Skulk Rush
Redmonkey
Join Date: 2002-11-10 Member: 8052Members
<div class="IPBDescription">.....Is still the best.</div> Depending on how many people are playing (generally 6-7+ per team), I've found that skulk rushing the marines is still the best strategy right off the bat. I hear a lot of people saying "Oh no! Don't do that!", but really, the benefits outweigh the risks by far.
-A coordinated pack of 7+ skulks rushing to a marine base can catch the 'rines while they are still building their armory, alab, etc. And we all know 1 on 1, a good skulk in close quarters can take out at least 2-3 'rines before hitting a mine or getting blown into little bitty pieces of alien muck. (On a rush I usually take out at least 3 before going down, sometimes more)
-Even if you DO die, you'll spawn back and be able to hit the fighting faster than a 'rine. The 'rine will spawn back to a wasted base, maybe even with a couple skulks waiting for him to spawn (Depending on the success of your rush).
-When you're dead, your resources are put into the khaara res pool. (Remember! Dead aliens' res go to the pool until they can be absorbed by someone). So, having one skulk stay back and not rush, and go gorge almost immediately, they can hit huge amounts of res from the res pool.
Some other reasons, but these are the few that make me always call for a skulk rush at the beginning of any game. And 7 times out of 10, the aliens win in under ten minutes.
-A coordinated pack of 7+ skulks rushing to a marine base can catch the 'rines while they are still building their armory, alab, etc. And we all know 1 on 1, a good skulk in close quarters can take out at least 2-3 'rines before hitting a mine or getting blown into little bitty pieces of alien muck. (On a rush I usually take out at least 3 before going down, sometimes more)
-Even if you DO die, you'll spawn back and be able to hit the fighting faster than a 'rine. The 'rine will spawn back to a wasted base, maybe even with a couple skulks waiting for him to spawn (Depending on the success of your rush).
-When you're dead, your resources are put into the khaara res pool. (Remember! Dead aliens' res go to the pool until they can be absorbed by someone). So, having one skulk stay back and not rush, and go gorge almost immediately, they can hit huge amounts of res from the res pool.
Some other reasons, but these are the few that make me always call for a skulk rush at the beginning of any game. And 7 times out of 10, the aliens win in under ten minutes.
Comments
Yes, in close quarters skulks can do massive damage. Getting there is the problem. Decent marines can take out 2-3 un carapaced skulks if they are in a defensive position and waiting, which good marines will be doing 99% of the time. So after taking out your whole team except one who is gestation into gorge, they counter-rush, spawn camp (which is ridiculously easy to do), drop an armory in your hive, and it's gg. You never, EVER want to have youe whole team dead. And remember, marines can build more IPs, aliens can't.
You have much to learn, young padawan.
Though, to continiously skulk rush would be bad, especially when the marines make their advancement to your hive, you should find a good area hide, and take out the threat, then run it back and attack the marine base.
willmost probably fail anyway.
read, while skul rush isnt a long term plan, it does work well......
Skulk rushing is vgood because if you succeed, you get a vinteresting and vexciting 3 min game. While if you fail, you get a vgood and vexciting game 5 min game (factoring the time they take to go to your hive and plonk and armoury down). Wow. Skulk rushing is great it provides one side with a 3 ~ 5 min win. Yay.
In other words if the rush would work, the game wouldn't last much longer anyway. If it wouldn't work you've either set yourself back a bit or committed suicide for your team. It's always best to assume the worst about your enemy- it'll help you be prepared for anything tricky they might pull.
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Also, it all really depends on the map. Wide open spawn starts for marines are not a great place to rush...heh.
nothing rush= bad to semi good
caged rush=decent
nancy rush= bad
bast rush=good
hera rush= sometimes good
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nothing rush= bad to semi good
caged rush=decent
nancy rush= bad
bast rush=good
hera rush= sometimes good
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yup
and rushing on the "falling" maps is always good
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quote from myself:
"Worst map to rush on is EC"
Early game rushes are like shotgun rushes for the marines. Its a risky tactic that can win the game quickly, but if it fails you're pretty screwed. And for vanilla skulks with no upgrades going against marines with ranged weapons and wide open spawn areas, it fails all too often. Sit back, ambush the patrols as they leave spawn, and keep the marines confined to their start. You stop relocation attempts. You starve them of resources. You protect your gorges and res towers by making sure no marine has the chance to get to them. After the first sixty seconds the game comes down to controlling the map. And if you get lucky with an ambush and take out six or so marines, you can then rush their base when the numbers are on your side.
Cheers,
Alias20
for example, cargo, hera entrance, processing (usually a good relocating place, 2 hives nearby so.. its bad for us if they get there), redroom, etc.
Man i wish skulks would gather up more (in pubs) and attack as a group instead of going solo, specially when marines have put up secondary base nearby. Example situation:
26 players at server.
Hive: powersilo
situation: marines build phase, tf, turrets at the end of the corrider but still in siege range, so time is short.
This is how it goes almost everytime, first gorge/skulk says
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> *marines are building phase/tf near us!*
Next part, single skulks go in there one by one and all getting shot to pieces before they can do any damage to structures, killing a marine a single marine isnt just enough.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> *lets eat them!!*
- wont do much good alone.. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
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- now, this would do far more damage or even destroy phase, tf.
Yes, i was bit off topic but if we're talking about rushing my thoughts arent that far fetched, skulk groups own <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Skulk groups on pubs are still hit and miss. Often times I find that if one guy leads an attack and survives, other skulks will come running to help out. Its making that initial push that will inspire your teammates the most difficult part.
Cheers,
Alias20
- now, this would do far more damage or even destroy phase, tf.
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What would happen, if this rush fails?
nothing rush= bad to semi good
caged rush=decent
nancy rush= bad
bast rush=good
hera rush= sometimes good
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Eh, nothing about Tanith? How come everyone always forgets about that map? :-\
Teamplay if King.
Teamplay if King. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I thought the initial "skulk rushes are good" proposition was referring to the "as soon as the game starts, the skulks all attack the marine base at once". This kinda means no cara <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
As for the initial rush in general, I'm opposed to it. It only works on bad marines, and it offers too many disadvantages. There are only two possible outcomes:
1: You win, kill the marines and destroy their stuff. The game's over in five minutes. Oh, what fun!
2: You fail. All the skulks are dead, and must now wait in the respawn queue. In this time, the marines have a free run of the map with no skulks parasiting them, reporting on their movements, or killing them. Not to mention no hive or gorge defense.
Either way, the early rush is a Bad Thing. You either screw over your team, or have a short crappy game.
It's MUCH more effective if you have your skulks deployed at key points around their base so that you can track their movements. Rushing weakens you to relocating, ramboing, marine rushing and weakens your ability to hamper marine expansion.
I prefer to have the skulks camp entrances or near res nodes. Like camping Horseshoe/SAA/Triad on Eclipse, for example. Easier to catch the rines with their pants down if you don't have carapace.