Death of the GL rush

.ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
edited May 2012 in NS2 General Discussion
Yep... just letting everybody know that if you ever try this tactic against a knowledgeable good alien commander you will be pretty regretful. Just put 1 or 2 drifters on either room next to the hive. It will spot your GL rush and prepare an ambush.

Kinda sucks to be honest because GL rushing was an awesome tactic before. I mean it will still work if the alien commander doesn't buy drifters (or fails to pay attention to them)... which is actually pretty status quo at the moment.

Comments

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    why can't the marine comm counter by scanning ahead of time? unless you constantly micro your scouting drifters around (in which case the marine comm would be expected to equally increase his skill level to counter), they will be spotted.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
    <!--quoteo(post=1939941:date=May 29 2012, 10:54 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ May 29 2012, 10:54 PM) <a href="index.php?act=findpost&pid=1939941"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->why can't the marine comm counter by scanning ahead of time? unless you constantly micro your scouting drifters around (in which case the marine comm would be expected to equally increase his skill level to counter), they will be spotted.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That is a viable counter... but one that I already have planned for. It's usually pretty obvious which side the marines will GL rush from. Let's say rines are in data and aliens are in sub. You put a drifter in maintenence.... one in vent... and one in pipe junction. I like to have a drifter in every room by the time end game rolls around. It's amazing for sending out enzymes to your teammates and you have total map sight.

    But like I was saying those 3 redundant drifters will assure that you catch the gl push somewhere along the line. Less the push through crossroads door and scan maintenece. I usually will scan the room before the hive and the hive itself. The problem is no energy for beacon in most cases since I like to scan when I know there are skulks around.

    So the GL push is going to be a huge investment of PRES, energy and manpower if it fails. Which it surely will against an aware alien team. It's a shame really.

    They should beef the energy that the OBS can hold. It seems extremely low... considering they are essential for arcs. 1 obs will never be enough to use for an arc push if you are a good comm who uses scan. I almost mandatorily drop a 2nd obs by midgame. Is this redundancy really necessary when the energy of the obs can simply be increased?

    With all this nonsense of drifters spotting things and being cloaked the obs needs a buff. Think long and hard about it.
  • RockyMarcRockyMarc Join Date: 2009-11-24 Member: 69519Members, Reinforced - Shadow
    Nah I recon it's still a very good tactic, the guys with the GLs stay behind and you send in the kamakazis to shoot down the whips and take punishment from the whips while lobbing nades into them.
    Works good if you have team organisation :p
    But I admit, it's harder than it was before, which is good because before as soon as you saw a bunch of marines with GLs you knew it was over.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    There is only one way to settle this... Transcend vs XXXX... And a GL rush somewhere in the mix! :)
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Sounds like you have ID'd a counter to the GL rush ADHd, still requires the aliens to be organised and actually set up the ambush that the khamm see's (with about 20 seconds before they hit the hive).
    If they are a little slow the marines will still easily get the drop on them. Clearing a GL rush thats in a hive is harder than holding them off in a room adjacent to your hive.

    Whee has suggested a good counter to the counter you have pit forward but still reckon that GL rush (even if not succesful) will do some serious damage in the process. If you have a phase gate you can minimise the Pres loss/cost for a prolonged push.

    I hope lots of people do read this however as it might encourage them to build drifters and bring them more into the game than they seem to be used in pubs currently.

    I think the obs is fine currently given the change to hive sight (ie only from drifters), having a second obs was always a good idea...means you have a back up should the aliens take down your primary.
    Same way aliens are smart to built multiple chambers for their upgrades.
  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    With the aliens being even stronger now in 208, there is often a surplus of resources -> a whip or two at the hive. Also, since GL rush is a game winner, good aliens scout against it and also try and get a peek at the armory from time to time. So yes, GL rush is harder to accomplish now in PCWs than it was in previous builds. Can be done on public though, since half the teams are doing gorge walls and will not react in time ;)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I think it is a great thing that infestation no longer adds marines to the hive sight, and sort of see where you are coming from.

    The issue for me is that it actually makes the drifters useful now, which is good to see. All you need to do as comm is scan an area, and it will reveal them prior to a rush. Usually a lot of your drifters have been taken down by the time you have teched up to GLs anyway.

    They use a reasonable amount of energy, and if you do spawn 3 at the beginning of a round you sacrifice expansion.

