Scanner rush

tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
<div class="IPBDescription">Pt's commander strat</div>this commander strat works most effectively when the initial alien hive is the hive location closest to the marine start or when the hive is located in a LARGE hive room (ie, refinary on bast).  it's very risky, but it can win you the game in less than 5 minutes if done correctly.  

first thing you want to do is tell all your marines to head to the 'high ground' area in the marine spawn.  this is the area where you have the best chances to counter the common skulk rush.  once they are in position, the build order proceeds as follows (marines start with 100rp FYI):

<b>Infantry Portal (25rp) -> Observatory (25) -> Scan up to 2 hive locations (2 rp per scan)</b>

you only need to scan up to 2 to determine where the hive is located)  this will leave you with ~50-60 rps by this time.

once you've determined where the initial hive is, have 75% of your troops immediately run together towards the hive (im assuming an 8v8 or so).  the rest stay next to the high ground/CC and defend.  once your troops are there, order them to high ground.  have them focus ALL their fire on the hive.  it's most likely that the other aliens will be diffused throughout the map before they realize the hive is under attack.  drop a small amount of health/ammo when need.  you should have enough for a turret factory and 2 turrets (25+16+16 = 57rps) at this point.  have one marine build a tfac and turrets on the EDGE of the hive room.  these turrets will help you quickly kill any respawning aliens nearby.  if you have enough focused fire on the hive, it will go down pretty quickly.  after the hive, proceed to take out the alien's initial resource tower.  this will prevent any rebuilding of hives.  by now, the aliens won't be respawning and you can simply scout the 2 remaining hives for the other aliens to make sure they dont try to rebuild.  hunt down the few remaining aliens and take them out for a quick win.



<!--EDIT|tommyd|Oct. 29 2002,17:18-->

Comments

  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    great...will be more useful once everyone learns the game.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    This is a great strat.  Seems like I've never seen this in-game.  I'd love to try it sometime.  I'm all about hyper-aggressive marines. :)
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    (yes, i was intending this for AFTER release - right now most people won't understand - it's just so ppl get a favor of the action)

    this strat worked for me on tanith when the aliens started at the satellite hive.  it also worked on caged when the sewer hive was the initial hive.  on caged however, i used sieges instead of the actual marines themselves (this is a different strat which i will explain later)
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    I have a question about commander mode... I'm sure it's been asked before but hey, at least I'm not making a new topic.

    How does the commander select more than 1 infantry?  Can he call up a list of players and select whoever he wants?  Can he have a button that goes from 1 marine to the other?  Or does he have to look all around the map to find them, and do it 1 at a time?
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    you didn't say anything about resource nodes and getting more resources...

    dead-end stratagies will end the game quickly; Victory or defeat.
  • tommydtommyd Creator of ns_tanith, co_pulse and co_faceoff Join Date: 2002-01-24 Member: 40Members, NS1 Playtester, Contributor, NS2 Developer
    you start with a node at your base.  you dont need to cap any more nodes for this strat.  you initial node will give you some extra rps to work with over time.
  • HikeebaHikeeba Join Date: 2002-10-03 Member: 1418Members
    I'd love to try this in game.  It sounds a lot like one of my favorites from Shogun.
  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    I'm all about biting the head off of hyper-agressive marines too <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Windelkron+Oct. 30 2002,03:10--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Windelkron @ Oct. 30 2002,03:10)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->I have a question about commander mode... I'm sure it's been asked before but hey, at least I'm not making a new topic.

    How does the commander select more than 1 infantry?  Can he call up a list of players and select whoever he wants?  Can he have a button that goes from 1 marine to the other?  Or does he have to look all around the map to find them, and do it 1 at a time?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    The commander uses click 'n' drag to "lasso" the marines he want to select, just like in a normal RTS.
  • TheDamageTheDamage Join Date: 2002-11-06 Member: 7348Members
    Saw this once without observatory just blind luck by the marines. Most had shotties and mines. They got to the hive while all our skulks were out and proceeded to shotgun our hive and mine our spawn. They won fairly quickly. Problem with most marine strats is that 1 good skulk will screw the whole thing up. Not much of a rush when you have to respawn.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    IRT: All

    You do not (DO NOT) need an observatory to find the alien hive.

