When Jetpacks Go Bad
clamatius
Join Date: 2003-03-27 Member: 14948Members, Constellation
<div class="IPBDescription">Second-strongest 1.04 strategy</div> It's fairly clear at this point that JP/HMG is the strongest strategy to follow in NS v1.04. However, if jetpacks were a little worse and JP/HMG was no longer viable, what would be the strategy you would use instead in a competitive-level game (i.e. pug/scrim level rather than pub level)? As random examples:
Hive containment + tech to HMG ground assault?
Early forward base + LMG hive spawncamping?
I'm sure that there's some people out there who've been enforcing house-rules of "no JP/HMG rush" already...
What do you think?
<shameless plug>
The reason I ask is I wrote a metamod to nerf the JP a little, and I'm wondering what the strategic consequences would be. The thread on the metamod is <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=34397' target='_blank'>here</a>.
</shameless plug>
Hive containment + tech to HMG ground assault?
Early forward base + LMG hive spawncamping?
I'm sure that there's some people out there who've been enforcing house-rules of "no JP/HMG rush" already...
What do you think?
<shameless plug>
The reason I ask is I wrote a metamod to nerf the JP a little, and I'm wondering what the strategic consequences would be. The thread on the metamod is <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=34397' target='_blank'>here</a>.
</shameless plug>
Comments
Actually, the two hive lockdown is quite common. Usually results in three things:
<ul>
<li>Aliens F4
<li>Server crashes due to too many mines and turrets and o & d chambers
<li>Aliens win due to taking out the lone base defender. (very rare but VERY funny when it happens, no comm is usually gg)
</ul>
Be interesting to see how nerfing the jetpacks affects games.
Tiio and Us3r and myself tweaked to death.
Just to clarify, I think 2-hive lockdown is totally doable on a pub, but probably impossible in a pug or scrim.
scrim = a clan vs clan match
the 25 + 9 per Marine cost will slow down the tech by a lot. And usually when commanders decide to do this kind of rush, they don't spend any res securing a hive... they want to get the jetpackers up and flying as soon as possible.
So a failed JP/HMG rush = <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
If they win it will be as the result of a total domination of skill. Either they manage to lock down two hives because the aliens refused to get upgrades in time (which I've seen happen many times), or they spawncamp (which, in scrims, takes an astounding amount of resources and teamwork, and, in pubs, takes an amazingly crappy group of skulks).
I've lately seen this happen. I've seen a lot more 2-hive lockdowns, but just yesterday I played a couple of rounds where marines just crudely relocated right next to alien hive, built 2 IPs and rushed with their superior spawnrate. Kinda bi**h style, but hey, it worked <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Game over in 2 minutes, GG.
I've never tried a mine rush with friendly fire on. Do mine rushes actually work if ff is on?
If you haven't seen this before, marines drop mines on the hive entrance, build an armoury near the hive, drop mines to defend it then mine up the hive entrances and hive floor as hive containment while having 1 marine build rts to tech up. It's actually surprisingly effective. From the alien side the main counter is to stop them building the armoury.
I've lately seen this happen. I've seen a lot more 2-hive lockdowns, but just yesterday I played a couple of rounds where marines just crudely relocated right next to alien hive, built 2 IPs and rushed with their superior spawnrate. Kinda bi**h style, but hey, it worked <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Game over in 2 minutes, GG. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
On ns_eclipse, the hive was Maintenance and the marines relocated to the upper exit? If it was, that was so short that it wasn't even lame <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->