Counter To Electric Node Rush?
Cowswin
Join Date: 2003-03-17 Member: 14623Banned, Constellation
<div class="IPBDescription">alien ranged weapons = 0</div> What in 3.0 are the current counters to a node rush? (electric or vanilla)
In 2.x the only one for the most part was to block them in the base or by luck find out where the marines were (OMG SENSORY FIRST WINS), and stop them before they put up the nodes or took out the nodes the second they left them.
In 2.x the only one for the most part was to block them in the base or by luck find out where the marines were (OMG SENSORY FIRST WINS), and stop them before they put up the nodes or took out the nodes the second they left them.
Comments
MC first TBH <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
- Dropped in health to 1000
- Less accurate
- Slower RoF
- Does half Dmg to HA...
The Ocs need an improvement.
Why oh Why can't they start doing more Dmgs to Structures.
Say double.
If a gorge sets up 2 Ocs to take out a res tower, they should be able to take it down on there own in less than 3 mins. Currently it would take around 5 mins for two Ocs to kill a RT.
I say give the OCs Double Dmg vs structures.
The Marines have sieges and Elec and Marines with shinny guns to kill the OCs, why can't the OCs have some kinda advantage.
Healspray and bite. The more skulks you get in there the easier it is as the electricity can only damage two targets at once. The more targets you get in there the less you get hurt and the quicker the node goes down. However, this does need ye olde TeamWorkHax 1.76b <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Ye olde is right. www.TeamWorkHax.net just released the new version 4.6.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
In all seriousness though, a pack of skulks with a gorge or two can do what a regen fade can, but only do it faster and cheaper.
If that fails, cut your losses and get gorges to block their access to deeper areas with OC's (as in, don't let them get to the node, not let the OC attack a node).
Ye olde is right. www.TeamWorkHax.net just released the new version 4.6.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
In all seriousness though, a pack of skulks with a gorge or two can do what a regen fade can, but only do it faster and cheaper. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Incorrect. It depends on your definition of "cheap". I do not think that losing 3 players from your team is at all cheap, although when you look at purely from a resource perspective, than yes it is 'cheaper'. But it is not NEARLY as effective either. If even one marine happens to find these skulks chewing on the nozzle and downs even one of them it will destroy the whole scheme. Not to mention the time it takes to organize this sort otf plan. Sounds good on paper, but falls apart in game.
DC first is the only way to go in 2.01
So really, there are no counters to elec rushes in 3.0. Given how rarely aliens win, that's sort of hard to deny.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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-->
So really, there are no counters to elec rushes in 3.0. Given how rarely aliens win, that's sort of hard to deny. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Let's start out by establishing that aliens do win often. Believe it or not, NS is actually very well balanced for its type of game. There is a 50/50 split between people who think that marines win too much and people who think that aliens win too much.
Next, look at my earlier post. It seems to have been completely ignored.
<!--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-->Electricity is slow and expensive to research for an early-game tech. You have to get a band of skulks together to stop the marines before they build them or before it's electrified, which may be a while because of the slow res.
If that fails, cut your losses and get gorges to block their access to deeper areas with OC's (as in, don't let them get to the node, not let the OC attack a node). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
rofl ignored your second post aswell, elec might be expensive for early game but if you get a ton of res points and electrify them all you can catch up to those upgrades really quickly with 2 armslabs then drop a few shottys.
evolve to gorg and Build hive for bilebomb = 50
Second option costs 5 more res and u don't get the res tower but you also get another hive which benefits everyone and means anyone can kill the res easy.
Also how about building 2 dcs instead of 2 ocs then evolving to skulk its a hell of a lot quicker
Great minds think alike
I think teamwork H4x is going to be the only way.
- RD
- Dropped in health to 1000
- Less accurate
- Slower RoF
- Does half Dmg to HA...
The Ocs need an improvement.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
WOW!!! you definately smokin the alalala man!!
Unless of course you are referring to changes made since 2.xx (in that case i humbley apologize)
But may i remind you of the 1.xx OCs!!!
1st: They were so INACCURATE i remember jumping ON TOP of numerous OCs just to get around them and even on one occasion not even getting hit upon doing so. Back in the day Marine common sense was to always "Jump over" the OC wall of lame instead of trying to take it down, whereas now wall of lames will drop a marine b4 he even gets his TSA standard issue Tim's near their base!!
2nd: I cannot quote the exact RoF from 1.xx but if my memory serves me right the difference is negligable.
3rd: I do agree 1/2 damage to Hvy's seems unjustifiable.
Summary: OCs (and for only 10 res!!!) do need CHANGE;; so i guess our common ground is acknowledging that their current state is not optimum and does warrant change, however, improvement... well i guess we'll see when 3.0 comes out (and dont get me started on that one!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
With the wet-paper fade and onos, and the stupidly huge range that electricity has, I doubt what you say is close to being true.
With the wet-paper fade and onos, and the stupidly huge range that electricity has, I doubt what you say is close to being true. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What he meant to say was the win percentage was 50/50 for a sample of NS randomly selected. What he neglected to say was this isn't significant evidence that NS is balanced. A newbie commander will wreck an entire team whereas a newbie alien is just a setback.
To be honest I'm not sure how balanced it is or isn't. Electricity is bad, but so are regen fades. What to do what to do....
- Dropped in health to 1000
- Less accurate
- Slower RoF
- Does half Dmg to HA...
The Ocs need an improvement.
Why oh Why can't they start doing more Dmgs to Structures.
Say double.
If a gorge sets up 2 Ocs to take out a res tower, they should be able to take it down on there own in less than 3 mins. Currently it would take around 5 mins for two Ocs to kill a RT.
I say give the OCs Double Dmg vs structures.
The Marines have sieges and Elec and Marines with shinny guns to kill the OCs, why can't the OCs have some kinda advantage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i do agree on ocs needin more power, to structures. would stimulate peeps to go gorge and put down offenses more often
but electric node rush has a downside as well. its still 30 res, which means slow ups, which means an easy life for fades who can take on unuped rines AND elec res nodes. theres more counters to elec rt rush but regen fade is simply the easiest, and relatively most efficient imo
Binnggooo
I think that the building spacing is extremely stupid, they should just make sure the bounding boxes don't hit, not add another circle around every one.... And the electricity covering almost all of West Skylights??? that's insane! Regen Skulks won't be able to do a thing!! and gorge + skulks won't even work, because the gorge will probably end up getting zapped... Less likely if there's two skulks, but still could easily happen, and if there's only one, death to em both.
In 2.x the only one for the most part was to block them in the base or by luck find out where the marines were (OMG SENSORY FIRST WINS), and stop them before they put up the nodes or took out the nodes the second they left them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Er... there's one already. You don't go for the nodes, you go for everything else. If they're spending res on electrifying their nodes then they're losing out on res which they could be using to expand\secure more nodes\tech up. Use the time it gains you to destroy what little stuff they DO have.