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    Quote Originally Posted by CABAL View Post
    Light Armor? Hippies, Heavy Armor is superior in basically any situation. Take atleast Medium for additional armor slot. Heavy Armor covers every "Accidental" FF, be it nade, or buckshot, or burst to the chest. It can also tank Crusher charge and stomp (not big RNG chance, but I menaged to personally experience weak slim crusher struggling to break bones of my Chad NOD).

    Also what is the point of mag harness when using light armor? This covers only very narrow range of beno abilities.
    You were pounced, grabbed by warrior, disarmed, acid sprayed, or neuroed (and dragged)? You will die from beno tickles either way.
    Queen Screech? Only usefull situation. Maybe when you are captured, but most benos don't capture, or if they do, they make sure you will be in pain crit, even if such methods end up in killing more than half of the captures as they don't need more than like 5 to 8 bursts from marines.
    If you don't have mag harness and benos didn't drag you, all you need is a "pick-up" macro (I'm NOT using one myself), or big gun sprite, or alt click on tile where gun lies and choose it from menu, or right click on a weapon and also choose it from the menu etc. All of this while still having free rail slot (for rail light of course, everthing else is inferior when you are attacking and if you wear light armor, you probably have attacking in mainly in mind).
    Only Heavy Armor gives some reason for Harness existance, since you actually have a chance to stand up and shoot whatever is dragging you.
    Not using mag harness has another adventage, as you can put MD in armor slot and you don't have to care about it. This way light direction nerf stops to matter that as you can use close range detection to shoot darkness.

    Your helmet should store autoinjectors, not some worthless food. Hell, even one of your first-aid pouches should only have painkiller autoinjectors and be set on putting last stored item in hand for fast use. Pick up any kind of medkit (even oxygen) as this can store splints, MRE, burn and brute kits and autoinjectors. Put this in a satchel and then you have a lot of space for ammo. You can also lathe syringe, or two and ask your medic to draw your blood pre-deployment. Your blood levels will rise in time, but when in need, you can always "harm-intent" yourself with your own blood.

    This however is borderline min-maxing and requires a lot of walking and talking around the ship, so it's not worth it to do this each round as after second, or thrid cheap death after preparation, you will want to kill all beno mains and/or whoever FF'ed you to death.
    That�s way too much thinking brother, the purpose of this is to stop thinking, caring and looking for fancy shit before deployment.

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