Rushing Is Not The Answer

FossaFossa Join Date: 2002-11-04 Member: 6931Members
<div class="IPBDescription">Trust me...</div> Rushing is almost never the answer. Unless the opposing team are idiots you accomplsih nothing except wasint allot of time respawning. There is a much better, much more successful solution.

Last game I played was on hera. We set up shop outside each entrance rather than rushing in like idiots. We let em build three turrets but never let them expand. We had two guys by each door and me in the vent. They had one turret factory by the lift and naturally built turrets to cover the doors. They parasited the hell out of em and they went to search. I slipped in, took out the factory, the turrets, both spawns the armory, the commander (who hopped out while I munched away) and got half of the cc before I was killed. The trick is not to rush but to pen them in and then if possible make an intelligent strike.

Had I not seen the factory unguarded I simply would have held my ground and parasited everyone who spawned. We would have won reguardless even had I not slipped in our tactics were so coordinated. The trick is to ignore that little voice in your head (or the idiot next to you) who thinks the key to winning is to rush to your deaths. You are a kharaa, not a zergling. Know the difference and use it to your advantage.

P.S.
On a side note we didn't win said round right away. I would feel bad if I said we did. When I took out the spawns two marines quit and the guy I had been relyingon changed teams. They built a new spawn immediatly and rebuilt before I could rally my team to get off their **obscenity**. After youve broken em like that rushing is appropriate because you have a legitimate upper hand. But, as fate would have it, they ignore me and we played another thirty minutes to acheive our ultimate victory (which involved much of the same stuff.) I got them to lure the heavies out the main entrance a fades, came out of the vent (I evolved there cloaked) as an ONOS and took out the turret factory, the spawns, etc. This time however they got OWNED.
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Comments

  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    well, I try to call a rush if I know it'll work. And a good number of times, it does work.
  • FossaFossa Join Date: 2002-11-04 Member: 6931Members
    The number of times I hear a guy yell RUSH and the number of times it WORKS gives a ratio of about 73:1
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    Well, when I hear people call a rush (and everyone rushes) So far for me has yielded a higher then 50% success rate. Its just great how people on pubs can't all aim, or know which "long" corridors to cover
  • FossaFossa Join Date: 2002-11-04 Member: 6931Members
    I guess I just play on better servers than you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    edited November 2002
    You can sometimes judge whether the rush will work or not, by what people say in the ready room, or who joined the marine team from the previous match etc. Some servers it doesnt work as good, in one game I've won a rush 3 vs 1 (sad but true) Its also fun sometimes to run to marine base and have no one there cept for 1 guy in a CC and a bunc of unbuilt buildings (you'd think everyone would stop doing that by now wouldn't you <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> )

    Overall, setting up outside is a better strat, particulary on some maps, since while they are busy fighting your chambers, just drop down on em, hehehe <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    And as soon as you get a 2nd hive up, you got a perfect staging area for Fades <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->


    Could be a server thing though, I usually play on smaller servers. (its like a rule from everygame I play) I rarely play on 16 player servers(max) Usually 10-14 player max ones. I just like smaller and better organized matches, rather then masses of people meeting each other and shooting it out.
  • XaniethXanieth Join Date: 2002-11-06 Member: 7280Members
    1.02 has 1 alien respawning at a time. Not good for rushing. Better for ambushes.
  • FossaFossa Join Date: 2002-11-04 Member: 6931Members
    its always been one alien respawning at a time.
  • Bob_the_AlienBob_the_Alien Join Date: 2002-01-30 Member: 135Members
    Pft, rushing IS the answer
  • Paladyne-TPFPaladyne-TPF Join Date: 2002-11-08 Member: 7762Members
    I've found rushes tend to wait better than lurking outside their base, both against inexperienced and experienced players alike. Here's why:

    Inexperienced - Cannot defend their base adequately, so they must struggle to stay afloat if they have to fend off alien attacks every 30 seconds. They're barely able to keep the buildings they have, so expansion is out of the question.

