Ick... Nasty Hmg Rush Tactic

MoroseMorose Join Date: 2002-11-03 Member: 5961Members
<div class="IPBDescription">Makes me feel dirty</div> Well, one of the guys I game with came up with a disgustingly effective strategy last night. Basically we turtle and kill all incoming skulks rushes while the comm builds two IPs, and an Armory... then load up on ammo, and he immediately upgrades the armory. Then, we pass out a couple HMGs VERY early to the best shots on the team, and proceed to march around the map, laying waste to everything on our way to the hive. If one of the HMG guys somehow gets killed? The marine behind him picks up the HMG, and we carry on. This is one of those tactics developed due to the fear of hitting the mid game and dealing with Fades, and it's REALLY effective. If the aliens don't have a VERY good gorge or if they try using more than one, they will be slaughtered and their hive will go down before they even get a chance to THINK about putting a second one up. Icky, icky, icky. Anyway... just had to post this so it can be considered by those who think marines don't have a chance. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

You COULD use this strategy legitimately. Equipping a couple "guards" with HMGs to watch while the rest of your mainres build stuff. But it's so effective at taking down hives, there's almost no reason not to just march right in and gun one down. Something to think about.
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Comments

  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Of course if the aliens somehow manage to ambush you you're utterly utterly dead.

    Scanner sweeps I suppose?

    BlueGhost
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Yeah, I fought a commander who tried that and although it was certainly a run for our money, we'd always manage to take them down and try to keep the marines away from it until it vanished. That really hurts in the early game to lose 25 rp.
  • RuriRuri Join Date: 2002-11-02 Member: 4709Members
    <!--QuoteBegin--Kilmster+Dec 18 2002, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Dec 18 2002, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In the time it takes to tech to hmgs, aliens can get a second hive and defense.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    there is no tech, thats what the original poster was saying.

    15 for IP
    1 armory (25) + 35 to upgrade it. and you can drop 1 HMG and another in 1min. If this fails just go about normally building a TF, 2 SG's, expand, etc.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Ugh, that does feel dirty. I can see it working on a crappy team of really bad aliens, and maybe a decent team if you get really lucky. Still, not all that safe. And, like you said, it does feel so blunt, awkward and <i>dirty</i>.
  • ArdescoArdesco Join Date: 2002-11-09 Member: 7831Members
    Its pretty effective, actually. I see a couple of clan practicing this strategy occasionally, and it works with devastating effects. Another really cheap clannie tactic is the "relocate your base to another hive" rush. Again, these are both high-level clannie tactics, and I doubt i'd be very useful for most pub play (then again, on most pubs, the aliens tend to be random pub ppl while the clannies are on marines, so its effectiveness is somewhat questionable...)
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Good tactic for 6vs6 but don't the marines have an easy enough time already? 5 LMG Marine Hive Rush backed up with a commander that is sweeping ahead of them is pretty dang effective because of the slow respawn times for the aliens.
  • OrpheusPrimeOrpheusPrime Join Date: 2002-12-18 Member: 11074Members
    I find, more often than not. That I can't count on my marines that much, at least in public games. There are still far too many newbs who walk right inro skulk ambushes. Remember, it still only takes 2 bites from a skulk to kill a marine no matter what gun he has. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> Its d*mn expensive to give out HMGs to newbs.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    I was on the server one game ahead of Morose, when [UWW]Drew first used it against my alien team. The HMGs came out so fast that everyone initially asssumed they were obtained dishonestly. After the first few skulks were cut down, I knew the hive would be joining them shortly. Dropping a defensive tower allowed me to live through the alien-countdown long enough to toss the second hive up, but that was just an act of defiance more than anything.

