A Possible Counter To Phase Gate Rush Tactic?

Pika-CthulhuPika-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)

Comments

  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    One enterprising marine focuses on one gorge... -1 gorge. Healing just does not happen fast enough.
    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.
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    by the time your skulks have killed the base defenders (skulks rush in first gorges follow right after, im sure at least 2-3 will die but if all rush in, im sure that the skulks will weaken the marines enough that the gorges can finsih them), and the observatory (have 1 skulk stay behind the gorges to make sure you can kill it off and fast) (by now the comm would have figured somethings up, but might still be following his marines to plant the Phase gate, thinking his men will respawn and finish off any skulks, or hop out of the chair himself to do it (even better as the IP's will soon be blocked) Then he wont really have the time to recycle much, maybe the armoury, and maybe the phase gate (if its completed, can you recycle unbuilt things, if they surprise the builders fast enough?) and with your skulks removing the res tower, and maybe 1 eating up the spawn portals, he wont have much left to recycle and even if he gets just enough to drop a CC (remember he is low on res from IP, IP, Armoury, Observatory, Phase) he might just get 1 res tower up (most comms drop phase gate first then once its up work on getting res), but then hes out of res untill he gets enough to build an Infantry portal and by that time you have set the marines back enough to delay any intervantion for a while

    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.
  • skulkswerenerfedskulkswerenerfed Join Date: 2002-12-11 Member: 10633Members
    if marines can aim
    you lose

    why? carapace nerf
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--skulkswerenerfed+Dec 22 2002, 04:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (skulkswerenerfed @ Dec 22 2002, 04:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if marines can aim
    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.
  • InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
    Someone ran the numbers, and I belive carapace's increase in damage taking is something like 79-213% (79% being for onos, 213% for lerk, all the others were above 100%). This is after the carapace bug was fixed (not weakend, the bug was just removed. What's next? People complaining the aliens are losing more because they lost the skin-switch bug?).
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    oh yah! take one gorge, and build on it, and its no longer effective, all you need to do is take out any marines that are there. I completely forgot about that.
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    edited December 2002
    I read this elaborate plan detailing a weird gorge-rush scenario that <i>requires</i> you to kill off all the marines at the base, cover each other, and build stuff, all without a gorge getting himself popped.

    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>
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Ok i know its off topic, but its sooo easy to kill skulks now as long as you have bullets left.

    BTW problem with this strat is as that skulk guy says, if the marines can aim, your dead.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--Insidious+Dec 23 2002, 01:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insidious @ Dec 23 2002, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Someone ran the numbers, and I belive carapace's increase in damage taking is something like 79-213% (79% being for onos, 213% for lerk, all the others were above 100%).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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).
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    And to get the thread back on topic...

    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.
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