    Experienced - If they recognize the "bottling up" tactic, they'll either move en masse towards a resource point (and they know enough to check above doors and in dark corners) or will build their necessary buildings in their base unimpeded, which is <i>very</i> bad if you allow them to achieve motion tracking. Rushes, on the other hand, will keep them busy respawing, repairing buildings, replacing consumed ammo, etc.

    It's also easier to coordinate a rush than to coordinate an ambush, mostly because with a rush you probably know almost exactly what to expect based on previous rushes. In ambushes, there's always the chance that the marine you <i>didn't</i> parasite is leading up the rear and is in position to blow your skulks away as you attack their 3 confused and exposed marines.

    The bottom line is, lurking keeps the marines in their base and gets them paranoid, or at least keeps them busy killing you. A rush does the same thing, but has the added advantage of damaging their buildings, which either need time and resources to repair, or will eventually go down. A good rush will keep the marines very busy while simultaneously advancing one of your main objectives: destruction of the marine base.
  • kID-IcaruskID-Icarus Join Date: 2002-04-28 Member: 533Members
    I'd rather be rushing, and slowing the marines down, rather then sitting around waiting for RP to come in...
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    Uh, I don't like rushes at all. I just can't understand why the game should be ended before it actually even begun? Its not fun, the game just ends in 5mins. This game is so huge it seems awful waste to use one unit through the game and end it like that.
  • Lt_WarhoundLt_Warhound Join Date: 2002-11-07 Member: 7654Members
    Dread, 5 minute games a little boring, but if the marines are at least average, you won't win immediately. And if they are that lousy, you won't get a long game out of them anyways.

    Rushing does the one thing that is critical for aliens in the beginning, it _slows the marines down. Either due to dying, or needing to have most of their marines providing cover for the few building the base.

    Not rushing allows the marines to setup their base _much _much faster, since all the marines can now build. Which means they can then exit the base enmasse, and then overrun the aliens attempting to bottle them up.

    Trying to 'bottle' doesn't work on most pubs. Either the aliens won't lurk in sufficient numbers to kill the marines as they exit, or the gorges won't come build the forward bases. Not to mention it _slows the aliens down, since those gorges aren't securing the hives.

    Bottling can be done, can be fun, but it is much harder to pull off than rushing.

    On the pubs, rushing _is the answer.
  • TempestTempest Join Date: 2002-11-10 Member: 8083Members
    I dont see why you shouldnt rush. Against a good team it will fail, they will have people on the lookout for you. Even without doing anything you now forced them to keep a few on defense and forced the comm to set up some defense in his base. As an added side effect, which can be considered a nice bonus too, when you are dead you dont earn resources, so thats more for the gorges, and they need every RP they can get. I prefer rushing first to see how defense is, if they defend too well you hang out just outside their base to kill em as they come out.
  • TempestTempest Join Date: 2002-11-10 Member: 8083Members
    <!--QuoteBegin--Fossa+Nov 17 2002, 11:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fossa @ Nov 17 2002, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Last game I played was on hera. We set up shop outside each entrance rather than rushing in like idiots. We let em build three turrets but never let them expand. We had two guys by each door and me in the vent. They had one turret factory by the lift and naturally built turrets to cover the doors. They parasited the hell out of em and they went to search. I slipped in, took out the factory, the turrets, both spawns the armory, the commander (who hopped out while I munched away) and got half of the cc before I was killed. The trick is not to rush but to pen them in and then if possible make an intelligent strike.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well you were obviously playing against the worst morons in the history of morons then. I cant believe any marine team with half a brain would let you live long enough to take all that out (and without adren to bite forever too), it would take too long. So I dont see how your "tactic" proves a valid point against a team like that, a rush of gorges coulda won that game then.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    edited November 2002
    ** Be nice or don't post ** The rush at the start obviously wont work against a decent marine team, but it keeps the marines on their toes and will get the commander spending resources on turret farms - and that keeps the marines in the base building. As long as the marines are wasting money fortifying their base then they arent expanding <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Waiting outside and going for them probably has a higher chance of working - however, if you mess it up then the marines are going to get a chance to start on a new expansion. Basically the rush contains no risk if it fails - worst that happens is your skulks have to respawn & the marines are left building defences, best that happens is you win the game in under a minute <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • asamothasamoth Join Date: 2002-11-01 Member: 3755Members
    Rushing works it just has to be done properly. The idea is that at least two of the skulks are good players and can take out at least 2 marines before dying (more is preferable). Then the rest can chomp away on equp and force them to sit around fixing crud trying to fend off the next wave.

