You Needed That Res Node? Oh! Silly Me...

CowswinCowswin 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.

<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

Comments

  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    Yup, i have seen that happening few times. Well actually only one rush. After they build a new one i haven't seen another rush to take down the new res tower. Maybe because marines start to expand and aliens are trying to prevent it. Problem is that only one skulk at the time can bite a res tower pretty safely. If there is two skulks, the other skulk can't go behind res tower and is really easy to kill with pistol.

    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-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited April 2003
    if they cant guard 1/2 rts in or near their base i wouldnt worry about them with jp(+ hmg) :/
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    This works really well against aliens as the res slowdown is tremendous.

    Especially maps like caged and hera where the rts are outside the hive room.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    i think the main problem why ppl dont do this more is:

    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.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    the Res rush is a good idea, I'm going to have to try that now, instead of just trying to rush the IP's
    hmmm
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    good thread
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    Yes, at the very least go for the res node after you force them to relocate. Many skulks make the mistake of attacking the comm chair which really does nothing for the marines after they've left the base. The first thing to do is to take out the res node and chase after those marines. Skulks forget that if the comm hops back in that chair and tries to retake main they're going to burning a LOT of res for a spot that normally isn't key to ANY map that I know of. Even if the comm is in the chair, it's better to leave him alone and go bite the fleeing marines to eliminate them instead of wasting minutes eating that chair. At the most, leave one or two skulks to eat it in case the marines are wipe out and he pops out to build himself an IP or two.
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    Been in a few games where the aliens have been distracted enough for marines to make a couple of attempts at their start res and take it down. Rather funny after that, especially if the gorge just put down another res and 'rines take that out too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    RT killing isn't just for the aliens!
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    10 irritating steps to play on Caged as marines when Aliens start in Gen ---

    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
  • MustardMustard Join Date: 2002-12-17 Member: 10953Members
    This is a particularly effective strategy on ns_eclipse. The res node is in a sunken section of the floor with rails around it. This gives you some cover while you are munching away. If any marines try to get in close you just circle around the res tower and keep chomping. If you don't get if first time, rinse and repeat. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Res Tower or Infantry Portals!? Oh decisions, decisions. Usually pick the Res Node if it's the closest to the base entrance.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I wish I had a demo of a time I did this (with only me and one marine in the marine start, the others had gone off to reception to get slaughtered by the waiting skulks).
    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-->
  • chia-onochia-ono Join Date: 2002-11-27 Member: 10053Members
    one more effective approach is to have one or two skulks get behind the res node and the rest of your team wait outside. As the marines cant seem to kill the skulks behind the node, they will go foward, then It is time for your teammates to come from the back and finish them all down. Course, it works better for some marine starts than others.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    My current favourite is the armoury. They arn't as well positioned for skulk attacks, but they are a lot weaker (2400 armour to the RT's 5000) which makes the chance of success much greater. they also cost more.

    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.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Aminal+Apr 11 2003, 06:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ Apr 11 2003, 06:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yup, observatory is a great target. It has only 1000 hp, so it goes down after 14 bites.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Hit the big name low health items first. Stuff that has a large possibility of getting upgrades when you attack (Proto, arms, obs). The obs usually goes first, because itll take them some time before they can get phases and it takes just a lil time to kill.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Some commanders now recycle the Obs as soon as it's built or as as soon as MT is researched. Everything still works fine exept Distreess beacon.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--|ds|meatshield+Apr 12 2003, 02:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Apr 12 2003, 02:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some commanders now recycle the Obs as soon as it's built or as as soon as MT is researched. Everything still works fine exept Distreess beacon. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And some commanders recycles arms lab after all upgrades have been done.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Correct me if im wrong, but doesnt the ability to build phase go out the window if the obs is sold? Isnt this bad? And no arms lab = no GL? Just wondering who would really do this unless its a really special occasion.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Correct me if im wrong, but doesnt the ability to build phase go out the window if the obs is sold? Isnt this bad? And no arms lab = no GL? Just wondering who would really do this unless its a really special occasion.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    theres a current bug that allows you to build phases sometimes.

    also what has the arms lab got to do with grenade launchers?
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Requirements for GL = Upgraded Armoury and Arms lab. Correct me if im wrong. But im fairly sure.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I find chomping the node on the first rush is typically not as effective as chomping it once the marines have started to leave their base. On the first rush the marines usually have a fair amount of their 100 initial res still available, and can drop the node pretty quickly, leading to a 22 res loss.

    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.
  • LoboLealLoboLeal Join Date: 2002-12-24 Member: 11466Members
    I agree with Typhon. RT rush is not used to make marines waste 22 res in a new RT, it's made to make marines spend more time to build that RT. Remember!!, with 0 RT's you have an income of 1 res each 6 seconds. Worst case for marines they have to wait 22*6 sec (2.2 min) to build a new RT. Very painfull at the start of game.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    IT's not SOMETIMES, it's EVERYTIME. After you recycle obs you can always still builg PG, and use scanner sweep. And sicne the obs is no longer there, the aliens can no longer chomp it! you cannot distress anymore though. It is very handy to recycle the obs, plus it gives you some extra res!

    In 1.1 this will be gone.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I didn't know that you could still build phase gates and keep motion tracking once your observatory was gone. That slightly changes the priority of chomping it first for either Infantry Portals and/or Prototype.
  • JedisarJedisar Join Date: 2002-03-03 Member: 264Awaiting Authorization
    edited April 2003
    IP, Phase, Armory, Res, arms lab, proto lab, CC.

    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.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Error404: the obs should be your number 1 target, equal to that of an IP. If the obs is chewed, the marines lose PG, scanner sweep, but keep MT. If the marines recycle the obs, the marines keep everything except distress beacon.
Sign In or Register to comment.