The Tech Rush

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Comments

  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Never underestimate the LMG. With full weapons upgrades, it packs almost as much as the HMG and can kill a level 3 carapace skulks easily.

    Plus, it reloads faster, and it's more accurate.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    edited April 2003
    One time I was playing in a public server and we did a HMG rush 3 times in a row and won all three times. You really can't lose with an HMG rush. I've never seen a comm attempt a Jetpack rush though..
  • OkaboreOkabore Join Date: 2002-11-21 Member: 9505Members
    <!--QuoteBegin--TeoH+Apr 11 2003, 07:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeoH @ Apr 11 2003, 07:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As for the hitbox issue - Marine hitboxes are infact very accurate. Problems relating to marines on ladders/in vents are infact nothing to do with the marine hitboxes. They are caused by the rather dodgy skulk bite, and how it is effected by wallrunning. The only effect crouch-JPing will have on a skulks ability to bite you is that it pulls your feet up slightly, meaning a skulk will have to jump a little higher to chomp you. Thats it. No godmode, or invulnerability 'h4x'. The marines do not take more bites to kill, and there is an animation for crouching in the air - so it is clear to the skulk that they are crouching. You do not get dangling unbitable ghost legs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Thats good to hear. My problems might come from that the only time I can tell for certain that I'm biting a marine in the head or feet is when I'm in a vent.
    A bit offtopic but would holding the crouch button as a skulk help with this problem?

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One time I was playing in a public server and we did a HMG rush 3 times in a row and won all three times. You really can't lose with an HMG rush. I've never seen a comm attempt a Jetpack rush though..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Can't imagine that it is unbeatable. I suspect that you wouldn't have been able to pull it of a fourth time since the aliens should be ready for you. One quick ambush later and you would have been low on res. But since they didn't catch on after the second time...
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    edited April 2003
    <!--QuoteBegin--Okabore+Apr 11 2003, 03:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Okabore @ Apr 11 2003, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A bit offtopic but would holding the crouch button as a skulk help with this problem? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    when a skulk is wallwalking his bite damage area is a half a foot or more above the normal position. i'm not really sure why, but maybe flayra had intended it to be easier to catch jetpackers in large open rooms.

    anyway, this combined with the crouching hitbox thing means you have to aim at the feet of the marine to hit him at all, if you are wallwalking and bite at a crouched marine's torso you will actually be biting through the top of his head, which is not a target area, so no damage is done.

    in normal instances you wouldnt be wallwalking at a crouched marine! but in a vent you are touching the ceiling and walls and automatically clining to them whether you knwo it or not, and the marine is crouching whether he intends to or not. so the solution:

    either hold crouch to deactivate wallwalking while in vents or aim very low. the latter takes practice, the former is easy and fun.

    ---------

    when i am marine i tend to crouchey jump when a skulk gets near. i never think about exploiting my hitbox, its just what i do to get away from his teeth. its jsut common sense from other games that crouching while jumping pulls my feet up and out of harms way...i also tend to live longer this way!

    -----

    and as for teoh's demo, thanks that was neato information. and holy crap you get a lot of FPS. my jetpack doesnt boost half that hard.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    <!--QuoteBegin--Okabore+Apr 11 2003, 03:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Okabore @ Apr 11 2003, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One time I was playing in a public server and we did a HMG rush 3 times in a row and won all three times. You really can't lose with an HMG rush. I've never seen a comm attempt a Jetpack rush though..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Can't imagine that it is unbeatable. I suspect that you wouldn't have been able to pull it of a fourth time since the aliens should be ready for you. One quick ambush later and you would have been low on res. But since they didn't catch on after the second time...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    It REALLY depends on the aliens' starting hive. If they have maintenance on eclipse for instance, it's basically impossible to stop even if they see it coming from a mile away. Aliens can't even get quick lerks to defend, they won't even be close to having 33 res. Hell they won't even have full carapace either, if any.
  • willkillforfoodwillkillforfood Join Date: 2003-03-29 Member: 15029Members
    Well, I saw the HMG rush in about 3 games in a row and we couldn't beat it as aliens and as marines they couldn't beat us. It really seemed impossible to beat if the marines had any aim at all.

    I myself prefer having a jetpack shotgun combination, it seems the most entertaining. I killed a hive with 2 runs with jp shotty and about 20 skulks with lvl 3 carapace, was fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    JP/HMG rush is certainly not unstoppable, however depending on the map and hive the aliens are usually at a heavy dissadvantage. Infact aliens tend to be at a heavy dissadvantage JP rush or no JP rush, provided the marines play it right.

    I would stay stopping an incoming rush to a single hive is quite easy, the problem comes after defending the rush. Assuming the marine team still has access to the very cost effective JP tech, you then have a nightmare trying to break out of the defensive and secure the 2nd hive. They basically contain you. If you take a 2nd hive before the JP rush occurs, then you have to defend both hives untill the 2nd is finished building. This is very difficult but not impossible.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    It REALLY depends on the aliens' starting hive. If they have maintenance on eclipse for instance, it's basically impossible to stop even if they see it coming from a mile away.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    While i don't agree that is entirely impossible, maintenance is a really terrible hive to start in. Not only is it one of the harder hives to defend from JPers, most of the time you'll end up being killed by early rushes long before JPs are available. The hive is extremely close to the marine spawn.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Aliens can't even get quick lerks to defend, they won't even be close to having 33 res. Hell they won't even have full carapace either, if any.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    This i don't agree with, it doesn't matter what your starting hive is, in a 6v6 clangame as long as the marine team doesn't cripple you in the early game you will still be able to field carapaced lerks when the marines have JP/HMG available. In 6v6 assuming a res node first build, the skulks max out around 5 - 6 minutes into the game.

    Crouching as skulk usually does the trick, for reasons stated.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    TeoH, I was referring to the straight HMG rush. You know, 1 IP, 1 armory, upgrade armory, drop HMGs and gogogo?
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    well well well. HMG, JP, is that all you guys think about? tech rush includes upg armor and weapons, and that itself gives you really all you need. i say go get that as fast as you can, and you can move faster to contain the aliens in one hive, then push them until they die. weld vents as you go, and nothing can come out. stuck with skulks and lerks, they have no escape. anyway, i LIKE my LMG, i've become somewhat attatched to the cute little guy. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> He kills things fast enough for me, so with all upgrades, you can pound anything out. No need to move faster, they aren't gonna get out. No need for more guns, they don't have the armor to warrant it. It works for me.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    er ..... 3 clips of a hmg and ahive is dead, therefore you give the instruction :

    Fly to hive (or walk if you cant fly), shoot the hive a bit and only the hive.

    Wahey hive goes down.

    And about the no one knows how to jp hmg - lots do, and if they dont , they deserve to be taught and/or given experience with one.

    The hmg rush is far riskier and will probably fail.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    not the way you fly sej... *cough* <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    lol ziggy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DrSuredeathDrSuredeath Join Date: 2002-11-11 Member: 8217Members
    I think it's 2 hmg clips.

    Way faster with even one weapon upgrade.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It's actually about 2 and a half clips.
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