    While it is possible for a coordinated skulk assault to counter the HMG rush, it'd be mighty hard against a marine team of even moderate skill. Of course, when teams switched next round, we used the same strategy right back at 'em <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    And yes, it felt dirty <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • textex Join Date: 2002-11-13 Member: 8469Members
    it's a risky tactic on a pub though. i was playing marine earlier today when the commander tried this strat. he told everyone what we were doing, 2 ips, an amory, immediate upgrade, then dropped hmgs and most people ran off one by one in different directions. (to their deaths)

    it was pretty amusing. the commander who spent all of our resources on hmgs got frustrated, cursed at us and left.

    so the morale of the story, know your troops and make sure you can tell who the decent players are before you try this strategy.

    i think he prefaced the hmg drop with "ok, don't pick up a hmg unless you are good." i don't think that's gonna do it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--tex+Dec 18 2002, 07:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tex @ Dec 18 2002, 07:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->it's a risky tactic on a pub though. i was playing marine earlier today when the commander tried this strat. he told everyone what we were doing, 2 ips, an amory, immediate upgrade, then dropped hmgs and most people ran off one by one in different directions. (to their deaths)

    it was pretty amusing. the commander who spent all of our resources on hmgs got frustrated, cursed at us and left.

    so the morale of the story, know your troops and make sure you can tell who the decent players are before you try this strategy.

    i think he prefaced the hmg drop with "ok, don't pick up a hmg unless you are good." i don't think that's gonna do it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> *LoL*

    Yeah even though I wouldn't call this an 'Advanced Tactic' for Clans the whole concept of teamwork is a pretty advanced strategy on pubs.

    I would like to see how many nodes and how far along the 2nd Hive is before the Marines get 2 HMGs with this strategy. Anybody know?

    I can think of some weaknesses that could be exploited to counter this strategy but without knowing exactly how long it'll take to get these upgrade I cannot be sure.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    it is surely just exactly the same as a streight marine rush in excecution and principle, the only difference is you've blown all your res so you cant do the lots of IP's and phase gate trick....

    BlueGhost
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Risky, but I could see it working. It does feel dirty though. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    I still vote to stick with an early observatory - HMGs vs skulks just seems like overkill to me when they die so easily to LMGs in the early game.

    No reason to hold off on upgrading that armory a bit earlier though if you can get an extra RT up early on.
  • skulkswerenerfedskulkswerenerfed Join Date: 2002-12-11 Member: 10633Members
    this is the stuff i posted, but everyone was like
    YOU JUST SUCK

    I told you guys you were slower learners and that in a while you guys would figure it out
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    High risk and hard to pull off. At 25 res a hmg, you won't be able to build anything else with 1 or 2 res nodes. Will be more useful to invest that $ on motion tracking (if you are on a Win32 server).
  • TylerTyler Join Date: 2002-11-13 Member: 8418Members
    Basically, a very organized marine team will always win. Aliens always win if there are any stupid marines that don't conform.
  • IxionIxion Join Date: 2002-12-19 Member: 11108Members
    edited December 2002
    I remember Morose. I was commanding the game he was talking about. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    It's actually a very common tactic, though I don't see it in use too terrible often. The only problem with the HMG Rush is when you are in a public game and no one has voice communication - those games usually result in a lot of name calling, cursing and eventually a loss after a coordinated skulk rush by a very unhappy alien team. I'm around in a lot of different servers doing this rush, most are successful, but - yeah, when they fail, I get real upset, insult the team, and run into a corner and cry for a time.

    If you do it quick enough, the game can be over in under 5 minutes. That's nowhere near enough time to get a second hive up and pumping out more skulks.

    In a game of atleast 6 people on either side, I've seen those crafty asians (koreans) pull of similar LMG rushes with motion tracking... but they took about 12 minutes. That's cutting it pretty close for an all or nothing move.

    Lastly, if you don't recognize the name, I was commanding under ":dis| _x" Hope the name rings some bells there. Sorry for calling you 'moose'

    Final note of caution though. I've been to some servers that start you off with around 60 resources and it takes a lot longer to get atleast 3 guys equiped with HMGs. By that time, your team is screwed.
  • InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
    The HMG has more advantages than just the increased power, though. More power, higher rate of fire, deeper clip, and against skulks, the wider spread is a good thing. You'll also level the hive much faster, so the skulks get fewer lives in which to stop you. This strat has it's ideas, and personaly I don't think it's in the least bit dirty (and I play a lot of alen <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ), but it IS risky - on a pub server, good luck getting those guns in competent hands with backup, and clannies will probably be playing clannies, who'll be ready for such tricks.
  • LumanisLumanis Join Date: 2002-12-12 Member: 10605Members
    <b>My strat:</b>
    -2 Spawn Portals
    -Armory
    -Drop a few packs of mines for defense.
    -Observatory
    -Scan hives to locate aliens.
    -Assess my Marines, do I have any vets... any newbs?

