Jp + Hmg Rush

EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
<div class="IPBDescription">plz stop</div> i wasnt sure wether to put this in marine stratrgy or here but marine stratrgy is for stratrgys so here i am.

on to the main post recently i havent been playing NS because im fed up with marines only ever using jp+hmg rush. im asking all marine commanders to stop this and to try out outher stratigies. if pepol respond to this and agree with me i will defintly start playing agin if everyone disagrees i guess i have to hope 1.1 stops this stratrgy <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> .

Comments

  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    Read the beta forum, this will be fixed.
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    <!--QuoteBegin--Emoo+Jun 6 2003, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Emoo @ Jun 6 2003, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i wasnt sure wether to put this in marine stratrgy or here but marine stratrgy is for stratrgys so here i am.

    on to the main post recently i havent been playing NS because im fed up with marines only ever using jp+hmg rush. im asking all marine commanders to stop this and to try out outher stratigies. if pepol respond to this and agree with me i will defintly start playing agin if everyone disagrees i guess i have to hope 1.1 stops this stratrgy <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> . <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    NEVAR!!!!!!!!!
  • EvisceratorEviscerator Join Date: 2003-02-24 Member: 13946Members, Constellation
    It will be difficult to get everyone to stop using the tactic. Best you can hope for is find a server that doesn't condone the tactic and will slay/kick people that repeatedly use it. There are some out there. PM me and I'll give you the address for one. Or, wait until 1.1, as it hopefully will not be as common as it is today (IE, Kharaa will have more time to counter it.)
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    um.. theres no way in hell u can do a jp hmg rush in 1,1 =/
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    JP In 1.1 = highest marine tech
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    HMGs slow JPs too much down in 1.1. You can still use them to make bigger leaps, but better don't hope on much else - the JP/HMG-rushtactic of just flying around until the hive is dead is thus not viable. Furthermore, a good Lerk or a competently built base are now good enough to counter JPers.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Hm, I kinda like the sound of that, does it slow down lmgers though?
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    I'm perfecting the HA Rush tactic, managed to get a nice HA army within 15 minutes, which is good for me as I'm a newb comm :/
  • Lightning_BlueLightning_Blue Sunny Domination Join Date: 2002-12-11 Member: 10647Members, Constellation, Reinforced - Silver
    When I'm on my server I try to keep the JP/HMG to a minimum.

    Can't say the same about my other admins tho <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Whats wrong with jp/hmg? there are ways to counter the strat even more so on a pub.. were i doubt the marines are pulling off their strat to a flawless level.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--lagger+Jun 6 2003, 06:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ Jun 6 2003, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats wrong with jp/hmg? there are ways to counter the strat even more so on a pub.. were i doubt the marines are pulling off their strat to a flawless level. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    um, I agree with lagger. Learn how to counter JP/HMG, it's not hard. and if you're fighting 6 jp/hmgs, then you did a bad job of keeping the marines out of the resource monopoly.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    Or try a different server...there are servers out there that don't jp/hmg rush (because it's already a foregone conclusion, or because the server regulars are experienced enough to know exactly how to counter it), and i must say that the games are quite fun.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    edited June 2003
    Meh Most pub comms couldnt pull off a successful JP+HMG rush to save their life. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    edited June 2003
    <!--QuoteBegin--Frogg2+Jun 6 2003, 06:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ Jun 6 2003, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meh Most pub comms couldnt pull off a successful JP+HMG rush to save their life.  <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats not nice. Public servers are how the NS community grows. I doubt people just download NS, start a clan and instantly know how to run a comm chair.


