How Do U Stop A Jp+hmg Rush?

BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
<div class="IPBDescription">When your hive is viaduct?</div> Serious question, no troll but it seems to me that this is incredibly hard to stop. It comes fairly early and sure it doesnt work vs cargo but damn we lost 2 hives (viaduct and silo just started building) in 5min, us poor skulks stood little chance.

Only one of us was lerk and admitingly he did get the second JP+HMG (nice job) but if skulks go lerk early it costs the gorgs a bucket load.

(7 x 33 res)

Suggestions?

Comments

  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    edited February 2003
    Well, I'm not going to lie, it takes good players to counter the JP+HMG rush. Any good player would have 33 res in their bank when marines get Jetpacks up, so going Lerk shouldn't be a problem. And that is basically it, you need good Lerks. Those Lerks need to focus on taking down the attacking marines while a lone skulk goes around eating all of the marine resource collectors, without resources, the marines cannot launch another wave of JP+HMG when the first group falls. The gorge should have at least 3 defence chaimbers tucked under the hive to help keep it alive, and if you have more than one hive, a Lerk should be using umbra all over the hive while the gorge webs the ceilings.

    It's not easy, but it can be done.

    Oh yeah, and NO ONE should go Lerk until either second hive is done, or if marines get JP+HMG. Everyone I see who goes Lerk as soon as they have 33 dies less than 2 minutes later, and then they are not only hurting the team by replenishing resources that could be going to the gorge, but they wont have enough res to go Lerk when the team actually needs them to do so. There isn't much we can do about this, except wait for the updated alien resource model that may not effect the team as much if a player should do this. All we can do now is teach people how the current resource system works, and why going Lerk early is a game-losing mistake.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    1 lerk spamming over some ots makes a pretty impassable barrier :/
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    the key to taking down JP/HMGers in a hive like viaduct, is to have the lerks and skulks work together. The lerk's objective is to spike the JPer enough so that he has to land for health, the Skulks objective is to time the landing, and bite him before he can get any health. It is difficult, the Lerk's aim has to be right on the money, and the skulks have to be skilled as well.
  • Eater1Eater1 Join Date: 2002-12-18 Member: 11106Members
    A good way to deal with the tech rush it to keep rushing the marine base- the marines will be hunting for resources so their base shouldn't be too defended, and killing a 50 res prototype lab or 60 res advanced armory, or even an obs if the comm builds one, can really delay the JP rush. Also be sure to hunt for any RTs. As with fades, the best counter for a marine-side tech rush is prevention.

    Eater.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    5-6 skulks spamming parasites (10 dmg per shot) can kill a jetpacker pretty quickly too. If he's flying around, it'll be hard for the comm to heal him. If he drops to the floor to pick up some medpacks, eat him.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    I think the best counter is to premptivly kill em on route. I like to patrol as sulk: killing rambos hunting mini bases suplieing team with info on where there pushing etc. I find that the small halls between via and the mariens and around cargo are the best places to ambush them.
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    1 very good lerk. It's been done.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    Yeah I managed to take 3 or 4 HMGJets consecutively as a lerk...thankfully the Hive heals you more quickly now, or I would've been long dead by the first guy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Pr0phecyPr0phecy Join Date: 2002-04-04 Member: 381Members
    Well this might sound mighty weird but last night i was playing and we were hanging on to the sewer (in...i forgot what map but im sure u know it...) and the marines made the famous little turret camp outside with hmg's...now we kept trying wit skulks till we finnaly got a kick in the brain...about 4...yes 4 of us went lerk and we spiked the hell out of those marines and those turrets...they didnt even see us comin!...so let me talk in warcraft/starcraft for a moment here...."Massing" lerks is a good way to clear out a turret camp to free ur hive and it can even stop a 5 marine squad! (2 had hmg's,3 had lmg's)
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    I was victim to a mass Lerk rush before by some clan. They all went lerk and started spiking like crazy. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    We had no chance to survive.
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Maybe place some OC's up on that high runway in viaduct. Also on the fence near the ladders that take u out of the hive. Hope fully this makes he go to a different spot or get hit by them now and a again, this distracting him from the skulks and lerk.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    I've found the most solid way to stop it is to parasite every single marine with a jetpack before he gets to the hive, so all the skulks can swarm him in a low-cieling area.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    Hopefully you will have the second hive going up. If it isn't finished yet then do this. build a few OC's so the marines have to atleast keep moving. have the skulks and lerks going relentless on them while the gorge heals the hive. Make sure you have those D-chambers there too. The trick is to keep them busy until the hive is done. Once you have web all you have to do is web the cieling. The marines will hit it and plummet to thier death. Good marines will hover without touching the cieling so you may have to bring the web down a bit. As mentioned before put a few OC's on the walkway so they can't regroup up there. Delay delay delay, and don't die get healed!
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