Jp's Brought To A "new" Level Of Cheapness
JesusC
Join Date: 2003-03-28 Member: 14996Members
<div class="IPBDescription">...didn't know they could do that</div> As a general rule when I comm I avoid JP/HMG combos, simply because I've always thought of them as overpowered at the 1 hive level. But after suffering 3 marine losses in a row the other night no one would dare get in the comm chair. So I offered my comm skills if the marines were willing to try something crazy. I proceeded to do a by the books JP rush.
build IP -> build armory ->recycle ip -> build arms lab -> recycle armory -> build proto -> recycle arms lab/resource tower -> drop 9 jet packs -> recycle protolab, spam health/ammo all over hive -> game ends in less than 3 minutes (marine win <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) .
I'd never actually tried doing that before, only having read about people trying to fight it off. And of course disaster ensued as for the next 4 games every commander tried to emulate that same build pattern (down to the lack of an IP). I really understand what everyone means by, "jp's are cheap!"
Has anyone actually developed a successful counter to this kind of JP rush? I've seen later ones beaten back by skilled lerks, but the aliens usually don't have cara within the first two minutes. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
build IP -> build armory ->recycle ip -> build arms lab -> recycle armory -> build proto -> recycle arms lab/resource tower -> drop 9 jet packs -> recycle protolab, spam health/ammo all over hive -> game ends in less than 3 minutes (marine win <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) .
I'd never actually tried doing that before, only having read about people trying to fight it off. And of course disaster ensued as for the next 4 games every commander tried to emulate that same build pattern (down to the lack of an IP). I really understand what everyone means by, "jp's are cheap!"
Has anyone actually developed a successful counter to this kind of JP rush? I've seen later ones beaten back by skilled lerks, but the aliens usually don't have cara within the first two minutes. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
the other thing you could try is a couple of gorges (remeber there a higher level thn skulks )
sit under the hive so regenerates you and all spit once one down there fool of a com has sold there ip no comming back for them lol.
Thats about all...if you have any skulks, send one to marine start to take care of comm so he cant build an IP. Most likely he wont have the cash anyhow.
btw this is pretty much the problem right now
JP are overpowered and HA imo are underpowered (unless in a 200+res group of HA who weild eachother, but come on .....the marines highest tech depends too much on weld/teamwork to be that great...compared to the ability to rambo and solo a hive with a JP)
It's old news and being sorted in 1.1.
Anyway JP rushes arent invincible, depends on the hive you have some are easy to jp kill some are hard. While marines are teching up if your team is good/better than the marines you should be able to keep thier res point down fairly well thus limiting thier res and slowing them down.
By the time marines attack with a sensible JP rush strat you should be able to have gotten up a couple of OCs in your hive and a couple of lerks evolved aswell. 2 OCs and 2 Lerks with good aim should bring em down. All depends on how organised your team is though.
Thats about all...if you have any skulks, send one to marine start to take care of comm so he cant build an IP. Most likely he wont have the cash anyhow. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
This is the counter.
Only thing I have to add is: don't forget to also heal the hive. Every healspray heals a huge amount of health when used on buildings. I'm not totally sure, but I think it's 100.
omg he said it... TEAMWORK D:
Anyhow I disagree.. A JP team can be more effective than an HA team. A Rambo JP can also be useless as hell.
They are different techs and shouldn't be treated parallelly. (sp?)
Oh and a skilled JPer CAN be taken down by a 1hive skulk. (Well not one... depends on the hive, teamwork, etc...)
Even if the whole team gorged, the gorges could still be wiped out pretty easily by the marines, who can then proceed to take down the hive. And they won't run out of ammo, because they all stocked up at the beginning before the armory got recycled.
anyway, this whole "gorge before they get to your hive" thing is a bit silly. i can get from base to a hive with a jetpack in the time it takes to evolve easily. and then they have to know you're coming, so thats another 5 - 7 seconds on your side. people who can jetpack well dont get taken down.
Oh, and I went comm once and won with 3+Resnode HA rush (tech up, get HA, drop a few heavy weapons, win). Decked out 3 people in HA, then squashed the aliens like bugs, even though they had 2 hives.
/me runs off before the flaming commences
with teams as stacked as that the marines deserve to win.
if the mariens are that organized and skilled then why the heck not let them win?
We barely even tried and it worked (well, me at least). I just kinda lofted around, shot a few skulks... uber lame imo - was no fun at all really. But it worked, and like JesusC, I was suprised.
We barely even tried and it worked (well, me at least). I just kinda lofted around, shot a few skulks... uber lame imo - was no fun at all really. But it worked, and like JesusC, I was suprised. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah, I never expected it to work, and I don't think aliens saw it coming after owning the marines the whole night prior. Hence the problem, by the time the aliens realize "omg jps!" there's already 6 dead ones in queue and the hive is at 3000 health.
Not exactly. After dropping the jp's I recycled the protolab -since dead marines wouldn't be spawning or needing new jp's. That's more then enough res to spam medpacks/ammo all over the hive.