    Edit:<i> Re read my post. Bit harsher sounding than I intended it to sound <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> </i>
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    <!--QuoteBegin--Speed 2 Dave+Jun 6 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speed 2 Dave @ Jun 6 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--lagger+Jun 6 2003, 06:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ Jun 6 2003, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats wrong with jp/hmg? there are ways to counter the strat even more so on a pub.. were i doubt the marines are pulling off their strat to a flawless level. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    um, I agree with lagger. Learn how to counter JP/HMG, it's not hard. and if you're fighting 6 jp/hmgs, then you did a bad job of keeping the marines out of the resource monopoly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    except that in servers with a population of more than 15 the resource model is so skewed that with 2 resource towers marines can get jp/hmg in 10 mins, with 3 about 5. Not really a way to keep them out of the "resource monoply" when all they have to do is hold their spawn RT and 2 others for 5 minutes to win.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    the JP/HMG rush isn't hard by itself (for the comm)...it's the part about your marines that keep dying that's hard.
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    Well I have a simple solution for situations where I give 5 or more marines hmgs and jps and they fail to kill the hive.


    -Permanently remove server from list
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    I dont think that JP and HMG rushes are terribly overbalanced anymore.

    Mostly it was such a suprising tactic that when it first came out it overwhelmed the originally sedate alien team. Now that aliens know what to expect, they developed tactics to counter it. Keep enough aliens to defend, set up your defences to protect your hives and while they are rushing destroy their resource towers or commit some other action while the comm is distracted.

    Remember if you block the JP/HMG rush the marines just lost a lot of resources for nothing.
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    If you outlaw JP/HMG rushes only outlaws will JP/HMG rush.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--wizard@psu+Jun 6 2003, 07:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wizard@psu @ Jun 6 2003, 07:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you outlaw JP/HMG rushes only outlaws will JP/HMG rush. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    and outlaws are hunted down ruthlessly and exiled....FEAR THE LONG ARM OF THE LAW! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    well as you alll say 1.1 fixs this which makes me very happy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    untill then i guess i have to think up some anti jp+hmg rush tactics
  • SuicideRusherSuicideRusher Join Date: 2003-02-23 Member: 13893Members
    In Australia it's almost impossible to do a JP/HMG rush against the top clan, their tactics are flawless and they have 1 lerk that just doesnt miss, ever.
    Even in public over here you dont get alot of jp/hmg rushes, well not from the last 10 games i've played.

    Just wait if it pisses you off that much
  • ScorchBcNScorchBcN Join Date: 2003-05-01 Member: 15985Members
    edited June 2003
    <!--QuoteBegin--Speed 2 Dave+Jun 6 2003, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speed 2 Dave @ Jun 6 2003, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--lagger+Jun 6 2003, 06:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lagger @ Jun 6 2003, 06:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Whats wrong with jp/hmg? there are ways to counter the strat even more so on a pub.. were i doubt the marines are pulling off their strat to a flawless level. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    um, I agree with lagger. Learn how to counter JP/HMG, it's not hard. and if you're fighting 6 jp/hmgs, then you did a bad job of keeping the marines out of the resource monopoly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Uhmmm...excuse me, but i've played a lot of matches where marines ONLY had their initial res tower (or one more tower, but no more than 2), and an JP HMG rush made us lose the match (or made it EXTREMELY difficult). Yesterday on ns_eclipse (i think), marines only had 2 res towers (we, the aliens, capped a lot and defended it), marines didn't take any hive and started researching JP HMG. As a result, while the aliens needed A LOT OF RES to simply create a new hive, fades, etc...marines only need 2 fu&%$ res towers to counterattack us with HMG JP. They destroyed 3 times the CC hive, 2 times the maintenance hive and 1 time the eclipse command hive. It was frustrating...

    However, if it's not enough, OC's are too slow to attack an JPer (if he's good), WoL's can easily been taken down in order to pass throught them, and webs near the WoL's are useless if the JPer has a welder...