    If your rushing and have a 0/x k/d ratio then your not doing something right, unless you managed to take out the cc doing that.

    Problem is the number of skulks who think they're doing good by running and getting shot up >> number of skulks rushing and having a + k/d ratio while taking out their tf.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    edited November 2002
    ** Be nice ** Why on earth would you <i>not</i> rush? I've killed entire teams on my own rushing. Besides, the initial rush itself is not point - it's what comes after.

    Once a marine team has been semi-successfully rushed (a few guys died, CC got chewed a bit, etc.), they are paranoid, foolish, and prone to make stupid mistakes. Keep harrasing, and they get defensive. A defensive team of Frontiersmen is the number-one way for that team to die. They don't have any territory or money, and the aliens can roam around unchallenged. Also, all those dead skulks not picking up resources can help out your gorges.

    ** Be nice ** The skulk really only has an advantage early in the game, when it can easily chomp a poorly equiped marine. Additionally, skulks cost nothing, so there is no point in "saving" them 'till later. Just send them in and freak out eh marines. Skulks are designed for psychological warfare more than anything else, and not understanding this most fundamental aspect of the game can make you a much worse player in the long run.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    edited November 2002
    <!--QuoteBegin--asamoth+Nov 18 2002, 07:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (asamoth @ Nov 18 2002, 07:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If your rushing and have a 0/x k/d ratio then your not doing something right, unless you managed to take out the cc doing that.

    Problem is the number of skulks who think they're doing good by running and getting shot up >> number of skulks rushing and having a + k/d ratio while taking out their tf.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Kills are important for rushes, yes, but staying alive for a few more seconds and freaking them out works a lot better. Who cares if your ratio sucks **obscenity**? Your whole team will be much happier when you are pwning the paranoid little marines because they never left their spawn. You might not get any credit, but remember - this is a team game. It doesn't matter whether *<i>you</i>* win or lose, it matters whether your *<i>team</i>wins or loses.
  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    Like someone said, the whole idea of a rush is to keep the marines on their toes and give the gorges extra time to set up Recource Towers. Who cares if we die? Its gonna happen, **obscenity** the Kill/death crap. The point of rushing is to slow them down, thats about it... maybe you'll get lucky and take out that TF or the IP. If you let them take their sweet little time setting up and having a ball, you're in for it, especially since any good commander worth his salt will get motion tracking ASAP.

    -PD
  • DracosDracos Join Date: 2002-11-02 Member: 4806Members
    In my opinion rushing is good but have 1 or 2 guys stick around at where they are about to go expand at (hide) since if the rush fails you can easily get them as they go off to build up and stall them even longer.
    on a 6 player kharaa team have about 4 rush 1 go gorge and other guy hide at first expansion. Should work pretty good and give you a little more time even if rush fails.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Well, someone does have to go gorge. It takes longer for them to save up for the evolution if they go with the rushing force, so he should just stay put. The other defending skulk is only an option with big teams. I often play on half-empty (or is it half-full?) servers with only 4 to a team, so the defensive skulk isn't much of an option. If you have enough people though, a single defensive skulk can be very helpful. If you have had enough time to build a few decoy chambers, you can have you defender skulk use his/her hivesight to where ever the marines try to attack.
  • Rolling_RockRolling_Rock Join Date: 2002-11-15 Member: 8677Members
    Attacking is a necessity for Kharaa. Period.

