A Perfect Counter For The Dreaded Jp/hmg Hive Rush
Bigwig
Join Date: 2002-10-27 Member: 1646Members
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Sadly, this is what people have been resorting to lately. It's infuriating when a single person armed with a HMG and a JP can take out your only hive by himself, and you <i>can't do anything about it</i>. There is almost no counter to this "tactic" at all. I really hope this gets fixed soon.
And sorry, I'm just a little frustrated.
Step 2. Type the word "quit"
Step 3. Hit enter!
Sadly, this is what people have been resorting to lately. It's infuriating when a single person armed with a HMG and a JP can take out your only hive by himself, and you <i>can't do anything about it</i>. There is almost no counter to this "tactic" at all. I really hope this gets fixed soon.
And sorry, I'm just a little frustrated.
Comments
And, actually, I've had a great deal of success against JP/HMGers... Mainly because they get all **** off if they die once or twice because they think you're cheating so they quit the game. It's, like, "OMG, I was flying and you killed me as a lerk, you llama." and then they disconnect.
Remember, 1.1 = No JP recharge in midair.
Adapt. Overcome. Triumph. No whining.
Maybe "less capable LMG" rather than "worthless LMG." I live by the LMG - it's my favourite tool, and it's not bad. (Does take an age to bring down a hive with one, though). <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
'Worthless' to someone who moments ago was a jet-packing, hmg-toting, killing machine. It's a morale crusher to the marine team when they go from 'we have this in the bag' back to almost square one in mere moments. Often times I've found that they just lose heart in their game, their commander resigns in disgust, and we roll them up in a crushing victory for our Kharaa race. At the very least, it give your team a crucial window of time to get a hive up that was in danger, go upperclass, and get some momentum back.
All hail the hive!
Adapt. Overcome. Triumph. No whining. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Monsieur Evil must have been reading my signature. For an efficent method of counter JP/HMG please refer to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=24670&st=15' target='_blank'>http://www.unknownworlds.com/forums/in...1&t=24670&st=15</a>
for my team it has been the most efficent way to ward off JPers, but then again no strat is perfect.
I am looking forward to the 1.1 changes for JPs
All hail the hive!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Right on. MonsE. Until recently I have been a die-hard marine, but lately I'm playing aliens more often (no horrific queue in the ReadyRoom <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) I'm not very good yet (maybe 1:3 kill:death ratio) but it's a lot of fun, and on pub servers aliens do pretty well. I stay skulk the whole game so as not to gobble resources better used by my more-skilled khaara bretheren, but chompin' on some jarhead makes for a satisfying snack.
Go <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> ; it's only natural!
It really depends on how many marines are in base. 1-2 chomp em and hit the armory, you've got time. 3+ have a couple skulks distract while 1 goes straight for the protolab.
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=24670' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=21&t=24670</a>
MonsE your saviour? Pfft.
Hornet, I know you're a lerk freak, but lerks alone won't win a game for the aliens if the marines know how to play. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
A single lerk can win it all even if the marines know how to play. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
You are now an officail god, and I will begin to sacrifice turrets in glorius honor to you.
and i'm with zerg, i think a single master-kharra can totally change the outcome of a game.
Hornet, I know you're a lerk freak, but lerks alone won't win a game for the aliens if the marines know how to play. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually a leet lerk such as those who exist in ELS are more than capable than elmininating an entire Marine team, regardless if they know what they are doing or not. I speak from experience, there is almost no counter for lerks... er leet lerks that is.
You're mistaken, an elite lerk doesn't stay the ground.
And, normally, in a JP rush, the lerks don't HAVE umbra or adrenaline. The entire point of a JP rush is to assault the aliens BEFORE they get the second hive up with JPs. Not necessarily HMGs, but they're definitely in the works.