Early game rushing is not fun
spaceturtle
Join Date: 2012-08-03 Member: 154714Members
So many times the game is over before it even begins. Game begins, marines head out, then 5 skulks show up and the CC is down before you can even have an observatory up or beacon. Literally the CC is destroyed before the beacon can complete. This is not fun and I am wondering what the counter is.. Are CCs/Hives too vulnerable early game?
Comments
Usually I have to beg my marines to leave the base, as often there's 4+ just standing around building things when I really just need 1 or 2 at the most. Also, the commander is a player too when the going gets though, don't forget that. A good commander on either side will jump out to help defend if need be. (Though as marine commander it's essential you do this only when you have backup and it's a small group of skulks, jumping out of the comm chair to defend all by yourself vs multiple skulks is a good way to lose your base lol)
"BASE BEING RUSHED, GET BACK!"
That should be all. Easy skulk baserushes were in the game 1 year ago or so. Today it should be possible to manage that. Give the new players time to learn what's important.
Skulk rushes where so common in ns1 as u always knew where the base is.
And i don't think there where any post like this, i think nowadays player mentality is to complain all the time about anything.
Old school gamers just accepted the game as it was.
Oh, and the Comm needs to pop out of the chair to help defend the base, not just sit inside while the builders/base defenders are getting killed, screaming for the fireteams to come back.
Honestly, if anything the Kharaa are a lot more open to being early-rushed as they have an egg-limited spawn rate, whereas Marines can parallelize spawns by just building more IPs. Good base design is also important... dumping everything in the middle of the room? Bad idea. Take a tip from NS1 and build IPs in the middle of the room, and everything else along the walls to keep the lines of fire clear. Building non-essentials mid-room just gives Skulks more cover.
This is so wrong. Marines are actually better at rushing the hives than aliens are at rushing the comm chair. One marine can egglock the hive while the rest of the marines knife the hive to death. It's actually too easy for marines earlygame.
Basically, if a skulk rush succeeds, it's either because your comm/team is doing it wrong, or because you took a gamble that leaving the base undefended would let you pull off some other early strategy that needed the extra manpower (which is why you tend to see the occasional skulk rush work in competitive NS2).
Still, gotta communicate well, have some marines hang back, strategize.
com should know waht to drop first everytime and at east one marine should stay behind to build it...