Hmg Rush
NSCentral
Join Date: 2002-11-21 Member: 9527Members
<div class="IPBDescription">If you'd like to win...</div> Hi all, I'd like to know what you think of my HMG rush. Basically my build order is like this:
- First, one and only one infantry portal
- Second building would be the armory
- Upgarde armory immediately after completion
- The alien rush would have happend by now, or will happen. Have soldiers on guard.
- Initially after the alien rush, send out marines to scout for the hive
Now, at this point you have a choice. You can either:
a) Build one Resource Tower at a secure area
or b) Continue to save for HMGs
By now, your marine scouts should have found alien hive or at least found out where the aliens aren't. The armory will have been upgarded, and you should have enough resources to drop TWO hmgs (and maybe a third if you wait a bit). Send the HMG'ers to assault the hive (only 2 clips into the hive and its down) and the LMG'ers to cover the heavy guys.
Also, a key idea is to have the HMG'ers last as long as possible even if they dont take down the hive. To keep them alive, scare them a bit with "LOOKOUT ALIEN COMING!", because they can easily get sucked into nailing the hive with their heavy guns and not paying attention to their surroudings.
Quite a simple tactic, it has always worked for me. It usually surprises and owns the aliens because early in the game the Aliens aren't likely to have carapace and the gorge is usually out building RT instead of preparing for a heavy rush. Although, some fellow alien players have found my tactic quote "lame", but hey, you play to win. An excellent win strategy for clan matches.
I want to know, what do you think of my tactic? Its an always winner, try it and let me know. Thanks!
- First, one and only one infantry portal
- Second building would be the armory
- Upgarde armory immediately after completion
- The alien rush would have happend by now, or will happen. Have soldiers on guard.
- Initially after the alien rush, send out marines to scout for the hive
Now, at this point you have a choice. You can either:
a) Build one Resource Tower at a secure area
or b) Continue to save for HMGs
By now, your marine scouts should have found alien hive or at least found out where the aliens aren't. The armory will have been upgarded, and you should have enough resources to drop TWO hmgs (and maybe a third if you wait a bit). Send the HMG'ers to assault the hive (only 2 clips into the hive and its down) and the LMG'ers to cover the heavy guys.
Also, a key idea is to have the HMG'ers last as long as possible even if they dont take down the hive. To keep them alive, scare them a bit with "LOOKOUT ALIEN COMING!", because they can easily get sucked into nailing the hive with their heavy guns and not paying attention to their surroudings.
Quite a simple tactic, it has always worked for me. It usually surprises and owns the aliens because early in the game the Aliens aren't likely to have carapace and the gorge is usually out building RT instead of preparing for a heavy rush. Although, some fellow alien players have found my tactic quote "lame", but hey, you play to win. An excellent win strategy for clan matches.
I want to know, what do you think of my tactic? Its an always winner, try it and let me know. Thanks!
Comments
JP 'rush' is more enjoyable cos its not <b>JUST</b> sitting on your arse then walking to the hive ( you get to fly instead )
BlueGhost
BlueGhost
while they are focusing forward, they are getting flanked, i've seen it fail many times because the HMGers try to fire at a skulk at longe range, and that doesnt work because of the cone of fire, while they are attacking, skulks can flank and drop the HMGers, if they fail they have no backup plan because they have 1 or 0 additional RTs.
and with no passive weapon upgrades, yer LMGers will get murdered, and the skulkls do not need to even stalk correctly, they can just charge from a small corridor, and there goes yer whole game =/
god i love shotties <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You have to remember that the skulks are considerably weaker (as far as health/armor and ranged attack ability goes) at Hive1, so they'll sneak around and get in as closely as possible to you before exposing themselves for the attack - preferably on your blind side. Therefore, if you don't have men watching for it - yer gonna get <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> chomped.
Whereas HMG's are a little more friendly, point and shoot. Shotguns require a little more skill.
In anther word.. doesn't work that well in pub server
If you're "playing to win" at all costs, the aliens will immediately counter push and take you out.
Your strategy is basically the typical fast tech tactic without the tech part. In a fast tech, you'll reach HMGs/JPs + armor/weapon upgrades moments before the 2nd Hive goes up, so you don't have to worry about Fades at all, due to the hive build time and the increased Fade cost.
Why not just do an LMG rush streight off the bat that way they won't see it coming.
BlueGhost
Hmgs have a much bigger cone of fire then lmgs, which make them easier to aim. Also, in the early game, all it takes it 1 guy to empty 1 clip into the hive with a hmg, and its gone.
Sure you can send LMGs with them for backup, but every man that falls is one less on the squad. The odds of enough players making it to the hive isn't enough for me to use this stratagy.
<!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
and it heals itself 20 per tick.
I've yet to see 1 hmg clip take out a hive, kthx. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The hive doesn't (prior to 1.04) started at half health, and only healed 8 per second. If you got there fast enough, 1 HMG clip could take it out.
Wouldn't ya know it, searching for 'hmg rush' against this forum, topic titles only, yields two previous threads:
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=20105&hl=hmg+rush' target='_blank'>http://www.unknownworlds.com/forums/in...105&hl=hmg+rush</a>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=16542&hl=hmg+rush' target='_blank'>http://www.unknownworlds.com/forums/in...542&hl=hmg+rush</a>
That's not counting all the other threads where the HMG rush has been discussed, but the topic title was something slightly different.
Like many said earlier, if this plan fails....OUCH!!!! There goes most of your res early and you might be srewed!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Never saw a shotgun rush before.... and would like help tactics to use a shotgun better...
in a 6v6 it works like this
1 IP
1 Armory
2 shotguns and mines for base defender
4 guys assault the hive (2 LMG and 2 Shottie) and attempt to take it down, or weaken it a lot. Shotgun guys cover the LMG folk by spawn killing.
AFter the base defender is done with mines, he begins to cap RTs, and the commander will build an arms lab for upgrades if neccesary, and will tech like normal.
Ahh... that's great.
I was wondering if you guys had a contingency plan in case the rush didn't work. I've only seen it once, and you folks won in 5 minutes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
in a 6v6 it works like this
1 IP
1 Armory
2 shotguns and mines for base defender
4 guys assault the hive (2 LMG and 2 Shottie) and attempt to take it down, or weaken it a lot. Shotgun guys cover the LMG folk by spawn killing.
AFter the base defender is done with mines, he begins to cap RTs, and the commander will build an arms lab for upgrades if neccesary, and will tech like normal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
we havent used it in a while though, i dunno why, I guess we just like Lvl1 armor and fast jet packs.
Just tried the shotgun rush a minute ago for a laugh, everyone on the marines team wasn't sure about it but they gave it a go and we won inside 2 minutes. The aliens never knew what hit them.
Just tried the shotgun rush a minute ago for a laugh, everyone on the marines team wasn't sure about it but they gave it a go and we won inside 2 minutes. The aliens never knew what hit them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Good, its nice to see rushing as a viable tactic in a public server, it keeps the aliens sharp and makes them more aware next time.