Marine Rushes

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">Hoe do you like yours?</div> It seems to me marine rushes are now and important part of the game. To stand any chance of success unless you are doing 2HLD then your going to need to take a hive down at around to 7-12 minute mark. However there pretty underused and the majority of comms seem to try ninja sieges instead.

The rush I currently do is a Shotgun rush. I equip half the team (people can pick up dropped ones) with shotguns then send them to the least defended hive taking out any RP's on the way. If the majority survive to the hive, I just let them blast it and spam med, if casualties were more severe I drop a PG, (already one in base).

If I have adv arm, I'll replace 2 shotties with a HMG and a GL.

Toying with the notion of adding mines to the equation, but have seen very little mine sucess during my games of NS.

How do you rush? and what improvements can you make on mine.

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Rushes go very nasty against sensory chambers.. and then you'd better have more than 1 observatory if you plan on scanning your way to freedom.

    With other chambers the rushes have a good chance of succeeding.

    Shotgun/JP kills hives very quickly, about 3 seconds if there are 4 marines equipped.
  • plu5on3plu5on3 Join Date: 2003-01-26 Member: 12833Members
    WELDER A MAN's WEAPON <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I've seen no great use of mines. One goes down, the path is open. And unless you're there to see it, you'll never even know.

    Personally I'd suggest using mines on blind corners or just underneath vents to catch aliens as they emerge. As a base defence they're a joke. Another suggestion is as ad hoc electricity on RTs in the early game. Stops skulks getting too close, if they're placed well.

    You could use them in double or triple rows at smaller doors or in places where you can't fit a TF and friends, but IMHO you're better off pushing forward until you get to a spot where the turrets have a nice long line of fire.
  • SilverSurfieSilverSurfie Join Date: 2003-08-12 Member: 19597Members
    I think i devised the fastest rush possible for this one map. Timed it down to 1:30 just by myself Comming and rushing, so probably around 1:00 w/ a full team. Aliens are gonna be hurting when Caleague-NS starts. *evil laugh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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