    You either get 2 extractors really quickly, or get 1.
  • Bloodshot12Bloodshot12 Join Date: 2012-05-25 Member: 152578Members
    I wonder how attempted GL rushes will play out in 209 now that the NS1 full weapon GL replaces the single-nade rifle attachment GL
  • GrimfangGrimfang Join Date: 2003-02-04 Member: 13086Members, Constellation, Reinforced - Shadow
    I have seen Marine Comms setup a backup command station later in the game, with a secondary observatory at that position. The reason behind this was to have the possibility of doing a beacon to both locations, and cuickly resond to alien attacks in two locations. So having a second obs at a forward base could make sense in several ways, giving you more energy for scan, and enabling two beacon locations.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    LOL @ hugh's shameless plug for a comp game, well played sir.

    I think the issue is more how standard GL pushes have become, so it is always somewhat expected (along with jp rushes now since they are quite useful and a touch too cheap).
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
    Oh no! I have revealed my secrets! Now they will know my tactic! :(


    When the marine commander scans it shows up on the minimap and on the alien commanders screen. So, if they are scanning outside my hive it's also safe to assume they are about to push.

    Drifters are more powerful than the hivesight on infestation was. It adds a whole new dimension with the cloakable units. At least you could kill the cysts before... haha or avoid walking on areas with infestation.

    Drifter usage is going to explode soon, I think there needs to be a little better way to counter them and how useful they are. I don't want the drifters nerfed but perhaps let the obs start with the same energy but allow the maximum energy stored to be higher. So, this promotes the idea that if a commander saves his energy he will be able to scan more to find the alien commanders drifters by midgame when there will be tons of them (Which is profoundly important to anyone playing to win).

    And it also goes along with the idea that by midgame you will start seeing drifter usage go way up with the energy received from the 2nd hive. Right now having to buy 2 obs is mandatory in any game progressing past 10-15 mins. Sometimes sooner if you have arc play in mid game.

    The aliens got a buff to energy (Or rather just start out with a lot to begin with). I think the marines need a little buff now to counter the amount of energy available for drifters. If you give the obs a little more energy then spamming drifters will be much less viable for the alien commander. Please read and consider this UWE.

    I would undoubtedly still drop the 2 obs in midgame because it could be balanced well enough so that the marines DO have to spend a little more of their tres for more map vision. But the aliens do get their map vision for free on the other hand... well since energy is a replenished resource over time.

    I know it may raise the issue of people having too much energy to constantly beacon back their team but there has to be a smart way to balance it out. Perhaps beacons cost a different type of energy on the observatory? Just an idea... I'm sure someone in UWE can come up with a much better one.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    The GL rush is a garbage cheese tactic and this "counter" is nothing new. Hopefully UWE will remove the GL attachment (as per the tweet a few weeks ago) entirely, rendering this entire discussion moot.
  • MephitMephit Join Date: 2012-05-30 Member: 152747Members
    GL will be a stand-alone weapon next build, if I'm not mistaken.
  • SkugganSkuggan Join Date: 2010-03-19 Member: 71017Members
    <!--quoteo(post=1940016:date=May 30 2012, 02:36 PM:name=Mephit)--><div class='quotetop'>QUOTE (Mephit @ May 30 2012, 02:36 PM) <a href="index.php?act=findpost&pid=1940016"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GL will be a stand-alone weapon next build, if I'm not mistaken.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why do people think this is a good change?
  • IndustryIndustry Esteemed Gentleman Join Date: 2010-07-13 Member: 72344Members, Reinforced - Shadow, WC 2013 - Supporter
    <!--quoteo(post=1940017:date=May 30 2012, 06:47 AM:name=Skuggan)--><div class='quotetop'>QUOTE (Skuggan @ May 30 2012, 06:47 AM) <a href="index.php?act=findpost&pid=1940017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do people think this is a good change?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because as the current GL is there is very little downside to it and was directly against a stated design principle?
  • SmasherSmasher Join Date: 2005-03-06 Member: 43732Members
    <!--quoteo(post=1940017:date=May 30 2012, 08:47 AM:name=Skuggan)--><div class='quotetop'>QUOTE (Skuggan @ May 30 2012, 08:47 AM) <a href="index.php?act=findpost&pid=1940017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do people think this is a good change?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because it is?
    -potential of a "better" GL
    -encourage use of teamwork, "squad-ing" if you will. A couple marines defending the (devastating) GL-carrier
    -creates a strategical choice, GL <b>or</b> 'anotherweapon', instead of GL+LMG being purely an upgrade and superior in every way to just an LMG. More strategical choices are better :)
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    This post is flawed in so many ways.

    If I have two drifters in the rooms next to the hive room and I see a rush, that means I have approximately between 8 - 10 seconds to build 4 whips, get everyone back to base and prepare an ambush.

    Early game it is easy to place drifters, but it gets more difficult as you go on. Especially if marines keep pushing.

