Counter To Electric Node Rush?

CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
<div class="IPBDescription">alien ranged weapons = 0</div> What in 3.0 are the current counters to a node rush? (electric or vanilla)

In 2.x the only one for the most part was to block them in the base or by luck find out where the marines were (OMG SENSORY FIRST WINS), and stop them before they put up the nodes or took out the nodes the second they left them.
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Comments

  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    The same counters are in place which is of course take em down when they are gone or if they electrify then get a regen fade or a 2 hive bile gorge. They cant electrify them all at once unless they go really slowly so yo should be able to take em down.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    This is why everyone is always "DC FIRST DC FIRST", so the Fade can basically negate Elec with a 3 DC Regen... But with teamwork a gorge and a few skulks could take one down in no time...

    MC first TBH <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Perhaps OCing nodes may become more popular?
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    How about get 4 fades and attack the marine base. The marines will be unupgraded because they spent all their res on elec nodes and will be just starting to get uppys.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    I think with all the nerfs that the OC has taken over the builds.
    - Dropped in health to 1000
    - Less accurate
    - Slower RoF
    - Does half Dmg to HA...

    The Ocs need an improvement.
    Why oh Why can't they start doing more Dmgs to Structures.
    Say double.
    If a gorge sets up 2 Ocs to take out a res tower, they should be able to take it down on there own in less than 3 mins. Currently it would take around 5 mins for two Ocs to kill a RT.

    I say give the OCs Double Dmg vs structures.
    The Marines have sieges and Elec and Marines with shinny guns to kill the OCs, why can't the OCs have some kinda advantage.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Unupgraded, 1 hive gorge + 3 1 hive, unupgraded skulks = no res node in about 10-15 seconds

    Healspray and bite. The more skulks you get in there the easier it is as the electricity can only damage two targets at once. The more targets you get in there the less you get hurt and the quicker the node goes down. However, this does need ye olde TeamWorkHax 1.76b <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Gold_LeaderGold_Leader Join Date: 2003-06-16 Member: 17403Members
    Drop a comm chair and block the OC's for 20 res.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Mintman+Jan 12 2004, 01:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Jan 12 2004, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, this does need ye olde TeamWorkHax 1.76b <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ye olde is right. www.TeamWorkHax.net just released the new version 4.6.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    In all seriousness though, a pack of skulks with a gorge or two can do what a regen fade can, but only do it faster and cheaper.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    Electricity is slow and expensive to research for an early-game tech. You have to get a band of skulks together to stop the marines before they build them or before it's electrified, which may be a while because of the slow res.

    If that fails, cut your losses and get gorges to block their access to deeper areas with OC's (as in, don't let them get to the node, not let the OC attack a node).
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--Dragon_Mech+Jan 12 2004, 10:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jan 12 2004, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Mintman+Jan 12 2004, 01:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Jan 12 2004, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, this does need ye olde TeamWorkHax 1.76b <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ye olde is right. www.TeamWorkHax.net just released the new version 4.6.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    In all seriousness though, a pack of skulks with a gorge or two can do what a regen fade can, but only do it faster and cheaper. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Incorrect. It depends on your definition of "cheap". I do not think that losing 3 players from your team is at all cheap, although when you look at purely from a resource perspective, than yes it is 'cheaper'. But it is not NEARLY as effective either. If even one marine happens to find these skulks chewing on the nozzle and downs even one of them it will destroy the whole scheme. Not to mention the time it takes to organize this sort otf plan. Sounds good on paper, but falls apart in game.

    DC first is the only way to go in 2.01
  • SlothropXSlothropX Join Date: 2003-07-21 Member: 18315Members, Constellation
    Elec hits pretty hard in 3.0, I think a skulk is two or three ticks, so I don't think you'd do that well even with a gorge and regen. And given the huge radius, I imagine the gorge would get zapped too. Overall, you either get a fade or you wait until 2 hives in 3.0.

