The Hmg Rush
that_swanky_kid
Join Date: 2002-11-18 Member: 9257Members
Build order: two spawns, one armory. Depending on how many marines you've got and you're starting position, you have your marines load up on ammo and secure 2 or 3 resourcers while you've already gotten the armory upgraded (with 1.04, you can start the armory upgrading as soon as you drop it).
Having HMGs roughly around the same time aliens are putting up their first resourcer is demoralizing and flat out cheezy deadly. Downside is that your team will inevitably transform into deathmatching Rambos, but if you can keep them focused the game's over before it's started to the cries of "cheater".
Having HMGs roughly around the same time aliens are putting up their first resourcer is demoralizing and flat out cheezy deadly. Downside is that your team will inevitably transform into deathmatching Rambos, but if you can keep them focused the game's over before it's started to the cries of "cheater".
Comments
It's amazing how fast the res pours in. And once you get a few HMGs dropped, you hit their hive, and even if you lose those first three guys, it's likely every single alien was involved in the defense, and it took a couple minutes and in that time you got 300 resources of income. So the second wave is comprised of level 3 marines with jetpacks...
The best way to defend against it (imo) is to eat their spawn while they're out building RTs.
-K
I don't see why people want to end the round in less than 10 minutes in a friendly game.
In clan matches, I suppose it's warranted, but it's a cheesy and awfully powerful tactic on pubs right now.
<b>EDIT:</b> A slightly less cheesy rush I've seen on beta servers is the shotgun rush. I don't think it's a cheesy because it's a bit tougher to use a shotgun than a firehose of death. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
On large servers, you have the ppl to hold RT, and RT gives you more resources each. A 16v16 game gives the marines about 120 res/minute with just three res towers, so if you can hold it for just two minutes, you have about 10 HMG's to drop.
In an 8v8 game, you are getting about 65 res, if you can hold two extra RT. In a 4v4, two extra gives you about 30 res/min.
Large servers favors the marines so much its silly.
on ns_nancy
2 spawn
1 armoury then upgrade
3 sets of mines 1 for base and 1 for a rt
cap a rt and mine it
wait
wait
get all apgrade buildings then get jp
wait
wait
wait
then equip 2 marines with hmg and jp
it works with 2 rt and on nacny this tactic is leths becasue of jp in vents
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HMGer without JP=could work, but if the squad gets murdered its game over.
HMGer with JP=Winna
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if the aliens let the marines have more than 2-3 RTs, its game over, unless the alien team is terrible, it would be very difficult to get 6 RTs up.
BlueGhost
I disagree...
Mines are very expensive for maybe killing two skulks in one pack. The commander can warn of incoming, and the marines are defending, so if they are not in a location with a good line of fire, they deserve to die. Mines just slow everything down.
Using mines in the corridors are pointless, however. Killing one skulk for 16 RP isn't much of a bargain. Only reason it used to be possible was because of the ammo-refill bug for mines (drop 4 mines, get an ammo pack, you now have five mines) which made mines cost half a rp each instead of the 1.3 res points they should cost.
Of course, if you can fire on the hive from outside the healing range, it's a bit easier...
But yes, on larger servers it takes awfully bad marines to loose. You can rush the hive, do the 2hive lockdown, do tech-up without hives, easy HMG rushing ... basically, there are lots of easy ways to win.
Unfortunately, in order to compensate for large server marines having it so easy, small server marines are taking a beating.
Too few people and Kharaa can kill your entire team in one lucky ambush, then destroy your base. Too many and the marine respawn advantage essentially wins the game for them. I find that playing in the 6vs6-9vs9 range gives the best results.
1 comm/gorge
3 assulters
2 scouters
1 base guard
resources come in slow so its more stratigic then 100 res in a minute and spending it mindlessly
Having HMGs roughly around the same time aliens are putting up their first resourcer is demoralizing and flat out cheezy deadly. Downside is that your team will inevitably transform into deathmatching Rambos, but if you can keep them focused the game's over before it's started to the cries of "cheater".<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I present to you...the Search Function Results (SFR):
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=16542&hl=rush' target='_blank'>Ick... Nasty Hmg Rush Tactic</a>
(Makes me feel dirty)
I dropped 1-2 IPs, followed by an immediate armory; and advanced armory upgrade. 25+45 for the armory and upgrade itself. thats 70 resource points. You start out with 99; do the rest of the math yourself.
By this time, of course, skulks are rushing in from left and right; newbie marines keep building as skulks bite their **** off, and die.
Anyhow, a rambo marine saves the day (clears the base for a while), and I have around 25-30 resources.
I truly cannot understand how you manage to hand out more than 1 HMG at this point.
Left with 2-8 resources, I start giving out waypoints to nearby resource nodes...
But you've just lost 2 minutes and 90 resource points.
While you wait for resources to build some resource towers, the one-two groups you sent out start scattering around, feeling lucky.
They get wasted 90% of the time.
Now, you're trying to make them stick together as the skulks engage their 2nd round of rushes to your totally defenseless (remember, you wasted 90 resources on the 'HMG Rush', no turret factory, no turrets) base.
I would truly appreciate an explanation -- I enjoy the concept, I'd love to see it in action and bringing success.
observe that word "scout" then apply "greater than total infancy intelligence"
I dropped 1-2 IPs, followed by an immediate armory; and advanced armory upgrade. 25+45 for the armory and upgrade itself. thats 70 resource points. You start out with 99; do the rest of the math yourself.
By this time, of course, skulks are rushing in from left and right; newbie marines keep building as skulks bite their **** off, and die.
Anyhow, a rambo marine saves the day (clears the base for a while), and I have around 25-30 resources.
I truly cannot understand how you manage to hand out more than 1 HMG at this point.
Left with 2-8 resources, I start giving out waypoints to nearby resource nodes...
But you've just lost 2 minutes and 90 resource points.
While you wait for resources to build some resource towers, the one-two groups you sent out start scattering around, feeling lucky.
They get wasted 90% of the time.
Now, you're trying to make them stick together as the skulks engage their 2nd round of rushes to your totally defenseless (remember, you wasted 90 resources on the 'HMG Rush', no turret factory, no turrets) base.
I would truly appreciate an explanation -- I enjoy the concept, I'd love to see it in action and bringing success.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
AHAHA...
Your marines will not be skillful enough to pull off a HMG rush if they cant even beat off the initial skulk rush without losing more than 1-2 people.
Can't agree more with the general consenus here- it works, but it's expensive if it fails. Most seem to go with the time-honoured (well, it's only ever been relevant to NS, but what the hell...) tactic of handing out an HMG (or even shotgun) to the most skilled player(s) and getting the remainder to pick it up if/when they die in the advance. If the aliens time it just right of course, they can sneak up and flood the lot of them... if they don't, they're going to get shot, repeatedly...
Get every 1 to guard base until u have PG up and u have scanned the hives [no turetts no tf] .
Then send your best rambo's in the back way being very quiet and careful.Hopefully most skulks keep rushing. This will buy time for the rambo's to get outside the hive and un-noticed. [they normally hid in a good spot and dont shoot at n e thing.
Then i drop a PG for them and every 1 goes through for the LMG rush shooting down there hive.
If base comes under attack i tell them to phase back. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I have done this many times and it has worked.
The biggest problem was that the rambos wouldnt always build it in time.
Sometimes i drop a bit away from the hive but close enough for constant troops to be going through into the hive.
havent tried on this on 1.04 yet.