So... Uhh

ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
<div class="IPBDescription">Im confused.</div> In many ns games Ive played recently people rush 2 hives, I dont get why. After 3DCs people seem the need to run straight to a hive and put it up. This confuses me because JPs can appear significantly earlier than the 2nd hive will grow, and JP HMGs can also appear before you ever get the hive up. Why dont people defend what they have and make it moderately safe and easier to defend against weaker marines? If a kharaa team can sucessfully lock down most res nozzles why isnt securing your start hive, surrounding siege areas and the other hive viable before attempting to put the second up? On low res the marines only choice is heavy weapons surely? Im not saying that we shoudnt rush the hive, Im just asking why its done before making the area mildly safe and defendable?

Comments

  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    lol a simliar post just down there, maybe ill read before posting next time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> time to get mod butchered ;p
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    edited April 2003
    u nub

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

    On a side note - Marines may realise ur trying to lame up the hives before building em - in which case they might target your rt's making securing the hive an extremely slow process........... giving marines time to come up with another plan ... e.g. securing / sieging hives ... or saving up for a group of 7 jetpack hmgers which WILL get the hive down no matter how much defence there is in the hive... they just need to empty half a clip in it each.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    OHHHHHHHH, i suggest the kharra get 1 more gorge to have one secure the current hive with its rsr gain and 1 gorge to secure more rsr's/defend new hive location/build new hive. This will effectivly split your rsr's in the middle so you can expand each part of your game. You will get defense and keep expanding.
  • AmorphousAmorphous Join Date: 2002-12-20 Member: 11249Members
    Better to have one gorge caping res/building WOLs and one saving purley for the hive. I use this alot in some games. It works pretty well.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    yes it does work, but if they don't know whats going on, then bad times
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    In my opinion, Gorges shouldnt be allowed to be killed. They make that undignified sound and just like fall flat when they die. Its... so........ <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited April 2003
    <!--QuoteBegin--sej+Apr 21 2003, 08:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sej @ Apr 21 2003, 08:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> u nub

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

    On a side note - Marines may realise ur trying to lame up the hives before building em - in which case they might target your rt's making securing the hive an extremely slow process........... giving marines time to come up with another plan ... e.g. securing / sieging hives ... or saving up for a group of 7 jetpack hmgers which WILL get the hive down no matter how much defence there is in the hive... they just need to empty half a clip in it each. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As opposed to the defense you have when you dont build any?... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Im saying mid early game after the ocs are dropped cap maybe 2-3 rts start making the map a little harder for marines to dance around in

    BS sej, with 8 dcs underneath, ocs in and outside the hive with lerk guards also They arent gonna get in the hive any time soon, cant land for med spam either and by the time they can actually manage sucha sizable force more than once on 2 rts youd already have the hive up.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    IMHO defending the start hive is the skulks job. The gorge should be heading toward a second hive, dropping res on the way. Once he gets to the new hive put up some DC's and a couple of OC's then save for hive. Once the second hive is gestating, finish the Def at the new hive then head back to the start hive and defend it.
  • juicejuice Join Date: 2003-01-28 Member: 12886Members, Constellation
    Here's the deal: for most hives, chambers are pretty much useless against jp/hmgers. What you need is WEB. Once you get the 2nd hive up you can use web and force jpers to kill your chambers instead of ignoring them as they fly around and kill your hive. So, in my opinion, especially if you've got a map that lends itself better to the jp/hmg (like you've got powersilo hive on ns_nothing), get that DERN HIVE UP!! And do it asap. I don't put any chambers down before I put the hive up outside of 3 dcs. And sometimes, if you know marines are going straight to the proto, it's even best to save that 42 res from the 3 dcs and just start the hive! (just as a note I go for 2 rts, 3 total, most of the time, before the 2nd hive)<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

    It takes 2 minutes to build anyway, so by the time it's up you can have your dcs and ocs to defend it adequately and then place your webs and you win. Web the hive, web the entrances, web the siege locations. A single oc and 2 webs is more valuable than 4 ocs and 3 dcs that a jper can just fly over - > you wouldn't even realize he's there until "hive under attack." Early warning is great because you can have time to have someone go lerk and kill the jpers.<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