    What you do:
    Commander zooms to all hive locs, and whichever one is making the hive sounds is where the aliens have started!
    I do not think this strategy would work though, as the skulks usually make a bee-line towards the marine base in order to rush.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--ChromeAngel+Oct 31 2002, 10:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Oct 31 2002, 10:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    The commander uses click 'n' drag to "lasso" the marines he want to select, just like in a normal RTS.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Alas he cant "CTRL+#" group them. That would be SOOO NICE. Also a "Select all marines" would help. But I digress .)
  • TomodachiTomodachi Join Date: 2002-08-16 Member: 1175Members
    This is a pretty risky tactic, especially if the marines don't agree with you and start running off being **obscenity**.
  • HBNayrHBNayr Join Date: 2002-07-13 Member: 930Members
    <!--QuoteBegin--Canadianmonk3y+Nov 18 2002, 02:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Nov 18 2002, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I do not think this strategy would work though, as the skulks usually make a bee-line towards the marine base in order to rush.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    My clan doesn't usually like playing as marines, but when we do, we use this "technique." One marine stays behind, and the rest take shotguns and head to the Hive location. One effective marine can usually stave off the skulk rush, although we have lost the spawns twice. But the technique has yet to fail us. First priority for me is usually taking out the resource tower. Resources come in EXTREMELY slow for the Kharaa at the point, and ensures that another Hive won't go up soon. Then it's a simple matter of shotgunning the Hive down. As soon as it's death animation begins, rush back to the marine start. Most skulks are wasiting for you in here. From there, it's a simple mopping-up effort.

    After two or three marine rushes, we usually give it up for a "real game," and proceed to rush the nearest empty Hive, and set up a new base there.

    -Ryan!


    "He who fears being conquered is sure of defeat."
    -- Napoleon
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    I was saying that the aliens would and should figure out what you are doing, as they would encounter you on their way to the marine base.
    Another thing?
    One marine versus 6-8 skulks?
    I dont see how that works, but whatever.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    I think this would work better if the marines that rushed the hive never fired a shot at it. Of course they shoot and hopefully kill enemy aliens. This lets them get the TF up before most aliens even know that there is a problem. Plop down 3 turrets in a triangle around it and it's invulnurable until the aliens get 160 more resource points (enough for the other two hives). Of course they won't have enough time for that. I'd try this if I found a few people who could understand it, because it sounds like it would work. Especially on a map like ns_caged.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    couldn't you just knife the hive? In 1.00 knifing the hive keeps the kharaa from respawning.. I've never been involved in a marine rush outside of LAN games (1.00), so I don't know if that is still true.
    What we did was did a 2 marine rush, one to knife the hive, the other to cover the marine (once all kharaa were dead they quit to the ready room and called us lamers, even though they were mocking us for destroying our comm center)

    *shrug*
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I've seen this work... it was frightening. You see, this is why i don't have my aliens rush the spawn, but hang out outside and kill anyone who comes out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    <!--QuoteBegin--(e)kent+Nov 19 2002, 08:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Nov 19 2002, 08:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This lets them get the TF up before most aliens even know that there is a problem. Plop down 3 turrets in a triangle around it and it's invulnurable until the aliens get 160 more resource points (enough for the other two hives).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's not true at all, bite and heal, or just spike the tfac.
  • RainmanRainman Join Date: 2002-11-15 Member: 8820Members
    I've seen a more ad-lib version of this strategy where the commander instructed the mariens to rush a hive spot (after building a few base defences and holding off the first skulk rush) for the purpose of starting a base there. Just so happened that the aliens first hive was there. With constant pressure of reinforcing marines and a supply of health and ammo from the commander, the the hive fell, and the game was pretty much over.

    One advantage for the marines here is that the aliens don't usually expect to find a large group of marines moving out from the spawn towards their hive so early, and a group of marines can usually do a pretty good number on the surprised skulks. The tough part is keeping the marines alive while they're attaking the hive. Those skulks are pretty determined and even if they just go one for one, they'll kill the rush.

    This doesn't include building a turret factory or anything near by, so the only resources it costs are the ones spent on health and ammo. Also, if you have one or two guys running around securing other parts of the map, you can get a jump on the aliens because they're spending time trying to fight off the attack rather than expanding. Sort of a reverse skulk rush.

    I had this done to me as aliens once. We fought off the rush, but were behind for the entire game after that. In the time we were recovering from the initial rush, the mariens had been able to secure one of our hive rooms. They started to try to get our second, but we fought them off after a time and took it. But while we were struggling to get our second hive up, they were upgrading their weapons and technology. Even with the second hive, we could never break into our third. We got close once (I was a gorge playing backup for 4 fades and they were firing acid rockets in from the door), but we never made it. Our push was abruptly halted when the marines started using grenade launchers. We even did a fairly good job of keeping their resource outposts down (it's amazingly easy to isolate resource outposts when the marines are just phase gating between hotspots). Eventually, though, they overpowered us.

    If executed properly, and with a little luck, the marine rush can be very effective. It's just harder in general to pull off than the skulk rush, I think.

    Rainman
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    Yeah, I've seen skulk rushes go horribly wrong where only myself and another gorge were left alive. I couldn't help but think that it would take forever for all those players to respawn off of one hive and I just hoped that the marines wouldn't rush and take out the hive. But it was a pub, so the marines turreted up and I got the resources to build up some res towers almost instantly. We won that game. We definately shouldn't have.

    As a side note, I don't know why so many marines think that lmgs are useless. Against skulks, gorges, and single offense towers, they do just fine. Many times I've tried to convince folk to go and rush forward and at least take out one of the aliens initial resource towers (which does slow 'em quite a bit) and any gorges encountered along the way. For some reason, lots of players are almost afraid to.
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