And just so you know GreyPaws, we took it back to them after you left. We had 2 or three consecutive spawn rush kills. Normally I'm not horribly proud of those...but vs 10 marines on na_eclipse; I was grinnin' ear to ear. =)
<!--QuoteBegin--GreyPaws+Apr 30 2003, 06:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Apr 30 2003, 06:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> MAn I wish I knew the server name, but it had healing armories, I was watching dr.d COMM and lauging my arse off. The time limit is 30 minutes per map on that server. dr.d went comm every single time, he dropped 1 inf portal, the armory, and upgraded it right away. We were on Eclipse, and I swear the games never lasted more than 4 minutes. we just waltz into the hive with HMGs after taking a few random nodes, and blamo.. dead hive. I thought it was great the first few times.. but then it got soooo boring.. same thing over and over. I think because it was a large server xx/24 the resource ticks made it easier to do that.. but no matter what the aliesn did, we still won, they even managed to make the WHOLE alien team go gorge.. butr they didnt drop any Ds so the had no CARA and got raped... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> lol, i love it when hmg and shot gun rushes are succecful especially when your fighting skulks, that always gets them
Sounds like a lame tactic if it only works because of the resource system flaw. (I say flaw because it is not a bug, just something the Dev team didn't squash)
plz dont hijack this thread, its not about the merrits of plugins or about voogru or WHO them. Its about HMG rushes and how badly I want 1.1 to help ease the pain of the HMG
healing armories are not just voogru, i have about 6 or 8 servers with custom plugins on my favorites list that are not voogru.
and no ycsp doesnt win just because they on all the same team, alot of us regulars are better than them when combined on a same team. we just that good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Jimyd+May 1 2003, 02:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jimyd @ May 1 2003, 02:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> and no ycsp doesnt win just because they on all the same team, alot of us regulars are better than them when combined on a same team. we just that good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I know, I just think it's a lil' stinky to set up a server that favors marines (max players 22 or something) and then go marines every game and use the same strat every time to exploit the weak points in the res model. Usually Scott's House is a decent enough server, but that was a pretty negative experience.
Actually, big servers aren't good for an HMG rush. You have 2-3 hmgs, and you're fighting 12 skulks? As long as they aren't dumb enough to stand in a pile or attack one at a time, the skulks should win out eventually. Once you have to reload, you're just skulk food anyway. If you've got a gorge that's paying attention enough to notice the slaughter, he'll drop some dc's and the problem will be pretty much solved.
Small servers have it much worse: it's 4v4, and every marine but the comm has an hmg, there's gonna be trouble.
Here's the real reason you can stop an hmg rush: no upgrades. You have a bunch of guys who do (only) double what an lmg does, only a whole lot less accurate. Clip size is offset by long reload times. The HMG only really shines when you have at least armor 1 and a couple levels of weapons. A level 3 HMG can absolutely destroy things, at almost 3x as strong as an lmg. Goodbye hive! Now consider it with no upgrades: 2 bites kills the marine, he can't hit anything that's not right in front of him, doesn't do that much damage, and he moves slowly to boot. I think you guys can handle it.
If the marines fail the rush, they basically lose. Doubly true if the skulks rush their base and eat the armory <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Oh my ears are burning. Heh before you go accusing me of being some alien hating beast, I WAS trying to prove a point.
At the moment large servers are so one-sided it is almost impossible to lose as marines. I have had games where the aliens completely destroyed my spawn and I had enough resources to relocate and finish the HMG rush.
As GreyPaws indicated all it takes is one ruthless mad man comm on a map like eclipse and the aliens can forget about living for 30 minutes.
So as far as I can tell there is a problem, so I propose that admins make a conscious effort to reduce server size until 1.1 is out, it won't be that long anyway. This will defiantly increase quality of game across the board and show that NS community is more concerned about gameplay than fragplay.
Actually, big servers aren't good for an HMG rush. You have 2-3 hmgs, and you're fighting 12 skulks? As long as they aren't dumb enough to stand in a pile or attack one at a time, the skulks should win out eventually. Once you have to reload, you're just skulk food anyway. If you've got a gorge that's paying attention enough to notice the slaughter, he'll drop some dc's and the problem will be pretty much solved.
Small servers have it much worse: it's 4v4, and every marine but the comm has an hmg, there's gonna be trouble.
Here's the real reason you can stop an hmg rush: no upgrades. You have a bunch of guys who do (only) double what an lmg does, only a whole lot less accurate. Clip size is offset by long reload times. The HMG only really shines when you have at least armor 1 and a couple levels of weapons. A level 3 HMG can absolutely destroy things, at almost 3x as strong as an lmg. Goodbye hive! Now consider it with no upgrades: 2 bites kills the marine, he can't hit anything that's not right in front of him, doesn't do that much damage, and he moves slowly to boot. I think you guys can handle it.
If the marines fail the rush, they basically lose. Doubly true if the skulks rush their base and eat the armory <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> With a 22 person server, the marines can cobble up 5 or 6 HMGs for the rush...not just 2 or 3. On top of that, on eclipse especially, it is very difficult for the aliens to bust into the marine base as hive 1 skulks. 2 or 3 vaguely talented marines can hold off 8 - 9 skulks...especially with mine backup. All the cara in the world won't save you then. =P
<!--QuoteBegin--dr.d+May 2 2003, 12:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dr.d @ May 2 2003, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh my ears are burning. Heh before you go accusing me of being some alien hating beast, I WAS trying to prove a point.
