You Needed That Res Node? Oh! Silly Me...
Cowswin
Join Date: 2003-03-17 Member: 14623Banned, Constellation
<div class="IPBDescription">Chomp the res, no more JP!</div> This strat doesn't work for every game, nor for certain maps. But it's a damn good one that's worked when pulled off at the right time.
Marines and Aliens both start with one res node correct? Have you ever been on a team without a res node? Do you know how slow that is? At the start of the game, all aliens should not rush and try to eat all the marines and structures because that's normally suicide for the most part. You don't do any lasting damage to them unless you kill ALL of them and then you win the game. However, if you ALL rush the res node, it'll drop like a rock and suddenly, marines will be kinda stuck. They will be forced to replace their old res node, at which point you're all spawning back in, costing no res like they would have done if you killed a couple of them. And now they've wasted 22 res and lost time of getting ANY res. This basically halts JP rushes as it's kinda hard to build anything when you don't have any res to do it with. Second rush? I go for the res node again, bring it down again, you've just nearly halted their entire production if done soon enough. Your gorge meanwhile can be happily building up res nodes and D chambers. If taking this tactic I suggest getting 2 res nodes and then 2 defense towers as gorge first off. This gives the aliens an armor advantage as well making sure later rushes will still work.
One of the best parts about this is that the res node actually protects the eating skulks from marine bullets if you dodge correctly. If the group is good enough, a skulk or two can be bouncing about, attracting fire from marines and eating one or two while the rest bring down the res node!
As I said, it doesn't work on ALL maps because of easily mined entrances (you need to get in), easily guardable entrances (it's a long range shooting gallery you'll never make it to the res node) or other problems.
This tactic is best done in a group, distraction and teamwork is key, keeping the marines away from shooting the res chompers.
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Marines and Aliens both start with one res node correct? Have you ever been on a team without a res node? Do you know how slow that is? At the start of the game, all aliens should not rush and try to eat all the marines and structures because that's normally suicide for the most part. You don't do any lasting damage to them unless you kill ALL of them and then you win the game. However, if you ALL rush the res node, it'll drop like a rock and suddenly, marines will be kinda stuck. They will be forced to replace their old res node, at which point you're all spawning back in, costing no res like they would have done if you killed a couple of them. And now they've wasted 22 res and lost time of getting ANY res. This basically halts JP rushes as it's kinda hard to build anything when you don't have any res to do it with. Second rush? I go for the res node again, bring it down again, you've just nearly halted their entire production if done soon enough. Your gorge meanwhile can be happily building up res nodes and D chambers. If taking this tactic I suggest getting 2 res nodes and then 2 defense towers as gorge first off. This gives the aliens an armor advantage as well making sure later rushes will still work.
One of the best parts about this is that the res node actually protects the eating skulks from marine bullets if you dodge correctly. If the group is good enough, a skulk or two can be bouncing about, attracting fire from marines and eating one or two while the rest bring down the res node!
As I said, it doesn't work on ALL maps because of easily mined entrances (you need to get in), easily guardable entrances (it's a long range shooting gallery you'll never make it to the res node) or other problems.
This tactic is best done in a group, distraction and teamwork is key, keeping the marines away from shooting the res chompers.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Comments
Usually no-one places mines around the starting res tower, because that res rush doesn't happen very often. Dunno why, it is actually pretty good tactic, instead of just trying to rush in the base and kill all the marines.
Yes, that distraction might work, but when we consider that in early game skulks doesn't have carapace and probably cant distract very long before they die, after that those res chompers will go down pretty fast.
But have you seen rush againts alien first res node? If that success in very early game (before gorge plops another one) the game is over after that. Once it happened in ns_caged when we started at generator hive. It took almost 10 minutes to gather 22 rp for res node (with one gorge). <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Especially maps like caged and hera where the rts are outside the hive room.
if its a small rush a res tower to takes long a time to munch with a couple of skulks, especially seeing as the one not at a good angle behind it will get picked off quickly.
if its a big rush u can usually do a lot damage by ripping down the ips as uve got a good chance to win right then, or force the relocation. if big rush happens and comm sees and begins relocation and its still early game, i instantly switch to attack the res node in base, due to the fact the rines are furiously building cc and ips elsewhere and not capping res.
hmmm
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good thread
RT killing isn't just for the aliens!
1) Get mines
2) Mine their first RT
3) Start slashing
4) Send one marine to Aux Gen ( Or shipping)
5) Hide and wait for Gorge
6) Let Gorge build his RT
7) Kill Gorge
8) Kill RT
9) Run away
10) Laugh
ns_hera, I just kept chomping the res node, the marine tried to hit me, emptied both his clips without a single shot hittinh (he was circling the res node trying to get me, but I was circling it too so he couldn't)
the res node went down after his 2nd clip of both lmg and pistol, after which I merrily strolled up to him and got him on the umpteenth reload.
Man that was fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Once observatory is up as well - hit that instead, you'll halt thier phase gate building, prevent distress beacons (which are underused anyway) If they've researched MT, i think they have to research it again, which makes it a pretty expensive structure to loose.
Yup, observatory is a great target. It has only 1000 hp, so it goes down after 14 bites.
And some commanders recycles arms lab after all upgrades have been done.
also what has the arms lab got to do with grenade launchers?
But, if you chomp it about 2-3 minutes into the game, the marines have likely spent all their initial res, and probably wont have another node up, and that REALLY screws them over because they wont be able to build another node for several minutes.
And as always, the obs and proto are always nice juicy targets. Try to get a peek and see if they are upgrading before attacking, thatway the upgrade res are also lost.
In 1.1 this will be gone.
It's a good eating order.
The com can waste res he won't get back very fast rebuilding, or order troops to come stop you, but those marines that die won't respawn, he has to get the marines to SAFELY build IP's SOMEWHERE, and he'll still have to rebuild a lot. Remember, 1 IP is about 22 res AND it keeps marines from respawning, and an Armory is DEADLY nessicary in the later game.