Very Important Message.
BlueGhost
Join Date: 2002-11-30 Member: 10337Members
<div class="IPBDescription">Really, I'm not kiddin.</div> From the gorge guide:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->oh year, ensure that the base rushes are team effort early on, going in one by one is suicide.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If there are fewer alien players, every skulk should rush the base maniacally<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I really cannot stress this next point enough, though I'll try:
<span style='font-size:21pt;line-height:100%'> <b>
<span style='font-family:Impact'>THIS IS TACTICAL SUISIDE!</span></b></span>
When you rush into the marine base at the start, they are expecting you. In eclipse they might even have people with pistols drawn to kill the pesky parasit throwers.
Because of this if you charge and do anything less than kill ALL of the marines AND their obs, AND their spawns it was a waste.
Why?
Simple, its the spawn que, if you all get killed the marines will all have re-spawned and taken a hive location befor you've even got your trousers on.
BlueGhost
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->oh year, ensure that the base rushes are team effort early on, going in one by one is suicide.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If there are fewer alien players, every skulk should rush the base maniacally<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I really cannot stress this next point enough, though I'll try:
<span style='font-size:21pt;line-height:100%'> <b>
<span style='font-family:Impact'>THIS IS TACTICAL SUISIDE!</span></b></span>
When you rush into the marine base at the start, they are expecting you. In eclipse they might even have people with pistols drawn to kill the pesky parasit throwers.
Because of this if you charge and do anything less than kill ALL of the marines AND their obs, AND their spawns it was a waste.
Why?
Simple, its the spawn que, if you all get killed the marines will all have re-spawned and taken a hive location befor you've even got your trousers on.
BlueGhost
Comments
Ofcourse on ns_caged I saw a great tactic (you probably all know it). It works perfectly against the IP, IP, OBS, ARMOURY, PG, get two hives tactic, and if they don't rush your hive... Get all your skulks (4 is usually good) into the vent that leads into their base, wait till they leave the base to cap a hive, they usally leave 1 marine to defend their base, then you rush, take out the defenders, then the ip's, then the obs, the rest in any order. This may not kill the marines but it will put them in a deep hole, hard to climb out of.
but about your post. Skulk rushes are suicide but it manages to wound structures such as IP's, wound marines so they'll be begging their comm for health, parasite a few which is self explanitory. It will keep them out of hive locations so your gorge can go to a hive location and set up RTs/save for hive, plus if they have a "newbie" commander then it will distract him a lot and maybe overwelm him. You should stop the skulk rush at about the time they get Turrets because then it is truely tactical suicide.
<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Don't rush any more than 6 though, in large games, anything bigger than 8v8, it IS suicide, but it is alright in medium/smaller games.
No
Once turrets are up it becomes slightly harder obviously, but it can still make just the difference you need.
Of course it depends on the size of the server (on large servers it's suicide, small servers you've got a chance) and skill of the players on both teams.
9 times out of 10 though, I'll rush and try to get as many people along with me as I can. At the very least, it buys time for the gorge to get some res towers up.
Hopefully some 1 take the other exit. Then u can strike when they run past[need a good spot] and u can also keep tabs on them, and hopefully hold them up.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> - i smell something
Of course, they may have just been rubbish marines. Or very good Skulks. Or both. Or whatever.
But I'll stand by my Skulk rush. As long as someone else stands by the Skulk ambush. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Why?
1) if the marines want to hold their main base, they will build armory, obs, etcetera. So the marines are building, and prolly getting ammo, so you can rush
2) if the marines move to a new hive, you can take out their old res in no time and then you're organised for an attack on their hive.
3) Remember, the hive respawns you. So never mind whether you die or not.
Hell assuming they don't have turrets getting your intire team to hit their base the second the marines leave it isn't a bad plan (as the chances are they'll all try and run back so you can ambush them INSIDE the base and kill their spawns/res/obs/phase 30/22/25/20 total of 97 res down)
What I'm arguing against is everybody charging into their spawn at the VERY start you're gambling everything on the marines being pathetic, much better to charge in and see how many you can parasite befor you die. (even then only 1 should do this as they can just suiside and out spawn you)
BlueGhost
No, it doesn't.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Why?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'll tell you.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1) if the marines want to hold their main base, they will build armory, obs, etcetera. So the marines are building, and prolly getting ammo, so you can rush<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, that's what used to happen when NS just came out. These days marine teams have one or two marines standing guard while the others build. As soon as you're spotted and the guards open fire, the whole team will drop what they're doing and finish you off.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
2) if the marines move to a new hive, you can take out their old res in no time and then you're organised for an attack on their hive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They aren't going to leave their base so poorly defended as to allow you to do this. Unless their commander is stupid, or has some cunning plan. Besides, you need to go after the marines if they're getting a new hive. Oh, and since they'll gun you all down (see 1) you won't HAVE any skulks left to organise an attack.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3) Remember, the hive respawns you. So never mind whether you die or not<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The hive respawns you at about the same rate as an infantry portal spawns marines. Typically, the commander will drop two infantry portals. This means that they respawn twice as fast as you. What happens? The alien team rushes the marine base, one or two marines get killed, all the skulks get wiped out (assuming average skulks and average marines, here). The two marines are respawned in no time, and the skulks respawn at a trickle. So, while the marines are off to get a hive and resources instead of six skulks attacking them there will only be one or two. Death DOES matter - the Kharaa need as many skulks out there looking for intrusions, parasiting marines and structures, as possible. That's not going to happen if all the skulks are dead!
