Tech Rush Vs Phase Gate Rush
roachems
Join Date: 2003-04-02 Member: 15148Members
From my experiances, most maps i've commanded on, tech rushing has pulled through; so long as the team knows what their doing. Marines build up resources much faster than aliens. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> .
Phase gate rushs NEVER work anymore. By the time marines get the 2 hvies with turret factories, they have 3 or 4 resource nodes, and no upgrades, or even an arms lab. While thats going on, aliens have level 3 defense.
Marine upgrades are better than alien upgrades. Lvl 3 weapons dominate lvl 3 carapace. Thats why tech rushs work.
On the map ns_eclipse, the resource nodes are spread over a decent sized map. Which makes it hard for marine commanders, and players to keep their resources nodes defended. Much less the 2 hives. This is when relocating comes in. If the marines can take and hold Computer Core, it cuts alien lines from eclipse to mainteance. That way, commanders can have their team set up choke points in between the 3 hives. This becomes very useful because it opens up 4 extra resource nodes. Phase gate rushs work in ns_eclipse.
Relocate to CC -> Set up a phase to 2nd hive > set up resources nodes > put mines and turret factories in the halls and hives > drop a armslab and start upgrading > hand out toys.
All in all, its that simple, so long as your team knows what they're doing, and you tell them what to do.
Players and commanders really go hand in hand. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
- roachems[AR]
Phase gate rushs NEVER work anymore. By the time marines get the 2 hvies with turret factories, they have 3 or 4 resource nodes, and no upgrades, or even an arms lab. While thats going on, aliens have level 3 defense.
Marine upgrades are better than alien upgrades. Lvl 3 weapons dominate lvl 3 carapace. Thats why tech rushs work.
On the map ns_eclipse, the resource nodes are spread over a decent sized map. Which makes it hard for marine commanders, and players to keep their resources nodes defended. Much less the 2 hives. This is when relocating comes in. If the marines can take and hold Computer Core, it cuts alien lines from eclipse to mainteance. That way, commanders can have their team set up choke points in between the 3 hives. This becomes very useful because it opens up 4 extra resource nodes. Phase gate rushs work in ns_eclipse.
Relocate to CC -> Set up a phase to 2nd hive > set up resources nodes > put mines and turret factories in the halls and hives > drop a armslab and start upgrading > hand out toys.
All in all, its that simple, so long as your team knows what they're doing, and you tell them what to do.
Players and commanders really go hand in hand. <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
- roachems[AR]
Comments
No contest - jp hmg rush always wins , considering you can get jp hmg with only 1 res node - marine base. With a few shortcuts you can get a team of 3 jp hmg with 1 res node.
Shortcuts include :
Recycling arms labs
Recycling RT and IPs before attacking for an extra set.
No upgrades
No mines for defence.
Sigh, cant wait for 1.1
Yes a pack of 3 can take down an Onos if theyre good -
What happens when theres 8 onos vs 8 rines. Even 8 fades against 8 rines. Actually, 8 lerks vs 8 rines, rines will stilll get owned, and with xeno/leap, so will 8 skulks, and even gorges.
Never heard of a tech rush like that - perhaps you mean a HA rush which is only used for comical purposes (or for something different)
At the end of the day - jp hmg rushes have a higher win probability than any other strat.
Please fill me in with details about a "tech rush" which doesnt consist of jetpack / hmg
Edit: BTW, by the time rines have level 3 weapons, aliens have hive 2, and er Umbra webbing and leap spells death for rines - not to mention the fades.
EDIT: I predict at LEAST 15 minutes into the game before level 3 armor and weapons appear.
The only problem that tends to come up in tech rushing is getting the res towers. But once you have it down, good marines in HA and HMG's can overwhelm even 2 hive emplaced aliens.
Ratfire
A phase rush is more like when u send all your marines to the enemy hive at start, build a phase and go in and kill the hive. as we all know: marines >> skulks in early game
Anyway my point was tech rushs are better than phase gate rushs, becuase by the time the phase gates and TF's are set up, aliens already have level 3 carapace. With half the team attacking, the job could usually be done, because the marines are still at stock weapons and armor.
I noticed that, jetpacks and hmg's, will be murdered very quickly against a good alien team, UNLESS they have weapon and armor upgrades. A level 3 hmg vs a skulk, or a lerk, sometimes even a fade; will rip through carapace like butter. Marines have to take advantage of that. going in groups of at least 3 helps so much more.
- roachems[AR]