Jetpack Rush
OttoDestruct
Join Date: 2002-11-08 Member: 7790Members
<div class="IPBDescription">Have fun</div> Build order:
1x IP
1x Armory
1x Arms lab
Build those, save resorces for a weapons upgrade from the arms lab. Have your marines scout out
1) Where the enemy hive is
2) Where they are trying to take
3) Open res nodes
Get as many res nodes as you can, upgrade your armory early (it takes longer than anything else to upgrade, for this rush anyway), get level 1 armor upgrade, get prototype lab. With enough res nodes, resource should be rolling in fairly decently, upgrade jetpacks. Marines should be defending these nodes in pairs of two. Get either level 2 armor, or weapons, I usually go for armor seeing as the jetpackers would still die quickly with the level 1 armor. Hand out HMGs and JPs to your most elite 'rines and direct them to the second hive if they have it building. You should have the jetpacks before the second hive is done going up. Take it out. Spam health to them. Once their done, regroup somewhere safe, drop them ammo packs, let them reload, then send them to the last hive. Take it out. You win. Its also smart to send the rest of your marines defending nodes to scout the hives, take out towers, etc.
And thats my mini-strategy on the jetpacks. Ive won several times with this, and won with friends comming using this. From experience, if the rushes don't work, you at least set the aliens back quite a bit, and you can still salvage the game by getting observatory and motion tracking, seeing as your weapons are already upgraded.
1x IP
1x Armory
1x Arms lab
Build those, save resorces for a weapons upgrade from the arms lab. Have your marines scout out
1) Where the enemy hive is
2) Where they are trying to take
3) Open res nodes
Get as many res nodes as you can, upgrade your armory early (it takes longer than anything else to upgrade, for this rush anyway), get level 1 armor upgrade, get prototype lab. With enough res nodes, resource should be rolling in fairly decently, upgrade jetpacks. Marines should be defending these nodes in pairs of two. Get either level 2 armor, or weapons, I usually go for armor seeing as the jetpackers would still die quickly with the level 1 armor. Hand out HMGs and JPs to your most elite 'rines and direct them to the second hive if they have it building. You should have the jetpacks before the second hive is done going up. Take it out. Spam health to them. Once their done, regroup somewhere safe, drop them ammo packs, let them reload, then send them to the last hive. Take it out. You win. Its also smart to send the rest of your marines defending nodes to scout the hives, take out towers, etc.
And thats my mini-strategy on the jetpacks. Ive won several times with this, and won with friends comming using this. From experience, if the rushes don't work, you at least set the aliens back quite a bit, and you can still salvage the game by getting observatory and motion tracking, seeing as your weapons are already upgraded.
Comments
you still die from 3 skulk/lerk bites with lvl2 armor
1x IP
1x Armory
1x Arms lab
Build those, save resorces for a weapons upgrade from the arms lab. Have your marines scout out
1) Where the enemy hive is
2) Where they are trying to take
3) Open res nodes
Get as many res nodes as you can, upgrade your armory early (it takes longer than anything else to upgrade, for this rush anyway), get level 1 armor upgrade, get prototype lab. With enough res nodes, resource should be rolling in fairly decently, upgrade jetpacks. Marines should be defending these nodes in pairs of two. Get either level 2 armor, or weapons, I usually go for armor seeing as the jetpackers would still die quickly with the level 1 armor. Hand out HMGs and JPs to your most elite 'rines and direct them to the second hive if they have it building. You should have the jetpacks before the second hive is done going up. Take it out. Spam health to them. Once their done, regroup somewhere safe, drop them ammo packs, let them reload, then send them to the last hive. Take it out. You win. Its also smart to send the rest of your marines defending nodes to scout the hives, take out towers, etc.
And thats my mini-strategy on the jetpacks. Ive won several times with this, and won with friends comming using this. From experience, if the rushes don't work, you at least set the aliens back quite a bit, and you can still salvage the game by getting observatory and motion tracking, seeing as your weapons are already upgraded. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It works, it's tried and true, but it's also common knowledge by now, and all clans use it in matches. This thread should be in the new players forum, so n00bs don't keep building TF in base.
you still die from 3 skulk/lerk bites with lvl2 armor <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The major threat to jetpackers are lerks, healing spit[1] and gorge acid balls, not skulks, so lvl 2 armor does help some. That said, I'd rather go 1/1 than 2/0, and use the saved 20 pts for another JP/HMG.
[1] The range of heal spit is much longer than most people think - about 10 meters or so. As it is area affect, it works great against groups of marines, as well as those hard to hit marines flying around. The main reason why a gorge should be in any large skall attack against a marine base - jumping around at the rear, spewing healing spit that both damages the marines and heals the skulks. Also, the marines tend to try to kill the gorge which gives the skulks good attacks against them.
One problem is large games with 2+ gorges but the same still often applies.