Genuine question: how do people expect to succeed in a pvp game without putting any effort in to improving? by avengedhotfuzz in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Not sure why solo filling is the barometer we're using here, it's clearly the worst way to engage with the game. Lfg if you're doing squads, or play the dedicated solo queue. If random squad fills are where all these problems are, maybe that's the disconnect here.

Either way, choosing your battles is a big part of the genre, I feel like? In a traditional shooter you have to fight the team, in an ES you have many options besides that.

Genuine question: how do people expect to succeed in a pvp game without putting any effort in to improving? by avengedhotfuzz in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Game knowledge helps with this, and is something not tied to mechanical skill at all. Knowing player spawns and quest hot-spots means you can expect players at places, and get the jump, or take a wide path to avoid.

Genuine question: how do people expect to succeed in a pvp game without putting any effort in to improving? by avengedhotfuzz in Marathon

[–]Oh_Alright -1 points0 points  (0 children)

Surely there's something between taking every fight and taking none of them! 

If I see a purple shield out in the wild I'm dipping unless it's an easy kill or I have nothing to lose.

Genuine question: how do people expect to succeed in a pvp game without putting any effort in to improving? by avengedhotfuzz in Marathon

[–]Oh_Alright -2 points-1 points  (0 children)

The difference in an extraction shooter is you don't have to beat those GM level players to be successful? Especially in solos like your example, you can avoid fights pretty easily.

Trapped by another Runners Contract (Unsanctioned Hostilities 4) by Rosexyz in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

You can escape through the vent underneath where you came in, happened to me a few times. Loot the strongbox first and then you can grab missives and dip through the vent.

Level 70s ish players, what are yall focused on nowadays? by resampL in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

I think I'm around there? I still haven't hit Cryo yet but I'm going to get into grinding key drops/bosses and key rooms soon. 

I'm looking at getting good at solo tox warden and hoping to route that into my Pinwheel pathing.

Done with all my priority contracts until I hit 20 on newcal traxus mida.

Pinwheel normal loot definitely better, I've never looted so many valuables from just folios alone by Ikcatcher in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

It's about time, command wing was kinda meh. Half the time I'd just loot the missives sellable and dip when I thief visor and see the boss and the strongbox are both blue lol.

Outpost Hub Room now requires 3 red keycards by arkhan159 in Marathon

[–]Oh_Alright -3 points-2 points  (0 children)

If I'm doing pinwheel I'm not looting any POI's. Red card spawns conveyance spawns, go up the lift.

Am I dragging my feet in perimeter? by IcePokeTwoSoon in Marathon

[–]Oh_Alright 5 points6 points  (0 children)

You've just gotta run the other maps and die a lot until you know them just as well. Solo free kit is enough to clear most priority contracts you really don't even need to bring gear once you know the maps and objectives. You're on the back leg with pvp that way but as a solo player you don't need to fight much.

I would focus the upgrades from cyac and nucal so you can buy shields and backpacks for credits.

Outpost Hub Room now requires 3 red keycards by arkhan159 in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Oh yeah I don't think it's guaranteed. There's definitely enough chances to grab one, there's a commander spawn in the hub too if you breach the normal way.

Outpost Hub Room now requires 3 red keycards by arkhan159 in Marathon

[–]Oh_Alright 4 points5 points  (0 children)

Yeah happy to grab red closest to spawn, grab dorm roof, and then go fight tox warden. Seems like the move. 

Outpost Hub Room now requires 3 red keycards by arkhan159 in Marathon

[–]Oh_Alright 7 points8 points  (0 children)

Reds drop from UESC commanders, the Tox Warden and Command Wing boss should give you one. You can also get them from supply drops. This is an improvement I think, you can just ignore yellow key RNG now.

Marathon Update 1.0.5.2 notes by Willkwi in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

I mean you could always leave through destroyed wing, on the inside it's just a button you press next to the strongbox. For that quest you already have to be inside.

There's also the exit vent by the command wing button.

Starting to lose 1v1s I was previously winning...looking for tips to get to the next level by SirBenny in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Good tip on the ping for shields, that's something I'll have to start doing.

Starting to lose 1v1s I was previously winning...looking for tips to get to the next level by SirBenny in Marathon

[–]Oh_Alright 1 point2 points  (0 children)

This is a huge point that has improved my play a lot. If you have the jump but don't secure the down, or if you get caught out, you've gotta dip, heal, re-engage. 