    So really, there are no counters to elec rushes in 3.0. Given how rarely aliens win, that's sort of hard to deny.
  • wilson502wilson502 Join Date: 2004-01-08 Member: 25169Members, Constellation
    that kind of sounds like a lame tactic for the marines to elec the res nodes, and no counters to it until later game, seems kinda unbalanced to me.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Elec hits pretty hard in 3.0, I think a skulk is two or three ticks, so I don't think you'd do that well even with a gorge and regen. And given the huge radius, I imagine the gorge would get zapped too. Overall, you either get a fade or you wait until 2 hives in 3.0.

    So really, there are no counters to elec rushes in 3.0. Given how rarely aliens win, that's sort of hard to deny. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Let's start out by establishing that aliens do win often. Believe it or not, NS is actually very well balanced for its type of game. There is a 50/50 split between people who think that marines win too much and people who think that aliens win too much.

    Next, look at my earlier post. It seems to have been completely ignored.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Electricity is slow and expensive to research for an early-game tech. You have to get a band of skulks together to stop the marines before they build them or before it's electrified, which may be a while because of the slow res.

    If that fails, cut your losses and get gorges to block their access to deeper areas with OC's (as in, don't let them get to the node, not let the OC attack a node). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    edited January 2004
    If the person on your team with the most kills has been there since start game and for some reason gets a hive instead of fading you can get bilebombing gorges within a few minutes.

    rofl ignored your second post aswell, elec might be expensive for early game but if you get a ton of res points and electrify them all you can catch up to those upgrades really quickly with 2 armslabs then drop a few shottys.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Even if there was a ranged attack, it wouldnt help killing rts. Using spikes to kill a elect rt is a COMPLETE WASTE OF TIME. go organise a group of 3 skulks and a gorge to kill it. The counter is team work and higher lifeforms.
  • BobbybirdtreeBobbybirdtree Join Date: 2003-11-30 Member: 23787Members
    Why don't they give the aliens something similiar for 20 of 15 res? Like a sort of gas that shoots out and parasites and damages them if they are too close and damage it. That sounds good to me.
  • GrillkohleGrillkohle Join Date: 2003-12-23 Member: 24695Members, Constellation
    Just place 2 OCs right next to the res tower. Same effect.
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    2 ocs evolve to gorg and build rt = 45 res
    evolve to gorg and Build hive for bilebomb = 50

    Second option costs 5 more res and u don't get the res tower but you also get another hive which benefits everyone and means anyone can kill the res easy.

    Also how about building 2 dcs instead of 2 ocs then evolving to skulk its a hell of a lot quicker
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    <!--QuoteBegin--Gold Leader+Jan 12 2004, 02:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gold Leader @ Jan 12 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Drop a comm chair and block the OC's for 20 res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Great minds think alike
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    If you build two ocs next to the node opposite each other on different sides of the node that sorta messes your plan up. Oh wait i was just thinking comm chair recycling is going to become a real pain eg: gorge plops two OC's next to elec node, comm drops two CC's in front of them. As soon as the comm chairs become weak sell them and plop fresh ones down therefore delaying the aliens long enough for the rines to destroy the OC's.

    I think teamwork H4x is going to be the only way.

    - RD
  • llamapoollamapoo Join Date: 2003-10-02 Member: 21386Members
    Yea, I usually get the second hive up anywhere from 2:30 - 4 minutes into the game
  • Renegade.Renegade. Join Date: 2003-01-15 Member: 12313Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think with all the nerfs that the OC has taken over the builds.
    - Dropped in health to 1000
    - Less accurate
    - Slower RoF
    - Does half Dmg to HA...

