A Possible Counter To Phase Gate Rush Tactic?
Pika-Cthulhu
Join Date: 2002-11-19 Member: 9386Members
Okay ill try to set the scene.
Comm build IP, IP, Armoury, Observatory, then maybe a phase, while he sends the majority of his troops out to a hive. 1-2 at base to build phase gate while the others head to an uncalimed hive. 2 Gorges and skulk escort move in, gorges healspray to heal themselves and skulks, skulks kill the base builders, gorges immediately put up chambers on infantry portals (if no upgrades yet, then put up sensory as its cheaper) and skulks destroy observatory (no Distress beacon) By now comm should be scared, have a gorge drop a chamber on the phase gate if its built, to stop anyone coming back fast, and then put up a few offence chambers (not sure how fast the res will be comming in, but seeing as marines on other side of the map, maybe you have a chance, or at least some time, as comm probably wont have neough res to put a comm chair at new hive after spending most on IP (15X2) Armoury (25) Observatory (25) and 1 phase at base (20, plus another if he tried to put one at hive) so thats 100-120 (if he put a phase at hive) spent and maybe little income, not enough for a CC at the hive, so now have the skulks remove the res tower, and have your gorges put up a few offence chambers, then hope to god the comm didnt send the marines off to your start hive. Sure its a risky gamble, but hell, it could end the phase gate rush tactic that seems to dominate most games. At the very least you made the comm think twice about what to do next game (you also have lvl 3 sensor through a chamber on top of 2 Infantry portals and the phase gate) so full cloaking in marine start, or maybe have them move out to try and stop the marines getting to your start hive, or maybe send half off to defend hive, while the rest stay and destroy what they can so the comm wont recylce to put up a new CC, delaying them even longer. At least this way, you can maybe stop the Phase gate rush, or at least have comms spend more on Defense (less at hives, more turtling for them)
Any suggestions, comments, flames, all welcome. I just hope that this sparks new ideas into stopping the awfull phase rush. (probably wont work if they phase rush your start hive, rather if they phase rushed the empty ones)
Comm build IP, IP, Armoury, Observatory, then maybe a phase, while he sends the majority of his troops out to a hive. 1-2 at base to build phase gate while the others head to an uncalimed hive. 2 Gorges and skulk escort move in, gorges healspray to heal themselves and skulks, skulks kill the base builders, gorges immediately put up chambers on infantry portals (if no upgrades yet, then put up sensory as its cheaper) and skulks destroy observatory (no Distress beacon) By now comm should be scared, have a gorge drop a chamber on the phase gate if its built, to stop anyone coming back fast, and then put up a few offence chambers (not sure how fast the res will be comming in, but seeing as marines on other side of the map, maybe you have a chance, or at least some time, as comm probably wont have neough res to put a comm chair at new hive after spending most on IP (15X2) Armoury (25) Observatory (25) and 1 phase at base (20, plus another if he tried to put one at hive) so thats 100-120 (if he put a phase at hive) spent and maybe little income, not enough for a CC at the hive, so now have the skulks remove the res tower, and have your gorges put up a few offence chambers, then hope to god the comm didnt send the marines off to your start hive. Sure its a risky gamble, but hell, it could end the phase gate rush tactic that seems to dominate most games. At the very least you made the comm think twice about what to do next game (you also have lvl 3 sensor through a chamber on top of 2 Infantry portals and the phase gate) so full cloaking in marine start, or maybe have them move out to try and stop the marines getting to your start hive, or maybe send half off to defend hive, while the rest stay and destroy what they can so the comm wont recylce to put up a new CC, delaying them even longer. At least this way, you can maybe stop the Phase gate rush, or at least have comms spend more on Defense (less at hives, more turtling for them)
Any suggestions, comments, flames, all welcome. I just hope that this sparks new ideas into stopping the awfull phase rush. (probably wont work if they phase rush your start hive, rather if they phase rushed the empty ones)
Comments
Ok, say the rush works...
Comm recycles all the base stuff, and rebuilds in the hive where the marines are... A definate loss for marines, but they are still in the game, and are controlling a hive.
Maybe have the gorges grab 1 res tower on the way to mraine spawn, have both speed build it up as few skulks rush in and parastie who they can)
Either way, im looking for any way to build up a strat that might counter the marine phase rush.
you lose
why? carapace nerf
you lose
why? carapace nerf<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Off-topic; go troll somewhere else. It was a bug-fix, not a nerf, and carapace may still be too strong (50-150% life-expectancy increase?). But that's a discussion for another thread.
Hell, if you're coordinated enough to do that as a group in the first place and good enough in combat to kill all these marines without dying, why don't you just <i>run in as skulks and eat the damn structures?</i>
BTW problem with this strat is as that skulk guy says, if the marines can aim, your dead.
Sorry for the poor approximation. Consulting the numbers I ran a while back (spent a Saturday with two computers going), Kharra vs. LMG:
Skulk 111%
Gorge 160%
Lerk 233%
Fade 165%
Onos 76%
Keep in mind that this is the percentage <i>increase</i> in shots-to-kill, meaning a skulk with level 3 carapace takes over double the LMG shots to kill (9 vs. 19).
The phase gate rush should be less of a problem in 1.04. The increased costs of IPs and Phase Gates, plus the decreased health of the gates (yea!) should make the phase rush a much more risky tactic for the marines, in terms of both chance-of-success and cost-of-failure.