    Disclaimer: this was advice for a jp/hmg attack, and if you see an early obs instead I would totally agree with putting chambers around, along with early dcs, before putting the 2nd hive up. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    you will never get the 2nd hive up before they get jp hmgs, even if they dont rush it.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    well ziggy it takes a long time to build up so much lame... if the marines were doing a true jp hmg rush you wouldnt have that much lame by the time the first guy came, especially notin two hives.
  • HuntsmanHuntsman Join Date: 2002-11-25 Member: 9929Members
    It really does depend on what the marines do. In my opinion if the marines are being very aggressive towards your hive, and especially if it looks like they're going for a fast jetpack win, it is far better to have a hive that stands a chance than 1.5 hives that stand no chance whatsoever. To those who respond with: web is your only chance, I would say this.

    A good jetpack rush does take place before the second hive is up. I've seen them occur while the gorge is still capping the first few resource nodes. When they are done as fast as possible they can be very difficult to stop because no one really has the resources to turn into a lerk yet, and gorges would not have been able to put up many defences. If you have managed to slow this process down even a little bit, then the only defence you're really going to have is to have a first hive that can withstand the attack. As I said before - even if defending the first hive has little chance of working it is better than having two hives endefended. That second hive takes time, resources, and manpower to defend. If you've split these up by building a second hive then you will have insufficient amounts of the second and third ones. Since you're already short on the first (since they're rushing), an adequate push at either place will end the aliens or leave them at least back to one hive.

    If you don't split your forces up, one of your hives will fall more easily than if you had. If they find that one, you're toast.

    The only solution to any sort of rush is to make sure it cannot take down your hive, or to hurt the marines enough that they can't begin the rush. The second hive doesn't come into the equation until it's up and running. in the case of a rush it's just 80 resources that could have been used elsewhere. If you can defend both hives against a rush and survive until the second hive is completed, I'd say your team is capable of handling the marines either way (2 hives or 1 well defended hive). It's always best to assume the worst from the opposition, because if you're wrong then you should still be able to pull off a win.

    If you are relatively certain (is anything ever certain?) for some reason that you will be able to get both hives up, and still have plenty of resources, do that. It is much better to defend against marines with fades and aliens with two hive abilities.

    So basically what I've said is rush-guarding works best because marines try rushing quite often. Rush guarding tends not to work well when your opponent is going for technology. It seems like common sense (rock beats scissors sort of thing), but hopefully the examples above illuminate my reasoning.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    sej you can gett 2 rts before they get jp hmg and then have sufficient res to build chamber sin stream. Or you can 3dc cara rush from gorg>>2gorg then have 2 other gorges drop rts and still manage to lame up the hive with just enough time before jps, then you use the chambers to push to another hive. I saw you trying this earlier... you did it in an empty hive... why? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    And yes it is viable to push up with ocs due to the lerks insane range and strength. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Hide em between 2 ocs and they cant even get shot due to the hit boxes.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    What's with the essays? OCs/Lerks work fine.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    <!--QuoteBegin--ZiGGY^+Apr 26 2003, 04:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Apr 26 2003, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sej you can gett 2 rts before they get jp hmg and then have sufficient res to build chamber sin stream. Or you can 3dc cara rush from gorg>>2gorg then have 2 other gorges drop rts and still manage to lame up the hive with just enough time before jps, then you use the chambers to push to another hive. I saw you trying this earlier... you did it in an empty hive... why? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Unless all your skulks have been sitting in base brushing their teeth, youd probably will be able to do this.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--AIRinc.F|aReZ+Apr 26 2003, 08:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Apr 26 2003, 08:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ZiGGY^+Apr 26 2003, 04:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Apr 26 2003, 04:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sej you can gett 2 rts before they get jp hmg and then have sufficient res to build chamber sin stream. Or you can 3dc cara rush from gorg>>2gorg then have 2 other gorges drop rts and still manage to lame up the hive with just enough time before jps, then you use the chambers to push to another hive. I saw you trying this earlier... you did it in an empty hive... why?  <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Unless all your skulks have been sitting in base brushing their teeth, youd probably will be able to do this. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    in english plz?
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