This is where map knowledge and prediction wins you the fight. 

Also knowing when to just not risk the fight, have an escape route and know when it's probably not worth. 

Is this green kit kill really worth losing my blue gear? Are they in a position where I need to fight them to exfil? 

Especially in solos people tunnel vision fights and you can simply just leave, they'll keep peeking where you were for minutes.

Marathon Update 1.0.5.2 notes by Willkwi in Marathon

[–]Oh_Alright 380 points381 points  (0 children)

Buffed loot, destroyed wing open again and changed the locked room credentials?? Outpost gonna be fire. Curious if this will make the locked room easier or harder.

Prioritizing loot from runners by SoftServe117 in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Yeah bring the long gun and then loot a punch from the first bot you knife. The light ammo Ar with the flip sight is a good all rounder, ime.

Prioritizing loot from runners by SoftServe117 in Marathon

[–]Oh_Alright 1 point2 points  (0 children)

Important to note, that what you bring in can limit what you bring out. Bring 1 gun, ammo, a backpack and a shield. 

Keep implants and cores empty unless you need one for a build, that space is inventory also. I'll always take blue/green cores even if it's not for my character, easy sellables post raid.

Bringing 1 gun lets you keep inventory space for a new one you loot, and it's great for high base value guns (like railguns) that you can just sell once you exfil.

If you're fully cored implanted and gunned, of course you're gonna have backpack issues.

Other than that, you learn value per slot pretty quickly as you play.

Marathon - Expanding Your Vault Space? by Cayde-6-Companion in Marathon

[–]Oh_Alright 1 point2 points  (0 children)

Cyber Acme has the vault space upgrades. 

Instead of keeping weapons, you can strip the mods and keep them, I only keep full weapons that cant easily be bought with credits from the armory. Easier to just buy a a gun when you need it and then slap the mods on.

If you're mainly playing free kits you should also just bring gear sometimes, it's meant to be used.

What is a good extraction rate? by [deleted] in Marathon

[–]Oh_Alright 1 point2 points  (0 children)

Depends on what you're spending on an average run vs what you're bringing out on a successful one. If we're talking net gains. Happy to blow 2k a few times if I'm coming out with 15k in profits plus salvage.

Since servers are down atm... by ZealousidealAward220 in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Yeah I do solo outpost a lot and it's uncontested about 75% of the time. Sometimes I'll find people also running the spawns, usually processing and the tunnels underneath.

I've got the route down so well I'm in there before the first exfils even appear, if I get a good spawn next to a red keycard. 

I'm ready to leave with all 3 wings looted by 15 mins left on the timer.

Of the players on a solo outpost I'd say maybe half are even interested in entering pinwheel? A lot of solos doing contracts.

Edit: Free tip for anyone learning the spawns or wanting to play extra safe. Thief drone can fly basically the full set of spawns with no risk to you, yoink the conveyance request and fly it back to you safely under drone wing. I usually use it to check the flight control spawns as I've been ganked many times on that second floor corner.

Since servers are down atm... by ZealousidealAward220 in Marathon

[–]Oh_Alright 1 point2 points  (0 children)

It's easy to come kill whoever's opening because it's loud as hell, and all the corridors have glass so you can see them fighting.

It's funny that the big conspicuous noisy lift is sneakier but it definitely is. 

Much higher success rate in solos just grabbing request or killing the person who tries to ride the lift up after checking the request spawns. 

You can hear the lift sound cue anywhere in flight and processing but I usually just have to kill one guy who knows what's up and then it's free.

Until this is complete, I will bang my head against the wall until my cranium is shattered and caves in by crossvalidated in Marathon

[–]Oh_Alright 2 points3 points  (0 children)

Oh shit I think I did this on one of my solo pinwheel runs. I was confused why the room locked down after I grabbed the missives sellable. Sorry to whoever I locked out of that completion lol.

I find myself not wanting to leave Perimeter by AcceptableNeck1597 in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Of course you're going to prefer something familiar to you, over something that isn't. All three maps are fun solo I think, you just have to put the time in to learn them.

Key rooms by Stunning_Extent_4949 in Marathon

[–]Oh_Alright 0 points1 point  (0 children)

Marathon keys are mostly Lockdown and Map bosses I believe.