The reason for this is because the res system isn't equal. By not being equal what I mean is that if you are an alien and the marines get 3 or more nodes, you'd better look out. But if you're a marine, the aliens can have up to 5 nodes and you'll be OK. It is because the marines seem to have a more difficult time holding on to nodes, especially without electrifying which costs a hefty bit.
Second, if they only have 3 rts and are teching up, then as aliens you should be pulling a finger out and attacking their base/res.
If you sit on your backside and let them tech up rapidly, then IMHO its your own fault when you get the HA train.
The thing to consider is that on just 3 rts, going HA will be very expensive, and if/when the HA train fails, the base is wide open for a counter attack.
Again, in 2.01 aliens need to be less slack and more organised - until that happens HA tech rushes will always be viable.
Ok ... I must throw my 2 cents in on the whole JP thing. Whoever made the analogy that JP=fade and HA=onos was dead on, IMHO. But ... there is one point some people might not have realized ... I only realized it when I started seriously scrimming against better clans. In the hands of a skilled player, JP and fades are much much much more powerful than HA and onos. I cannot count the number of times my clan has been slaughtered by a JP rush or a good early fade. The problem is that some people are unable to properly use the mobility granted from either a fade or JP ... which is where the skill factor comes in. However, on pubs there is one marked advantage to using HA ... it helps enforce teamwork. Many cases in pubs when JP are handed out ... everyone goes their own separate ways and tries to rambo. That's not how JP are supposed to work. Furthermore ... pubs very rarely see the amazing combination of JP/GL. 4 JP, 3 with sg and 1 with GL will destroy all but the most defended hives. The problem is with people staying together in the assault ... and with occasionally giving a JP to someone who has no idea how to use one.
Now, I still believe there is a slight misconception on how 2-hive aliens should fight a large onos train. As someone else pointed out ... aliens need to act like a team. 1 adren/regen onos + 3 skulks will tear through an HA train, so long as the onos does his job and simply keep a large portion of the train stunned.
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I will have to play to find out.
zippy
If you sit on your backside and let them tech up rapidly, then IMHO its your own fault when you get the HA train.
The thing to consider is that on just 3 rts, going HA will be very expensive, and if/when the HA train fails, the base is wide open for a counter attack.
Again, in 2.01 aliens need to be less slack and more organised - until that happens HA tech rushes will always be viable.
Now, I still believe there is a slight misconception on how 2-hive aliens should fight a large onos train. As someone else pointed out ... aliens need to act like a team. 1 adren/regen onos + 3 skulks will tear through an HA train, so long as the onos does his job and simply keep a large portion of the train stunned.