    I like drifters, you could drop the FOV perhaps if it is really causing issues. But at the moment, the unit is outweighed by its weakness and balanced by the fact it cloaks.

    If you pop out 3 early game (I tend to do this on summit, and then send them to several choke/tech points) it means you can only really get 1 extractor in the first few minutes. Rather than 2 pretty instantly otherwise.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    <!--quoteo(post=1940017:date=May 30 2012, 01:47 PM:name=Skuggan)--><div class='quotetop'>QUOTE (Skuggan @ May 30 2012, 01:47 PM) <a href="index.php?act=findpost&pid=1940017"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why do people think this is a good change?<!--QuoteEnd--></div><!--QuoteEEnd-->
    No more grenade spam.

    Why did people think making the GL an attachment was a good idea in the first place?
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1939943:date=May 29 2012, 11:58 PM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ May 29 2012, 11:58 PM) <a href="index.php?act=findpost&pid=1939943"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They should beef the energy that the OBS can hold. It seems extremely low... considering they are essential for arcs. 1 obs will never be enough to use for an arc push if you are a good comm who uses scan. I almost mandatorily drop a 2nd obs by midgame. Is this redundancy really necessary when the energy of the obs can simply be increased?

    With all this nonsense of drifters spotting things and being cloaked the obs needs a buff. Think long and hard about it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Can't another OBS be built?
    Or a tech point?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm not sure why you think GL rushes don't work now with drifter-sight as opposed to the previous infestation-sight. A successful GL rush typically required more thought than 'buy GL, run to hive'. In particular, it needed to be close spawns where you were assaulting a hive from an advantageous position (i.e. attacking a sub access hive from flight is much easier than an atrium hive). Also, it needs to be quick, before aliens get a critical number of whips or fades. Additionally, it helped to get most of the aliens out of position (e.g. get them attacking the RT in atrium before beaconing and rushing their sub access hive).

    Also, I don't see the change from attachment to standalone GL having much of an effect, because most GL rushes killed aliens via walls of nade explosions rather than rifle bullets.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited May 2012
    <!--quoteo(post=1940055:date=May 30 2012, 10:44 AM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ May 30 2012, 10:44 AM) <a href="index.php?act=findpost&pid=1940055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This post is flawed in so many ways.

    If I have two drifters in the rooms next to the hive room and I see a rush, that means I have approximately between 8 - 10 seconds to build 4 whips, get everyone back to base and prepare an ambush.

    Early game it is easy to place drifters, but it gets more difficult as you go on. Especially if marines keep pushing.

    I like drifters, you could drop the FOV perhaps if it is really causing issues. But at the moment, the unit is outweighed by its weakness and balanced by the fact it cloaks.

    If you pop out 3 early game (I tend to do this on summit, and then send them to several choke/tech points) it means you can only really get 1 extractor in the first few minutes. Rather than 2 pretty instantly otherwise.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Eh, not really. Drifters don't cost tres so dropping more RT's has nothing to do with anything concerning drifters (Unless you waste all your energy on misting right away... not recommended). Just don't spend your mist on your hive right off the bat and save it for augmentation or your carapace shell or just save it for maturing your first hive after you get your initial map control. You'll have more energy in the bank for early game drifters (If you are intelligent and place them well).

    Misting stuff only slightly speeds up evolve times / research compared to before... I'd say mist is so weak now that it's pretty much useless other than making peoples fades and onos spawn faster.


    GL pushes will still work guys... it just won't against a really good coordinated team. I mean even then it CAN work if the marine team gets some amazing frags on the way and then pressure the hive before whips are up. GL push will happen anywhere from 1:30 to 5:00 into the game. Any time after that and the map will be nice and lamed up.

    You used to see lots of GL pushes back when hivesight was still in. It worked great in scrims and gathers... now I have yet to see a GL push after so many have tried and failed in this build. I have done gl pushes to atrium and they have worked great it's all about finding the way to the hive that the alien comm forgot to drifter up / whips.

    One of my favorite things to do in pubs is go for advanced armory and gl's straight away. Then tell all my team to regroup on death buy gl's and walk a ninja way to their hive. Worked much better with hivesight on infestation because they won't be able to see the middle of the map straight away like they can now with drifters. You used to have to wait for your map sight now you can spy on marine spawn 20 seconds or less into the game. If you think about it GL pushes are really going to be a dead tactic and the GL is going to have a different role now which I hope makes the GL better than it was before. Even 1 whip could negate an entire gl push if the aliens ambushed at the same time.


    EDIT: I noticed the GL is now a standalone attachment so let's see how all of this balance has been changed in the new build. Perhaps this old strat will be viable again.
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