Focus the attack on the comm chair early in game. Ive seen a game where the aliens got the comm chair. All they had left was an armory and two ip's. The aliens played with them, for about an hour. not attacking any buildings or anything. They were **** OFF. They actually took out a hive! at that point we though "Uh oh, they are working together now" and half the team went lerk and gased them all. then the ip's. They the other half of the team went onos. it was cool though, they actually all stayed and fought.
**I must agree though, akulk rushing is suicide unless you are very luck, or very good. or the marines simply suck.**
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> *AAarrgh!*
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Don't be a llama. Finish it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
While we're at it, there's nothing I hate more than people killing marines just as they spawn and leaving the IPs intact, or killing skulks just as they spawn and leaving the hive up.
but life shows, humans are unlogic
I've seen too many games where the whole alien team was dead, the only gorge building res nodes
a good marine team <b>should</b> secure another hive in this time, or perhaps gets the siege ring closer to the alien's main hive
but as usual...
.. marines don't do this
perhaps all of you, who reads this, thinks:
"Hell yeah, when the whole alien team is dead, then we've got to kick their **** while they have problems respawning..!"
but there are more people out there, not only you, and most of 'em don't even begin to think tactical
so skulk rushes work, even if the whole alien team is gunned down and one marine is dead, the rush was a success
but life shows, humans are unlogic
I've seen too many games where the whole alien team was dead, the only gorge building res nodes
a good marine team <b>should</b> secure another hive in this time, or perhaps gets the siege ring closer to the alien's main hive
but as usual...
.. marines don't do this
perhaps all of you, who reads this, thinks:
"Hell yeah, when the whole alien team is dead, then we've got to kick their **** while they have problems respawning..!"
but there are more people out there, not only you, and most of 'em don't even begin to think tactical
so skulk rushes work, even if the whole alien team is gunned down and one marine is dead, the rush was a success<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Uh...
That doesn't even make sense.
Skulks munching IP's are already in the perfect position to kill spawning marines so really, they should munch the IP AND spawn camp the marines.
A marine who sneaks into the alien hive and then spawn camps aliens without killing the hive is just being sensible, anyone who is fireing at the hive will likley not see or hear (muzzie and fireing noise) alien spawns and as such will die befor doing even moderate damage to the hive (if you have two people then its possible).
Contrast with the marine who spawn camps the aliens, due to the spawn que its feasable as the aliens have to come at you 1 by 1 at 8 second intervals AND without carapice. And if the aliens are pathetic at teamplay none of their buddies will come back (instead they'll die half way accross the map and join their buddies on death row). Due to this one marine can significantly slow up the aliens resistance (crushing it intirely).
BUT, if that one marine was infact the intire team they could just gun the hive down. So really when one marine walks into your base just be thankfull that its a rambo/'on the off chance distraction' and not a full on hive rush.
Frustrating when it happens though :|
BlueGhost
Good Call Blue.
When I first started the typical rush was the thing to do. I did that until one time when we all died and the marines decided to **** in our weaties. They rushed our hive and spawn camped us and we died within the 2 minute mark.
Now what I do is run routes.
run routes to all hives and eventually hiting both entrances just to tag. If you run routes you stand a better chance to find the lone rambo marine and tag him so your forces can thwart their advancement.
And when they fail, the marines have some time to take another hive.
But ambushing/running routes (I love that idea) keeps them from expanding without everyone respawning.
Accomplishes winning or at least it being a fair game instead of winning instantly or crippling your team.
Yes, the gorge gets resources slower. Once a skulk gets 33 resources, I'm in favor of skulk > gorge > rt > skulk.
Running at an experienced marine or even an average marine, WITHOUT carapace, is like putting your head into a blender. Dont do it, better to protect the hives / prevent expansion.
Once you get carapace level 3, tis a different story, one of the reasons why 2 defence chambers at start is a more popular tactic nowdays.
first guy who dies will take 8 sec, no prob..
the next will wait for the first guy who died plus his 8 secs --> 16 secs..
3rd guy will wait for the first 2 plus his 8 --> 24 secs in idle. OH NO
4th --> 32 secs
5th --> 40 secs
6th --> 48 secs (Grab a snack)
so dont whine when it takes forever to respawn.. you have been warned.
you had better have some skillz to succeed in killing their base or at least wreak major havoc when you are in there..
i personally think its better to scare them into turtleling in the base for awhile by sneak attacking them after they exit their main base. let expert base skulkers do their thing tho. hard to do that with aggressive skulks.
Note: rushing is okay but gets tired after awhile because it is just to limiting.. same thing over and over.. no variety. use it to mentally fark with them.