    The ONLY VALID TACTIC against the JP HMG rush is a mega-rush to the marine base in order to destroy..(in this order):

    - Prototype lab
    - Armory
    - Arms lab

    If they don't have a PL, they can't create JP...if they don't have armory they can't give HMG, and if they don't have arms lab they must create it before create the prototype lab...if you can destroy all 3 you'll have enough time to go all fades/lerks (or even onos, depending if they have taken or not a hive and the active marine res towers) and destroy them definitely without many problems.
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    The fact that marines only need 2-3 res nodes to launch a JP HMG rush ruins the game... worst exemple being Nothing , marines take cargo (relocation rush) , its 3 nodes (fully mined location , no hope of destroying the RTs) and tech to JP HMG in a few minutes. Aliens painfully fortify Viaduct and silo , but all the marines have to do is to destroy one of the silo entrance's WoL and wreak havoc in the hive room , untouchables. Having lerks prevents from WoLing both hives and vice versa , so it's virtually impossible to counter the JP HMG rush (unless you have a very , very skilled lerk who can kill more than 2 JP HMGs midair)

    Just say no to the JP HMG rush... it makes the game frustrating for everyone , it's not rewarding to shoot a hive with HMGs really. Yesterday I was comm and made a relocation in Cargo (aliens weren't strong though) then refused to upgrade the armory. Phasing silo from Antechamber , my team destroyed the main hive with mere lmgs (and a heavy medspam though) ; then I gave them welders , shotguns and JP and they owned their way to viaduct , which collapsed under the weight of the 3 redroom sieges.
    Upgrading to lvl 3 and giving shotguns before JPs is more of an elegant option , rather than giving HMGs.
  • Marine0IMarine0I Join Date: 2002-11-14 Member: 8639Members, Constellation
    Yeah Rusher is right about Aussie pubs. JP/HMG rushes are few and far between because the casual players cant be bothered perfecting it enough to use it, and the clans realise that on pubs its just ruins the games for casual players, and thus dont do it.

    And dont be so quick to disparage public players - the community is dead without us.

    We Australians are simple country people who still hold to the oldfashioned idea that games are played for fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Oh - and about that uber accurate lerk - hes prolly the only fella on the team that realises that spikes are hitscan and ignores the animation. After playing cs and dod its just so damn easy to keep tracking nmes without recoil <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • oneshoeoneshoe Join Date: 2003-06-02 Member: 16928Members
    edited June 2003
    Don't worry. In 1.1, jp+hmg will be used yes, But it won't be as effective as it is in 1.04. The jet pack in 1.1 is more like a Jump pack. You have to land every few seconds and start up again. Unlike in 1.04 where you could stay in air all day withouth landing and recharging fuel. But, the best strat for 1.04 for the marine side is jp+hmg and it won't stop until some first timer jumps in the COMM chair. Just hope there's always a newbie as comm :>
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Regarding the small 'pub-clan' quarrel in here - can't we just agree that both sides play the game in a viable fashion? I'm getting sick of that holier-than-thou attitude some on both sides display.
  • JesusCJesusC Join Date: 2003-03-28 Member: 14996Members
    <!--QuoteBegin--Scorch[BcN]+Jun 7 2003, 03:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scorch[BcN] @ Jun 7 2003, 03:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Uhmmm...excuse me, but i've played a lot of matches where marines ONLY had their initial res tower (or one more tower, but no more than 2), and an JP HMG rush made us lose the match (or made it EXTREMELY difficult). Yesterday on ns_eclipse (i think), marines only had 2 res towers (we, the aliens, capped a lot and defended it), marines didn't take any hive and started researching JP HMG. As a result, while the aliens needed A LOT OF RES to simply create a new hive, fades, etc...marines only need 2 fu&%$ res towers to counterattack us with HMG JP. They destroyed 3 times the CC hive, 2 times the maintenance hive and 1 time the eclipse command hive. It was frustrating... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    How many players was that game?! Or more importantly how do you get every rt + hive and still lose. JP/HMG is unbalanced because it appears at <i>the one hive level</i>. If you're still having trouble with them after you get fades and web... it's just a matter of the teams being stacked against you. Web + acid rocket > any unupgraded JP/HMG (which I would assume they were if they only took one additional rt).
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