Gorge/lerk/skulk Assault
Immacolata
Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
<div class="IPBDescription">Webbed to death</div> How are marines going to counter a base attack when gorges lerks stand in umbra clouds and skulks just run around like mad?
Is it me, or is there no good counter to a surprise "web attack"?
Seems it is a bit cheesy to use offensively, since alll spawning marines are rendered incapable of fighting for many SECONDS! Right at spawn.
We lost ourselves to it many times, those webs are darn good value for money. What is a good counter? Dont tell me welder, its not really an option when u spawn and you are webbed instantaneously.
So, comms, tell me how you deal with web umbra rushes.
Is it me, or is there no good counter to a surprise "web attack"?
Seems it is a bit cheesy to use offensively, since alll spawning marines are rendered incapable of fighting for many SECONDS! Right at spawn.
We lost ourselves to it many times, those webs are darn good value for money. What is a good counter? Dont tell me welder, its not really an option when u spawn and you are webbed instantaneously.
So, comms, tell me how you deal with web umbra rushes.
Comments
Anyway, if there is a counter, secondary bases are probably your best bet. Recycle the IPs in your base, and your men will respawn - away from the webs - in your backup base.
Take advantage of the fact none of those units can detonate mines from range.
Take advantage of the fact none of those units can detonate mines from range.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oh, I totally misread the topic title - I assumed it was talking about a Gorge/Lerk/FADE assault.
If skulks are being used, then mines are your best friend. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
But if the Gorges have webs, that means they have 2 Hives, correct? In that case, why the hell would the alien team assault with Skulks when they can get Fades? By the time the aliens get a second Hive, the marines should be pretty well teched up.
They can't be far off from getting fades.
Yeah, distress beacon can be a real lifesaver. Two problems though:
- It takes 3 seconds to activate, and everyone can hear it, so if the aliens take out the Obs during that time, you lose it.
- It respawns marines where they start. On maps like ns_nancy, this is a different room than the one that the CC is in. If you've abandoned your starting base to set up in a Hive, your marines will start in the starting base, not your new one.
The assault was quite efficient since it pretty much won them the game, in spite of us jsut having bagged ourselves a hive. I've seen them done before tho, but that was patch 1.03. Offensive webbing is an awesome attack when used in a good support group. With fades the mix just get worse for the marines. They can roam with their claws striking down webbed marines, or spam acid from umbra clouds.
Then turrets arent much of a help. I find it cheezy having been on the receiving end - but thats just the taste of bitter defeat. It cannot compare to the utter cheezedom of jp welding a hive <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> This attack form was actually a brilliant example of good alien "combined arms tactics" on the battlefield. I'll sure give it a shot next time I am kharaa <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Looking forward to see how this tactic will develop itself and it's counters. The game was really FUN apart from the webbing assault. Lots of battles aroudn the map, several "iffy" situations where one side managed to pull a good one on the other. Only in the last 10 minutes was the outcome clear. And THAT I loved.
So far. 3 games on 1.04, loved 2 of them, 3rd one was stupid due to super bad marine teamwork.
Skulk making the Turret change targets constantly.
What I forgot to tell above was that the gorges webbed the IP's as well as the area above the Phase gate. SO any marines spawning or phasing in are instantly rendered into a nicely wrapped sandwich. Once the marine has removed the web, the gorge spits a new one.
Now kill the gorge - yes that will work, but that means you must have to kill him through umbra. And if there is two of them, one webs you while you try and kill the other.
Like when a chess player pulls a smart gambit. If you know the gambit you migth be able to defeat his attempt. If not you will most likely lose. So the quest is: what counters this? Except eliminating 2nd hive but thats a strategic goal rather than any help when the actual assault is going on.
It is possibl at any moment hive 2 is up. And since having hive 2 is sort of what is intended, we might as well prepare for this tactic to be used many times unless we majorly screwed up. Since if it has a nice good counter we wont need to worry one bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> There has to be, I just don't know it, and thats why I ask.
I could always suggest that turrets can shoot webs automatically. That would prevent the tactic's use at such efficiency in a well fortified base - but that's not an actual counter <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Its rubbish at close range tho so you do need buddies.
HA/GL
LA/Welder (to clean webs)
+ LOTS of LA/LMG's to acctually kill the stuff.
BlueGhost
P.S. I got killed in a few seconds after the incident, because a HMGer showed up and the fade got scared again! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
1.04 rules.
EDIT: It requires a hell of a lot of coordination to perform the gorge/lerk/skulk rush properly, particularly if they have sieges. If they do it that well, they probably deserve the win <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
Also what I have since learned is a different build lay out.
Don't put ip's directly next to each other. Put them far apart, and preferably one hidden well. It will be a minor inconvenience to your troops when they spawn but it can be dealt with.
On Bast there are plenty of nice spots to hide IP's - but gorge/lerk/fade rushes are not easy to pull off on this one anyway.
It's much trickier on Eclipse. Big open space with no dark areas. Usually comms put the ip's in the small lowered "dance floor" at the console. And that makes it extra crispy easy for a gorge to web the lot. So put ip's in different spots. And build more it seems. Like 4 or 5. Then they aren't sure which one will spawn a marine. On Nothing you can put an ip on the walkways. On hera there is above by the cc and behind crates.
You go around capping nodes, getting your res up, then when you have the second hive and 3 MCs, get adren...
Make sure to have carpace and 50ish res saved...
Now attack
Spray web on the floor...noone can attack you
Build an OC
Keep spraying
Build another OC
Keep spraying
Build DC if you need
Keep spraying
Make sure your OCs are done building
Now web the enemy a final time and attack with healingspray
...