    The Ocs need an improvement.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    WOW!!! you definately smokin the alalala man!!
    Unless of course you are referring to changes made since 2.xx (in that case i humbley apologize)
    But may i remind you of the 1.xx OCs!!!
    1st: They were so INACCURATE i remember jumping ON TOP of numerous OCs just to get around them and even on one occasion not even getting hit upon doing so. Back in the day Marine common sense was to always "Jump over" the OC wall of lame instead of trying to take it down, whereas now wall of lames will drop a marine b4 he even gets his TSA standard issue Tim's near their base!!
    2nd: I cannot quote the exact RoF from 1.xx but if my memory serves me right the difference is negligable.
    3rd: I do agree 1/2 damage to Hvy's seems unjustifiable.
    Summary: OCs (and for only 10 res!!!) do need CHANGE;; so i guess our common ground is acknowledging that their current state is not optimum and does warrant change, however, improvement... well i guess we'll see when 3.0 comes out (and dont get me started on that one!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited January 2004
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Let's start out by establishing that aliens do win often.  Believe it or not, NS is actually very well balanced for its type of game.  There is a 50/50 split between people who think that marines win too much and people who think that aliens win too much.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    With the wet-paper fade and onos, and the stupidly huge range that electricity has, I doubt what you say is close to being true.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--Sizer+Jan 14 2004, 03:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sizer @ Jan 14 2004, 03:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Let's start out by establishing that aliens do win often.  Believe it or not, NS is actually very well balanced for its type of game.  There is a 50/50 split between people who think that marines win too much and people who think that aliens win too much.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    With the wet-paper fade and onos, and the stupidly huge range that electricity has, I doubt what you say is close to being true. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What he meant to say was the win percentage was 50/50 for a sample of NS randomly selected. What he neglected to say was this isn't significant evidence that NS is balanced. A newbie commander will wreck an entire team whereas a newbie alien is just a setback.

    To be honest I'm not sure how balanced it is or isn't. Electricity is bad, but so are regen fades. What to do what to do....
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin--Majin+Jan 12 2004, 02:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Jan 12 2004, 02:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think with all the nerfs that the OC has taken over the builds.
    - Dropped in health to 1000
    - Less accurate
    - Slower RoF
    - Does half Dmg to HA...

    The Ocs need an improvement.
    Why oh Why can't they start doing more Dmgs to Structures.
    Say double.
    If a gorge sets up 2 Ocs to take out a res tower, they should be able to take it down on there own in less than 3 mins. Currently it would take around 5 mins for two Ocs to kill a RT.

    I say give the OCs Double Dmg vs structures.
    The Marines have sieges and Elec and Marines with shinny guns to kill the OCs, why can't the OCs have some kinda advantage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i do agree on ocs needin more power, to structures. would stimulate peeps to go gorge and put down offenses more often

    but electric node rush has a downside as well. its still 30 res, which means slow ups, which means an easy life for fades who can take on unuped rines AND elec res nodes. theres more counters to elec rt rush but regen fade is simply the easiest, and relatively most efficient imo
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Lucid+Jan 12 2004, 12:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucid @ Jan 12 2004, 12:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about get 4 fades and attack the marine base. The marines will be unupgraded because they spent all their res on elec nodes and will be just starting to get uppys. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Binnggooo
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    2 skulks biting and a gorge healspraying?
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    Personally, I think it wouldn't hurt at all if pubbers would learn some of those Teamwork h4x.

    I think that the building spacing is extremely stupid, they should just make sure the bounding boxes don't hit, not add another circle around every one.... And the electricity covering almost all of West Skylights??? that's insane! Regen Skulks won't be able to do a thing!! and gorge + skulks won't even work, because the gorge will probably end up getting zapped... Less likely if there's two skulks, but still could easily happen, and if there's only one, death to em both.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Heal-spray has an insanely long range. I just tested it, and the range is about the distance that a gorge can run in 2 seconds (without celerity or carapace). Of course, that is 2.0 (not 2.01, it was run on my computer), and I don't know if that has been changed for 2.01 or 3.0, but I haven't seen it mentioned. Also, that is probably more than twice the electricity range for 2.01. I hope the electricity range isn't doubled for 3.0 (since it was changed mainly to prevent exploits of eating the rt's without being hit). So, gorges should be able to heal skulks just fine.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Twisted Master+Jan 12 2004, 11:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twisted Master @ Jan 12 2004, 11:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What in 3.0 are the current counters to a node rush? (electric or vanilla)

    In 2.x the only one for the most part was to block them in the base or by luck find out where the marines were (OMG SENSORY FIRST WINS), and stop them before they put up the nodes or took out the nodes the second they left them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Er... there's one already. You don't go for the nodes, you go for everything else. If they're spending res on electrifying their nodes then they're losing out on res which they could be using to expand\secure more nodes\tech up. Use the time it gains you to destroy what little stuff they DO have.
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