Skulk Rush

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Comments

  • SlycasterSlycaster Limited Edition Join Date: 2002-01-24 Member: 24Members, NS1 Playtester
    <!--QuoteBegin--Flatline[UTD]+Nov 11 2002, 02:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Nov 11 2002, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That takes an Armory though - which slows down the creation of static defenses.

    I don't care how good some people are with any gun - the turrets are much more accurate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Turrets are NOT very accurate at all. Skulks can single handedly kill turrets just by smart circle strafing. A marine with a shotgun is a hundred times better. Human defense > automated defense, you should never ever rely on turrets. I never even build a turret fac in the main base until late, if even then.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    <!--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-->I never even build a turret fac in the main base until late, if even then.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--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--> I usually skip the turret factory at the beginning (unless all my troops are named something like 'NSPlayer[6]' and go straight to the Armory<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Inexorable's second rule of command: They're <b>ALL</b> NSPlayers. Given half the chance your entire squad will huddle around whatever buildable objects are in your base, preferably with their back to the door.

    That being said, I wish more people would adopt this strategy. It would make my play time as the Kharaa <i>so</i> much easier.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    very valuable info, this should be pinned!
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Cyanide+Nov 15 2002, 01:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cyanide @ Nov 15 2002, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Turrets are NOT very accurate at all. Skulks can single handedly kill turrets just by smart circle strafing. A marine with a shotgun is a hundred times better. Human defense > automated defense, you should never ever rely on turrets. I never even build a turret fac in the main base until late, if even then.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, I didn't know just how inaccurate they were when I originally posted this. I've learned since then. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> I still think static defenses are useful to the point that they keep the enemy occupied, giving you a bit more time to get reinforcements to the location.
  • SpaceMarinesGiegerSpaceMarinesGieger Join Date: 2002-11-15 Member: 8683Members
    Dont know about you but when the MIND sends me rushing he sends me to distract you. Destryoing your CC or IP is a nice bonus. Yet the hives that are being built while you fend off the endless onslaught of skulks is even nicer.

    I love a game that sees Many a Onos and Fade in the marine base before they have been able to hold a RC node.

    Set those turrets up tactical On all sides of key structures. Dont focus on that rush to much becuase you have a certain amount of time (aprox. the time it takes for a gorge to gain 160 rc pts) before its over.

    That CC taking damage strikes fear in me too but try to see through it for what it really is.
  • BlackRocBlackRoc Join Date: 2002-11-07 Member: 7538Members, Constellation
    oops...
    yeah you need an armory for shotguns. I put down an armory so fast, I forgot that u need it to get shotguns. The armory is the third thing i drop within 10 secs.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Well he STILL writes don't he?
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    even though I am never commander since my comp sucks I thought of a cool idea


    place 6 turrets with 2 infnary protals and a turret factory in the middle..


    like so

    T = turret
    TF= turret Factory
    IP= Infnary Portal

    T T
    T IP TF IP T
    T T


    It may take a little whole, but it will be great protection from skulks destroying thes structures if there is no place they cant be safe and the TF is blocked off.. possibly building this arroudn the command station too... I am sure it's been done.
  • Invader_ZimInvader_Zim Join Date: 2002-11-23 Member: 9708Members
    The trick about skulk rushes, is they're most successful against deaf marines.

    On almost every map, the marine spawn has 2, count 'em, 2 exits. Even when the doors are right next to each other, the hallways branching from them go off in very distinct directions. Just listen for the "click click click" or skulk footsteps (distinguishable even against large numbers of marine footsteps), and you can tell exactly which door they're going to come through.

    Being that it's a rush, they'll also be pressing against the middle of the door, so they can get through as soon as possible. This means, listen to the sounds to see which door they're going to come through, and when you hear the hiss, be firing into the middle of the door before it's even open all the way. This will cause a couple of the front-line skulks to try and seek cover (someone always does), which screws up the rush path of the rest. Once they're unorganized, they'll be slower, and cleaning up the mess will be roughly as difficult as mowing the lawn.
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