    <b>Option 1:</b>
    -Phase Gate at base
    -Send all marines to occupied hive.
    -Build phase gate near hive.
    -Send my experience marines in, 2 cover for respawning aliens, 2 unload on the hive.

    <b>Option2:</b>
    -Send marines around to the backside of a hive, or the least predictable position (some maps have some tricky seige positions).
    -I need a 2nd recource tower for this, so I have the marines secure one (I try to pick the one farthest from the hive).
    -Send all my marines to a good seige position. Set up Phase gates, build TF, Upgrade TF, Build a Seige Cannon.

    <b>Plan failed because we didn't win already...</b>
    -I get 1-2 tries at this before their 2nd hive is up.
    -Once hive 2 is building (I always know because I scan alot), we get one more chance to take the least defended hive (usually their starting hive).


    <i>We lost <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> </i>
    I'm a newbie commander who doesn't know what he is doing, because my marines got munched by the aliens time and time again.

    <i>We won: </i>
    Lumanis!!, you own!! Get back in the command chair... lets try it again.

    I feel securing the 2 empty hives and your base is a bad way to go.
    I think the best marine strategy is to attack the hive the aliens start at before they can get a 2nd.
    There are many variations of this strat, most of them being more on the conservative side.
    Many like the HMG rush, I prefer the phase gate/lmg rush. Both Work.
  • Dead_DragonDead_Dragon Join Date: 2002-12-17 Member: 10972Members
    Two things.

    1. You dont need to scan to find out where the aliens first hive is. Move your viewpoint over each hive location and wait a few seconds. When you hear a squelching noise, congrats, you've found their hive. Also note that when you are scrolling around, you can HEAR Skulks run straight under your viewpoint, giving you early warning without having to scan.

    2. A stupidly simple counter to the marine HMG rush early on is: Dont try to ambush the marines. Avoid them, get a group of skulks around to the undefended and unturreted marine start and wreck the damn thing. By the time any marines get back, you've either taken out the CC, or are so close to doing so that the marines spend the next 10 minutes fortifying their base.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    hmg rush dies to the sensory first cloaking strat!!!
    hahahaha
  • LumanisLumanis Join Date: 2002-12-12 Member: 10605Members
    <!--QuoteBegin--Dead Dragon+Dec 19 2002, 10:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dead Dragon @ Dec 19 2002, 10:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Two things.

    1. You dont need to scan to find out where the aliens first hive is. Move your viewpoint over each hive location and wait a few seconds. When you hear a squelching noise, congrats, you've found their hive. Also note that when you are scrolling around, you can HEAR Skulks run straight under your viewpoint, giving you early warning without having to scan.

    2. A stupidly simple counter to the marine HMG rush early on is: Dont try to ambush the marines. Avoid them, get a group of skulks around to the undefended and unturreted marine start and wreck the damn thing. By the time any marines get back, you've either taken out the CC, or are so close to doing so that the marines spend the next 10 minutes fortifying their base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I generally know what hive they are at based on how long it took the skulks to get their, and which side they come from. The scan is cheap, and I can't ALWAYS hear things regenerating/building.

    I have a phase gate up and mines, I generally don't have a problem with securing my main base for the first 5 minutes. You can also leave a single marine to keep placing mines/defending.

    This plan isn't failsafe, but I think it is the Marines best chance at victory.
  • dumbodumbo Join Date: 2002-11-13 Member: 8373Members
    "2. A stupidly simple counter to the marine HMG rush early on is: Dont try to ambush the marines. Avoid them, get a group of skulks around to the undefended and unturreted marine start and wreck the damn thing. By the time any marines get back, you've either taken out the CC, or are so close to doing so that the marines spend the next 10 minutes fortifying their base."

    I don't see why this would work?

