Early Jp Counter

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  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    <!--QuoteBegin--Ollj+Apr 6 2003, 09:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 6 2003, 09:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The trick is not to counter 4 jpers in your hive, thats impossible. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually we did this last week.

    But you are right in the sense that you can't just defend, you may be able to defend your starting hive but it is very difficult to adequately defend a starting hive and a building hive. A smart marine team isnt going to dive into your main hive if it is well defended, they are more likely to stop your 2nd hive building and then contain you. With total map control they can then usually win through siege or just sit back and tech to HA/HMG/GL.

    There are a couple of ways you might go about preventing that, you can either try and delay them enough in the early game that you can get defences in 2 hives (Or possibly even get a 2nd hive up, although this is doubtful). Or you can prepare a defence for the initial JP rush, hope that they send their JPers into your hive allowing you to take them down, then counter rush and try to kill armoury/proto. Hopefully buying you enough time to secure a 2nd hive. The odds are still stacked against you. On some maps, the best way for an alien team to win is to organise early-mid game rushes, after carapace is up, trying to surprise a marine team when they are not at base. In some cases this can end a game, if not you can often delay marines by killing tech buildings.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Dadden+Apr 5 2003, 10:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dadden @ Apr 5 2003, 10:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--FireWater+Apr 5 2003, 09:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Apr 5 2003, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not really  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> the #1 team in europe tried to use GLs against us and the skulks just rushed him, and took him out with taking any damage =/ <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I don't remeber u playing us <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The team name was NG, they were #1 at the time.
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    <!--QuoteBegin--Ollj+Apr 6 2003, 09:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 6 2003, 09:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My early jp counter then:
    I say "I smell jp fuel, jp rush coming soon, kill their res and main base"
    When the commander reacts wrong by building turret farms around his res and not recycling them the marine Team looses much time and has a failed strat.

    The trick is not to counter 4 jpers in your hive, thats impossible. Its not to let it come so far and seeing this coming early. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I never ever see smart comms building turret farms anymore? Hell, most don't even acknowledge that a building called "turret factory" exists any longer, they just mine like there's no tomorrow. They also tend to recycle all res towers under attack instantenously if there's no marines around, which is quite handy for killing off their res flow for a few minutes. Yet the fact remains that JP rushes are close to impossible to defend against in some hives (bast refinery, nothing via and power...) and very very hard in the rest
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