A Perfect Counter For The Dreaded Jp/hmg Hive Rush

BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
<div class="IPBDescription">I found it!</div> Step 1. Press the "~" key
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

  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    But... my console is on KP_END...

    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.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    Find a friend, rush their armory. between 2 skulks it will take about 15 bites each. No more JP rush except with worthless LMG's for 5-10 minutes. Win game. Repeat. It works almost everytime.

    Adapt. Overcome. Triumph. No whining.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    <!--QuoteBegin--MonsieurEvil+Mar 6 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 6 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Find a friend, rush their armory. between 2 skulks it will take about 15 bites each. No more JP rush except with worthless LMG's for 5-10 minutes. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    I should have phrased it better.

    '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!
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--MonsieurEvil+Mar 6 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 6 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Find a friend, rush their armory. between 2 skulks it will take about 15 bites each. No more JP rush except with worthless LMG's for 5-10 minutes. Win game. Repeat. It works almost everytime.

    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
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    <!--QuoteBegin--MonsieurEvil+Mar 6 2003, 01:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 6 2003, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    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!
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I find knocking out the protolab to be easier (although it doesn't set the marines back as far).

    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.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    Please see the 5th post:

    <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.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    lerks are the perfect counter... fast, cheap, one hive, and they can fly... what more could you want?
  • TAUhang10TAUhang10 Join Date: 2003-01-10 Member: 12108Members
  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    Of course, the DOWNSIDE to lerks is the fact that their best-touted weapons, spike and umbra, don't do a lot of good without having the second hive. Spike drains a ton of energy due to its firing rate (countered by adren), which makes it impossible to fly, and umbra is just plain unavailable.

    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-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited March 2003
    <!--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-->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.  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I didn't know the armoury was required for jetpacks. More to the point, I thought there was still that bug that you gain the benefits of something further up the tech tree if a lower branch is severed. I'm pretty sure you can get HMGs and suchlike without an armoury... Well, maybe it's just motion tracking I'm thinking of.
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    Nope, you take out teh armory no more things can come from that armory, just like turret factorys.
  • Commander_KittensCommander_Kittens Join Date: 2003-03-03 Member: 14255Members
    <!--QuoteBegin--MonsieurEvil+Mar 6 2003, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 6 2003, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Adapt. Overcome. Triumph. No whining. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You are now an officail god, and I will begin to sacrifice turrets in glorius honor to you.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    you can still get jet packs if something like the arms lab is destroyed, but you can't get hmgs if the adv amory is dead and they rebuild a new reg. amomory.

    and i'm with zerg, i think a single master-kharra can totally change the outcome of a game.
  • TheDocTheDoc Join Date: 2002-11-15 Member: 8728Members
    edited March 2003
    <!--QuoteBegin---=_Fennec Fox_=-+Mar 6 2003, 06:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-=_Fennec Fox_=- @ Mar 6 2003, 06:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    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.
  • DebonairDebonair Join Date: 2002-12-02 Member: 10399Members
    I admitt a grounded lerk in an umbrella cloud using spikes is a formidible opponent but "elite" or not a smart marine "can"or take them out.... Via one HA/GL marine that tosses the nade into the cloud and pistol kills the the low energy "elite" lerk as he avoids the grenade... if nothing else a HA with a welder might do the trick...
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--Debonair+Mar 6 2003, 11:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Debonair @ Mar 6 2003, 11:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I admitt a grounded lerk in an umbrella cloud using spikes is a formidible opponent but "elite" or not a smart marine "can"or take them out.... Via one HA/GL marine that tosses the nade into the cloud and pistol kills the the low energy "elite" lerk as he avoids the grenade... if nothing else a HA with a welder might do the trick... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You're mistaken, an elite lerk doesn't stay the ground.
  • DebonairDebonair Join Date: 2002-12-02 Member: 10399Members
    Say Zerg, next time you just go "You're mistaken, an elite lerk doesn't stay the ground. " I suggest you pack a point in your doing that, fact of the matter is a lerk cannot maintain flying, umbrella, and firing an effective number of spikes at the same time even with Adrenaline level 3... The lerk runs out of energy typically ending up without an umbrella to protect himself. Thus my point about killing a grounded lerk is valid, because a flying lerk wont be able to keep up the umbrella, fly, and fire enough to kill more than 1 marine. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    ...For the love of God and all that is holy, the ability is UMBRA. OOOOMBRAAAAH!

    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.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    And the new armory needs to be upgraded to allow for hmgs to be dropped. That takes time. And costs res. IT really slows the marines down if they want to jp hmg. The time gained by this will mean the aliens can defend their hive better. And perhaps even get another up.
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