At the moment large servers are so one-sided it is almost impossible to lose as marines. I have had games where the aliens completely destroyed my spawn and I had enough resources to relocate and finish the HMG rush.
As GreyPaws indicated all it takes is one ruthless mad man comm on a map like eclipse and the aliens can forget about living for 30 minutes.
So as far as I can tell there is a problem, so I propose that admins make a conscious effort to reduce server size until 1.1 is out, it won't be that long anyway. This will defiantly increase quality of game across the board and show that NS community is more concerned about gameplay than fragplay. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Alien hater.
I hope your demonstration rings through the NS server admins out there. I agree with you that until 1.1 server admins need to drop the server sizes to 18 or so.
Comments
lol, i love it when hmg and shot gun rushes are succecful especially when your fighting skulks, that always gets them
and no ycsp doesnt win just because they on all the same team, alot of us regulars are better than them when combined on a same team. we just that good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I know, I just think it's a lil' stinky to set up a server that favors marines (max players 22 or something) and then go marines every game and use the same strat every time to exploit the weak points in the res model. Usually Scott's House is a decent enough server, but that was a pretty negative experience.
Actually, big servers aren't good for an HMG rush. You have 2-3 hmgs, and you're fighting 12 skulks? As long as they aren't dumb enough to stand in a pile or attack one at a time, the skulks should win out eventually. Once you have to reload, you're just skulk food anyway. If you've got a gorge that's paying attention enough to notice the slaughter, he'll drop some dc's and the problem will be pretty much solved.
Small servers have it much worse: it's 4v4, and every marine but the comm has an hmg, there's gonna be trouble.
Here's the real reason you can stop an hmg rush: no upgrades. You have a bunch of guys who do (only) double what an lmg does, only a whole lot less accurate. Clip size is offset by long reload times. The HMG only really shines when you have at least armor 1 and a couple levels of weapons. A level 3 HMG can absolutely destroy things, at almost 3x as strong as an lmg. Goodbye hive! Now consider it with no upgrades: 2 bites kills the marine, he can't hit anything that's not right in front of him, doesn't do that much damage, and he moves slowly to boot. I think you guys can handle it.
If the marines fail the rush, they basically lose. Doubly true if the skulks rush their base and eat the armory <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
At the moment large servers are so one-sided it is almost impossible to lose as marines. I have had games where the aliens completely destroyed my spawn and I had enough resources to relocate and finish the HMG rush.
As GreyPaws indicated all it takes is one ruthless mad man comm on a map like eclipse and the aliens can forget about living for 30 minutes.
So as far as I can tell there is a problem, so I propose that admins make a conscious effort to reduce server size until 1.1 is out, it won't be that long anyway. This will defiantly increase quality of game across the board and show that NS community is more concerned about gameplay than fragplay.
Actually, big servers aren't good for an HMG rush. You have 2-3 hmgs, and you're fighting 12 skulks? As long as they aren't dumb enough to stand in a pile or attack one at a time, the skulks should win out eventually. Once you have to reload, you're just skulk food anyway. If you've got a gorge that's paying attention enough to notice the slaughter, he'll drop some dc's and the problem will be pretty much solved.
Small servers have it much worse: it's 4v4, and every marine but the comm has an hmg, there's gonna be trouble.
Here's the real reason you can stop an hmg rush: no upgrades. You have a bunch of guys who do (only) double what an lmg does, only a whole lot less accurate. Clip size is offset by long reload times. The HMG only really shines when you have at least armor 1 and a couple levels of weapons. A level 3 HMG can absolutely destroy things, at almost 3x as strong as an lmg. Goodbye hive! Now consider it with no upgrades: 2 bites kills the marine, he can't hit anything that's not right in front of him, doesn't do that much damage, and he moves slowly to boot. I think you guys can handle it.
If the marines fail the rush, they basically lose. Doubly true if the skulks rush their base and eat the armory <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
With a 22 person server, the marines can cobble up 5 or 6 HMGs for the rush...not just 2 or 3. On top of that, on eclipse especially, it is very difficult for the aliens to bust into the marine base as hive 1 skulks. 2 or 3 vaguely talented marines can hold off 8 - 9 skulks...especially with mine backup. All the cara in the world won't save you then. =P
At the moment large servers are so one-sided it is almost impossible to lose as marines. I have had games where the aliens completely destroyed my spawn and I had enough resources to relocate and finish the HMG rush.
As GreyPaws indicated all it takes is one ruthless mad man comm on a map like eclipse and the aliens can forget about living for 30 minutes.
So as far as I can tell there is a problem, so I propose that admins make a conscious effort to reduce server size until 1.1 is out, it won't be that long anyway. This will defiantly increase quality of game across the board and show that NS community is more concerned about gameplay than fragplay. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Alien hater.
I hope your demonstration rings through the NS server admins out there. I agree with you that until 1.1 server admins need to drop the server sizes to 18 or so.