    Surely if you avoid the HMG marines, then you just swap your hive for the CC. Losing the CC is bad, but losing the hive is 10-second perma-death.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I tried doing this with only LMGs for the entire game. It worked, and it worked well. Why? We had <i>money</i>. Only an obscenely crappy player needs an HMG to lock down a hive. With two people out of six, we held an occupied hive for more than five minutes. And no, these aliens did not suck - they were very effective at munching marines if given the chance. Had we purchases HMGs and rushed, we would have died instantly (speed would blow = skulk food), then lost the game as we couldn't buy anything else. Most successful marine games that I've played are games where we didn't ever need to upgrade the armory at all, and often never needed to build a prototype lab. The only reason to get heavy weapons and equipment is when fighting fades and onos, which should be avoided anyway.
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    Look, unless you've tried this, I wouldn't be so quick to bash it. I SAW the strategy work... 2 times in a row. So complain about how newbs can ruin it, and how any decent skulks could counter it all you want. I saw it in action, and it is much more effective than the sum of it's parts. Several people brought up the reasons why it is nastier than you think at first glance. I was simply pointing it out since I was floored by how effective it was when I saw it in action. Nothing more.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    Allow me to state what I assumed was obvious (apologies to those readers who have a clue):

    - The LMG is an effective skulk-killer, but the HMG is devastating. The high rate-of-fire, the increased damage per bullet, and the shot-spread make taking down erratically-charging skulks much easier.
    - HMGs lower the time it takes to destroy a hive considerably.
    - A dropped HMG will be picked up by one of the other squad members. It's not immediately 25 wasted RP. Obviously there's not enough early RP to equip every marine.
    - This tactic is no good if your marines are morons, or if hitting a barn is a daunting task for them. What tactic is?
    - This tactic is not invincible. This tactic can be countered by skilled and/or coordinated skulks. A little luck always helps as well.
    - This tactic is high-risk. If it fails, the marines have suffered a major early-game setback.

    This tactic was effectively used two games in a row. 7 players to a side, IIRC. This was on a public server, but the average skill/experience level was higher than most pub games I've experienced. Not godlike, but also not newb.

    I was gorge the first game, went gorge immediately after game start, and I only recall having time to cap one node. It doesn't take that long to upgrade the armory.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I have tried it, and it never worked when it was used on me or with me (I've never bothered to do it as comm).
  • STDGooseySTDGoosey Join Date: 2002-11-23 Member: 9714Members
    I saw a similar thing in a good high lvl clan-clan demo. The difference is instead of going for HMGs they gave a marine a shotgun. This left enough money to lay some mines + get a comm station which is VITAL for scansweeping to reveal ambushes, etc.

    It worked well. The shotgunner leads and can easily destroy skulks.

    I think a shotgun point-man makes more sense then a few HMGers.. cheaper, faster, and a shotgun is VERY effective at killing skulks.
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    Shotty is much better in early game. It'll nuke anything it touches in one hit, and doesn't cost as much as an HMG. Also, like you said, just give it to the point man. An entire team or large portion of a team with shotties would be a waste.
  • OrpheusPrimeOrpheusPrime Join Date: 2002-12-18 Member: 11074Members
    You can argue both ways, I still say however, this strategy is not for the average public server b/c Newbs get destroyed by 1/2 decent skulks who know how to do "Jackie Chan" Tactics as I like to call them, jumping left and right, hitting the ankles when you least expect it in tight quarters.... If you can picture a scene somthing like this <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> : <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • EvildwarfEvildwarf Join Date: 2002-11-01 Member: 2489Members
    Yes, the HMG rush is very efficent and very fast - but it can be dealt with just like the jetpacks HMG rush. New tactics develop all the time and it's up to the opposing side to find a countertactic, as marine players get smarter alien players have to get smarter to.
    Place defenses on chokepoints outside the hive, this will buy you some time IF the marines will break the
    OC's and DC's placed, go for a late 2nd hive else you are toasted.
    Keep the marines pressed all the time with carapaced skulks and be certain to keep track on their plans,
    if they go for jetpackrush, fast resources, grabbing hives, anything, change the tactics.
    Play smart, dont get stuck on one strategy.
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