Forget The Jp, Do A Hmg Rush
Haunted
Join Date: 2003-03-01 Member: 14178Members
I was involved in two games where marines used this tactic twice, and won. I think it works best with small amount of players.
When the game starts, comm builds one ip, and armory. Nothing else, no mines. The marine team acts like turrets and defend the base from skulk waves until enough res is generated to upgrade armory and buy everyone hmg's.
Then all but one, who defends the base, go to the hive the aliens have in a tight knit formation. When passing by alien structures, mostly reses, no one attacks for element of surprise.
At the hive, some spawn camp, and the rest concentrate fire on the hive. The comm spams med packs and ammo.
And that's it. Incredibly cheap. I'd love to hear a possible counter for it.
When the game starts, comm builds one ip, and armory. Nothing else, no mines. The marine team acts like turrets and defend the base from skulk waves until enough res is generated to upgrade armory and buy everyone hmg's.
Then all but one, who defends the base, go to the hive the aliens have in a tight knit formation. When passing by alien structures, mostly reses, no one attacks for element of surprise.
At the hive, some spawn camp, and the rest concentrate fire on the hive. The comm spams med packs and ammo.
And that's it. Incredibly cheap. I'd love to hear a possible counter for it.
Comments
It helps to get motion tracking when doing the hmg rush so you dont get ambushed and kill your team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
It seems that this would leave the marines pretty undefended if the first wave of HMGs dont complete their task.
Pretty much the only counter is a base hit or OC spam, but that depends on you knowing that those HMGers are going to be coming, plus having a gorge at your hive with a lot of res. In any event, it's pretty hard to defend against.
it can be done
those rushes work best when it's HA and welders for all, with two people HMGing, the rest welding
Alien Bob: "I guess it's a JP/HMG rush, or just a straight HMG rush.."
Alien Jim: "Well they don't have a proto so..."
Alien Bill: "Ok, you set up an ambush and I'll eat their base when they move out"
This sort of rush is only effective against unorganised and/or inexperienced teams, and honestly, which tactic isn't going to be effective then?
there just have to be two of them, dropping from the ceiling behind the rines, i don´t think in your 'thighly knit formation' every side is guarded and shooting a skulk in the middle of a rine pack is not easy
h***, why isn´t there friendly fire in NS <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
h***, why isn´t there friendly fire in NS <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Played on a pub server with it on.
Skulk rushes tend to get a little.....messy. 4+ skulks trying to bite marines means alot of FF hits.
Another annoying thing is you can't circle around a structure to destroy it as you'll hit the others.