So... Uhh
ZiGGY
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
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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.
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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.
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-->
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.
Unless all your skulks have been sitting in base brushing their teeth, youd probably will be able to do this.
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?