Wanna Win?
BlackPanther
Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">Easy</div> Don't do a skulk rush of the marine spawn.
I've seen way too many games where a mass of skulks just comes rushing in the spawn and they get wasted. This is an old tactic that needs to stop. Everyone knows it's coming.
In fact, every-single-time i play ns_eclipse, i put my back in a corner of walls near the doors, and blast almost all of the skulks coming in with extreme ease.
All those ressources it takes for you and you're fellow aliens to spawn could of been spent on building a RES tower or a Defense Chamber.
Plus, while you're waiting to respawn, the marines move out and start securing the 2 other hives... which is that you should of done right at the start of the game.
So next time you're feeling in a rambo moob... slap yourself silly and play differently if you want to win.
I've seen way too many games where a mass of skulks just comes rushing in the spawn and they get wasted. This is an old tactic that needs to stop. Everyone knows it's coming.
In fact, every-single-time i play ns_eclipse, i put my back in a corner of walls near the doors, and blast almost all of the skulks coming in with extreme ease.
All those ressources it takes for you and you're fellow aliens to spawn could of been spent on building a RES tower or a Defense Chamber.
Plus, while you're waiting to respawn, the marines move out and start securing the 2 other hives... which is that you should of done right at the start of the game.
So next time you're feeling in a rambo moob... slap yourself silly and play differently if you want to win.
Comments
Not true.
The whole team (except gorge) dying is actually <i>beneficial</i> to the resource situation for aliens. Spawning is free, and while you're dead, the resources that you would have gotten go to the gorge.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Plus, while you're waiting to respawn, the marines move out and start securing the 2 other hives... which is that you should of done right at the start of the game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->This is true however. Giving the marines free reign of the map probably doesn't weigh up against the slightly faster res. On the other hand, in a game with good players, marines have pretty much free reign of the map anyways, until the aliens get carapace.
I've found that on pubs with good alien players and teamwork happening, the skulks spread out like a spider's web, covering all the strategic areas. As soon as the other skulks see that one of them has found marines, they converge on that spot and tear the marines to shreds. Then they spread out again.
The caveat is that those skulks have to be very good - marines expect to be rushed nowadays, and an alert marine is very hard for a skulk to kill.
I think that a good compromise is to hang around Rez nodes. That way, you can prevent marine expansion and still have the element of suprise. Wait until the marine commander drops an RT, then come out and try to do some damage.
If you can rush in and actually kill a structure, THEN it is successful.
*The* map for skulk rushes is ns_bast. If you start in Engine hive there's a 50% chance you've won the game after 1 minute, or forced a relocation.
Eclipse is usually suicide.
I may be nitpicking, but doesn't it cost 1 res for a marine to respawn?
I may be nitpicking, but doesn't it cost 1 res for a marine to respawn? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
nope no res is need for spawning. actually killing 4 marines DOES serve a purpose. it makes them demoralised that they are playing against gd skulks. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> DIE SKULK!
Like in ns_eclipse, skulks should not rush in, but wait for the marines to come out of the doors and jump on their heads from above.
In doing so, you're keeping them confined to their spawn and gives your gorge freedom of movement around the map to cap res nodes.
Some of you may find this strategy "lame", but it's just as acceptable as marines seiging your hive.
oh, sorry, presentations
hi i'm Skydancer, i mostly play kharaa on italian and western europe servers and it's been some time from when i began reading these forums <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Perfect example is right in the beginning, Marine team starts with 100 res. But it counts down for each marine that spawns, so if you have an 8 man team, once the game starts you'll have 92 res
That adds up to a lot of res which could of been spent on making more res towers and a 2nd hive.
Oh, and Panther, during the rush you won't have defense chambers so you can't spend res on carapace anyway. It adds up once you get it, sure, but it's a necessary evil to prevent marine expansion. If you can get everyone together with carapace and rush one spot all at once, odds are the marines won't be able to stop you.
I've seen way too many games where a mass of skulks just comes rushing in the spawn and they get wasted. This is an old tactic that needs to stop. Everyone knows it's coming.
In fact, every-single-time i play ns_eclipse, i put my back in a corner of walls near the doors, and blast almost all of the skulks coming in with extreme ease.
All those ressources it takes for you and you're fellow aliens to spawn could of been spent on building a RES tower or a Defense Chamber.
Plus, while you're waiting to respawn, the marines move out and start securing the 2 other hives... which is that you should of done right at the start of the game.
So next time you're feeling in a rambo moob... slap yourself silly and play differently if you want to win. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
actually when there are dead skulks, the gorge gets resources faster to get the Resource tower or D chamber. Dead alien players do not draw from the resource pool. By the time the marines are done building their base and what not, your skulks are back in the game. Rushing early the first time is good, rushing the second time is usually not a smart move, but stalking and killing off the marine rush and then running it back is smart.
please have the facts stright before posting
Ok, second, even a failed skulk rush can hinder the marines. If you kill some marines and structures...bonus! The idea is to create fear in the group. If you get some non-vets in there you can really kill morale.
One of the best tactics I have seen on 8v8 is for a few to keep rushing the base while the rest gurad the doors. The rushing teams will usually take turns going in as the newly spawned ones are heading back to take up a position outside the base. This allows for the "hinderence fctor" (if they aren't building or planning, they are less effective) and help to contain them. You might even get the marines to waste more res on mines and turrets.
If you don't pressure them they can turtle up and get a jp/hmg rush. Constant pressure can slow them donw signifigantly while letting your gorge build up.
You saved me a long drawn out post...
Yep, this is 100% correct, Marines can't build if they are shooting at things, and they can't concentrate on building if they are checking the doors for alien intruders chuckling at them..
This combined with a way to surprise rambos (for those that run out the door to lock down a hive) keeps marines at a disadvantage.
Now that's not to say rushes are always appropriate.
However, the best skulk rushes are found when you didn't rush initially and the marines have all left to build up locations. Rush THEN!! They have generally not defended the base (since their was no initial rush) and you can always take down a few things..
I'm surprised at the number of people who seem to focus only on the current marine objective. You can devistate the marines by running behind the action to their base and chomping the OBS and IP's....
They will only spend as much as they absolutely must on base defense. If they can get away with one dedicated guard, they will do that. One of the purposes of the skulk rush is to encourage the comm to spend early rp on useless stuff (like a turret farm or a jillion mines).
It doesn't cost anything for anyone to spawn <i>unless</i> tournament mode is enabled.