Is It Possible To Denfence Sulk Rush?

AmbrosekAmbrosek 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]
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Comments

  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    if the skulk rush happens and most of your team is out of base and there are no mines droped you will most likely lose.

    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.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    If you are expecting it, keep 3 marines in base. As a rule you should have at least one pack of mines in your base anyway which will help.

    Another thing to do if you are expecting it is to keep enough res to hand to be able to relocate.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    I think what you're looking for is the end with the cute little hole in the LMG. Yes, point that end at the Skulk. There you go, Skulkrush over.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    ähm...

    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)
  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    if your really worried about skulk rushes,get a tf(no turrets) and elec it,and then build ip,armoury,and armslab close enough to it
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    10 skulks thats 10x10 lmg shots needed thats just 2 marines if they can aim :|
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <!--QuoteBegin-Diablo_fx+Jul 1 2004, 07:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Diablo_fx @ Jul 1 2004, 07:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 10 skulks thats 10x10 lmg shots needed thats just 2 marines if they can aim :| <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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).
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Step 1: Listen for clicking sounds and alert others.

    Step 2: Drop whatever the hell you're doing.

    Step 3: Shoot to kill

    Step 4: Repeat step 3 as nessicary.
  • ApolloGXApolloGX Join Date: 2003-09-13 Member: 20817Members
    <!--QuoteBegin-SaltzBad+Jul 1 2004, 06:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SaltzBad @ Jul 1 2004, 06:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think what you're looking for is the end with the cute little hole in the LMG. Yes, point that end at the Skulk. There you go, Skulkrush over. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    better yet, point it at your face

    PROBLEM SOLVED
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    If they overrun the base, relocate to a foward location (maybe a hive) and turrent farm. Turrent farming marine start is pointless, but in a forward location you can totally cut off skulk and gorge movement.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    <!--QuoteBegin-Lito+Jul 1 2004, 12:47 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lito @ Jul 1 2004, 12:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Step 1: Listen for clicking sounds and alert others.

    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)
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Mines, rapid response, if it keeps happening you could try electricity.


    On the off chance its team stacking then there's not much you can do other than leaving the server as a last resort.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    <!--QuoteBegin-Asal The Unforgiving+Jul 1 2004, 06:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ Jul 1 2004, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's a guide to being a marine in NS! (Minus the required 'Follow Orders' Mandate) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    Usually half of the team is still at base when the early skulk rushes come, so if there are at least half-decend players there shouldn't be problem either. Shoot to cover, reload, repeat, gg; you just earned from 10 to 30 res from nothing and broke the backbone of Kharaa.

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The only time a skulk rush ever reliably succeeds is if the majority of the alien team bypasses your marines without being heard, and there's only one person(or just the comm) building at base. If the marines hear skulks headed to base all they have to do is come back. And if the skulks kill anyone on the way then that's more marines to defend. A handful of marines is all it takes to slaughter a team of attacking hive 1 skulks. Good aliens rarely attempt a skulk rush because if it fails, they not only set themselves back on dropping nodes but they have to spawn one at a time and marines are free to take the map until then.
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    Mines. Destroys skulk rushes.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    #1. Combat scouting - make sure you have marines headed in the direction of the hive (you can hear the hive RT at the game start). If they report massed skulks, you have at least some time for preparation.
    #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-->
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    if you only have armory+ip in base and a skulkrush comes dont even bother trying to spam mines or meds to your marines, theyll die anyways... drop an obs to the guy thats the farthest away from the action (means he went out the opposite direction to get an rt)

    beacon
  • crono1crono1 Join Date: 2004-01-20 Member: 25497Members, Constellation
    never jump out of your chair on public. never trust in the ability of marines on public.
    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.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Really, crono? That must explain why fades try to constantly attack MS when you're breaking their hive.
  • crono1crono1 Join Date: 2004-01-20 Member: 25497Members, Constellation
    you allow them to get fades?
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    <!--QuoteBegin-Ambrosek+Jul 1 2004, 04:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ambrosek @ Jul 1 2004, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [if ur team is not pro enough] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    if ur team is not pro enough, they won't be able to do anything
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    mines mines... and... um...... lemme think... MINES! well placed mines can own 3 skulks that run in close proximity to eachother...

    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-->
  • cysabcysab Join Date: 2004-02-24 Member: 26857Members, Constellation
    Some tips that I think might help to counter constant skulk rushes:

    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.
  • DMoDblackwolfDMoDblackwolf Join Date: 2004-07-03 Member: 29708Members
    i was i a game with 6 on each team just me and the comader were there and 3 sulks acctacked us (kanja the comander at the time told me to stay at base) lucky as soon as he could he go mines i placed then at the entances and on the cc (i forget what map it was but it had a little stairway up to cc which is shadowed) i got mine on the staitrs then the base was solidthe mines killed any who came near and if they got past 1 set the ones on the stairs would get them and if not them they woulnt of got te cc as there was mines on it
    sorry for bad speeling and grammer
  • Kevlar_GorillaKevlar_Gorilla Join Date: 2004-04-20 Member: 28048Members, Constellation
    If the aliens are serious about winning, they would rather cut off the marines at the nodes or go gorge at the begining of the game. Most mid-game rushes occur just to make the commander beacon or lose structures, time, effort, and res. Note that the marine base, is the marine base. If an alien really, really, wants to find and kill a marine, they know where to look.
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    <!--QuoteBegin-jamespsx+Jul 3 2004, 11:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (jamespsx @ Jul 3 2004, 11:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mines mines... and... um...... lemme think... MINES! well placed mines can own 3 skulks that run in close proximity to eachother...
    <!--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-->
  • exileSoulexileSoul Join Date: 2004-07-04 Member: 29716Members
    a pack of mines should be able to kill 2-4 skulks if they are properly placed, with about 3 skulks down, 1 marine should be able to take out 2-3 skulks. if you have about 3 marines in base u can hop out and help them out. risky but could counter the attack and **** them over res wise.
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    edited July 2004
    a skulk rush is only a problem if everyone is outside of the base. Lets take ns_eclipse again. 3 Marines Horseshoe, 2 Marines Station Access. Aliens coming over generator. There you go. This can be very annoying BUT...the answer is a fast relocate (the keyhole?, near the eclipse hive?). Aliens eat the RT in the Base (ip allready gone) and suddenly it goes "our Hive is dying" and they are like "WTH???"
    muahaha
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