Rushing Is Not The Answer
Fossa
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.
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.
Comments
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.
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.
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.
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.
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-->
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.
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.
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.
-PD
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.
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.
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.
<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.
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?