Is It Possible To Denfence Sulk Rush?
Ambrosek
Join Date: 2003-12-06 Member: 24018Members
In some 10 vs 10 games, normally aliens would rather like to rush ur base . As i know.. only 2 out of 10 games marine can successfully prevent sulk rush.Now lets do some maths
Actually in a game only 9 marine can fight . At the beginning of the game, most of the rines will just left the base and hunt rt . Sure, some rines will die on their way so there are only 7 units can fight in the first 2-3 min.
But sulk rush usually started within 10 sec .
When 10 sulk rush to ur base, most of ur rines will just jump and jump blocking each other . Funny....the first guy jump back and block the second guy and the second guy move left and block the third guy and the third guy move bACK AND block the fifth guy and soon only 3-5 sulk was killed and most of ur rines was out of ammo and raped.
Is it possible to denfense sulk rush [if ur team is not pro enough]
Actually in a game only 9 marine can fight . At the beginning of the game, most of the rines will just left the base and hunt rt . Sure, some rines will die on their way so there are only 7 units can fight in the first 2-3 min.
But sulk rush usually started within 10 sec .
When 10 sulk rush to ur base, most of ur rines will just jump and jump blocking each other . Funny....the first guy jump back and block the second guy and the second guy move left and block the third guy and the third guy move bACK AND block the fifth guy and soon only 3-5 sulk was killed and most of ur rines was out of ammo and raped.
Is it possible to denfense sulk rush [if ur team is not pro enough]
Comments
on the plus side the game ends fast and they maybe inclined to rush again. just have all stay in base at that point. few whatch for rush and the rest build the ip's/armory. drop mines and when the rush comes youll be as ready as you can be.
rush ends (or maybe theyll try again), drop few more mines to replace the ones lost, build obs. go cap rt's.
or a funny one is if you think they will rush, sg rush the hive (go the long way to the hive). after all if you lose your base the game is not over but if they lose their base its gg.
Another thing to do if you are expecting it is to keep enough res to hand to be able to relocate.
Commander jumps out of the CC and helps--->one more
and its not that hard to stop a skulk rush at clan wars...
If the Marines have some aim.
example: ns_eclipse...its soooo large...large enough to kill 6 Aliens with 2 or 3 marines (Commander included)
You can kill a skulk in 10 bullets? The best low average i can muster is 16. I reasonably expect 20 bullets. 40 bullets is a failure unless they're doing some retarded dance around the hallway, which, considering they would have never gotten to me anyway, I'll accept as some sort of "alien teamwork."
But if there's 2 or more skulks together it's way harder. Because of course while you were firing at one the rest got closer. And you have to factor time for deciding which targets to pick. I'd say I'm pretty happy killing two skulks with a clip of lmg, and 3 with lmg and my whole pistol clip (plus knife if it comes down to that).
Step 2: Drop whatever the hell you're doing.
Step 3: Shoot to kill
Step 4: Repeat step 3 as nessicary.
better yet, point it at your face
PROBLEM SOLVED
Step 2: Drop whatever the hell you're doing.
Step 3: Shoot to kill
Step 4: Repeat step 3 as nessicary. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You forgot one.
Step 4: Reload
Step 5: Repeat steps 3 and 4 as necessary.
It's a guide to being a marine in NS! (Minus the required 'Follow Orders' Mandate)
On the off chance its team stacking then there's not much you can do other than leaving the server as a last resort.
Yes. And if you happened to pick up the simplicity of my (now) 5 step system, it also implies that skulk rushes can be stopped so easily due to the huge bias towards marine early in the game, that its rarely used, and if you're still dying to them, find a better server.
If not, you deserve to lose. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
As to the middle game, mines/turrets/electricity are usually enough, with two IPs.
#2. Pick your way of winning depending on your marines. Mines if they suck, shotguns if they don't. You can also try relocation, also remember that kharaa are limited to one respawn point early on, and you're not.
Nastiest trick I pulled on massed skulkrush was to tell the builder marine to not kill any skulks during the rush while having all (but one dead scout) to relocate to the enemy hive (no one to notice the reloc until it's too late). 3 ips in enemy hive + 6lmg marines = hopeless situation for aliens who notice that their hive is under attack in the middle of finishing off my CC. I didn't even get to die - the hive was torn down before the few skulks that remained to chew down the start RT and my CC finished their task. Poor bastards <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
beacon
although, when i used to com pub, i wouldn't use mines or any defences.. offence is the best form of defense, keep them on the defensive the whole game and they won't get near ms.
if ur team is not pro enough, they won't be able to do anything
otherwise, just camp in gud spots, like up that little ladder in the 1 with viaduct hive... that owns anyone who comes through either door easy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
1) Relocate to a hive or something.
2) Build 2 or 3 IPs to spawn marines much faster than aliens with 1 hive. Keep the IPs as far from each other as possible. Then if a group of skulks are biting one IP they will have to run to the other to attack the marine that just spawned.
3) Keep 2 or 3 marines positioned at the right spots. If all of them stick close to each other they will be owned, but 3 marines at the right places can handle any number of skulks. IMHO positioning is more important than aim at NS.
4) Beacon is better than more IPs, but a skulk rush will go for the Observatory first. It requires Armory and should be placed out of alien sight.
5) Armor 1 will keep the marines alive a bit(e) more to counter the rush.
6) 1 marine could try to infiltrate the hive and respawn kill them. It will keep them from respawning for sometime and will force most rushers to go back and defend the hive.
Well... the commander must decide what is best for his team.
IMHO mines work with newbie skulks only, but they learn quick and if you do it a lot then they will be more careful next time and own you anyway. Sentry turrets are not welcome by most players but are much better to counter skulks or lerks (and fades in case of a turret farm) than mines or electricity.
sorry for bad speeling and grammer
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Mines can kill more than 3 aliens. You just have to have a bunch of skulks that keep real close to each other <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
muahaha