    This goes back to the marine weakness of having a central strategic mind. If you're rushing, you are occupying that mind, and the marines following him. When you rush you slow them down and harass them. Even if you don't kill them, it doesn't matter. As long as they are occupied, you win out.

    A second important point is that if you are dead, you do not take resources from the resource pool. In the early-game, this means that if 8 skulks rush out and die, the 1-2 gorges on the team get ALL the resources for the team while they respawn. This speeds up the rate at which they cna throw down resource nodes and get another hive up.

    It's a win-win situation. If you die, you occupy them, put them on the defensive, and give the gorges more resources. If you live, you can chomp away at the marines and their structures, which slows them down even more.

    Not attacking is quite frankly stupid and asking for defeat.

    However, after 1-2 rushes at the main base, you should pull back and work on rushing their expansion attempts instead of committing suicide for nothing. Rushing at first is good, but once they get defenses up and have lots more ammo, it's better to let them come out and ambush them where they don't have those things, prevent their expansion, etc.

    You need to layer it, but you ALWAYS need to attack. End of story.
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    edited November 2002
    A heads up about rush tactics: Teams get kill rp bonuses.

    You rush in and die, you give the marines free RP. I've been in games where they were able to pay for HA, HMG and GLs with 2 res towers. Just from killing skulks rushing them.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I like not rushing, so the marines don't instantly know which hive the aliens started at. This will be even more useful when the commander can only hear the sounds that his nearest marine can hear (in v1.03).
  • SaltySalty Join Date: 2002-11-05 Member: 6970Members
    A very good tactic for a rush is

    <span style='font-size:14pt;line-height:100%'>GROUP UP RIGHT BEFORE ENTERING AND ATTACK FROM BOTH SIDES!!!!</span>

    if your rushing 1 by 1 you should not do that much but if you wait atleast a couple secounds for your comrads to get there thats more teeth and more confusion for the marines. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    make sure u attack from diffrent sides this way they cant tell where your hive is and send 2 teams to the other hives.
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    you should only rush ONCE in the beginning, hopefully killing a few and make them wait..
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    Actually the whole point in rushing is not to win the game in the first 5 minutes (that would only work on a very bad marine team) but to delay the marines, force them into wasting some resources and binding them in the base. There are of course other ways than simply rushing, but it is critical to slow down their advancement and to keep them away from the hive points. If aliens do not put the marines under preassure right from the start they dont have a chance against a good marine team. So if you see half of your team evolving to gorge or runing around in hive as skulk best thing you can do is to yell for a rush.
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    If you can get your team to get just one gorge, while the rest attack the marine base, you're in good shape. As for rushing or ambushing... I use a combo. I'll lurk outside or in a vent and parasite until another skulk shows and starts attacking.... then pounce. You need to be flexible. Using a combination of tactics to capitalize on any given situation is key. Marines can afford to mindlessly follow a set strategy... they are better equipped to let auto defenses take care of guarding things and slowly advance. Kharaa need to work together as much as possible and capitalize on situations as they arise. It's only through experience that you're going to figure out what works best in any given situation.
  • BlackRocBlackRoc Join Date: 2002-11-07 Member: 7538Members, Constellation
    <!--QuoteBegin--StoneToad+Nov 18 2002, 10:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StoneToad @ Nov 18 2002, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A heads up about rush tactics: Teams get kill rp bonuses.

    You rush in and die, you give the marines free RP. I've been in games where they were able to pay for HA, HMG and GLs with 2 res towers. Just from killing skulks rushing them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    They do?
  • guagleguagle Join Date: 2002-11-06 Member: 7312Members
    edited November 2002
    It is stated in the manual that killing enemies give your team some resource points. I don't think this rp bonus is that much important though. This is somewhat hard to make sure during a game, so if anybody could confirm this it would be nice.
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