Sensory First Strategy That Works Wonders.
jammno
Join Date: 2004-01-31 Member: 25832Members
<div class="IPBDescription">The three minute game winning focus rush</div> A sensory first strategt that requires a bit of team work. A build order-
1) Three people spam their hotkey to go gorge so that as soon as the match starts they are gestating.
2) Before they're done gestating they spam their hotkey to drop a sensory. So that as soon as they're done gestating they drop the sensory.
3) Build the sensory. Before it's fully completed suicide with kill in console.
4) By the time the gorges respawn, the sensories are up. (All before one minute.) Everyone gestates to focus.
5) Rush Marine Start.
Try it before you doubt it. Very fun / fast games. This greatly outweights defense first if you can get at least two others to do this with you.
If they have an electrified turret factory in the base, just back off and watch the infantry portal. As soon as a marine spawns insta-gib him. You can do this six or seven times before electrification gets you.
1) Three people spam their hotkey to go gorge so that as soon as the match starts they are gestating.
2) Before they're done gestating they spam their hotkey to drop a sensory. So that as soon as they're done gestating they drop the sensory.
3) Build the sensory. Before it's fully completed suicide with kill in console.
4) By the time the gorges respawn, the sensories are up. (All before one minute.) Everyone gestates to focus.
5) Rush Marine Start.
Try it before you doubt it. Very fun / fast games. This greatly outweights defense first if you can get at least two others to do this with you.
If they have an electrified turret factory in the base, just back off and watch the infantry portal. As soon as a marine spawns insta-gib him. You can do this six or seven times before electrification gets you.
Comments
1.) As you said it requires a lot of teamplay
2.) It requires a map where Skulks can to MS easily and with a low risk of getting spotted/killed (I wouldn't try this on ns_veil)
3.) A good com will check all the hive at round start. While he can't hear the RT he can still hear players gestating and/or building. If the Aliens are building Chambers at round start, there is a very good chance they will try a rush. The commander can then react by either tightening his defense and preparing a trap or by having his Marines storm the hive while there are Gorges or half the team in the respawn queue.
As I already said, I've seen this strat work in a scrim and I recommend to try it some time, simply because noone really expects the Aliens to try such a rush. However once you've tried this strat be sure that your enemy team's com will always keep an eye (or better ear) on what going on in your hive to make sure his team won't get rushed again.
It'll work on pubs assuming those 3 gorges are decent players and can use focus.
It'll work despite the comm's best efforts because if his team blows the comm can't win.
Bad players who can't even bite a marine ONCE will not be helped by this chamber, at least DC gives them a chance to suck up some damage.
Armour upgrades are pretty much the law now, so if your team can't seriously abuse focus then you're going to suffer for it.
On the clan side of things -
Higher tier players will generally not be in a position to be ambushed by skulks.
A1 is rather effective in levelling the playing field. And at that point sensory becomes less than useless.
Most higher tier players don't need a one hit kill crutch.
I'm happy to be corrected but really I see focus of limited use unless there's an average pile of players. Low skill players will suffer for it, high skill players can make better use of other upgrades.
You fail.
I'll come back after class is over and tell you why this strat made me snort derisively.
when I command, I always do, IP, armoury (drop mines) and Obs at start.
This means that well before a minute I will have mined IP plus an obs, plus I always get a mrine to stay in base for the first few minutes.
Bassically if you tried this against me, my base defender would take out maybe one or 2 skulks, the mines, hmmm well, but I would have plenty of time to beacon, 5 marines plus 4 skulks (plus id jump out of cc) = your rush ****.
And then you have 3 SCs in your hive, now the aliens are ****.
It a gamble...
one on one now tbh <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
na I see where your comming from, but surely you must agree that if you rush fails, SC as a first chamber is weak.
It is but all is not lost, alot of the time people will give up if a rush fails but there's always hope! Just all of a sudden play a defensive recap game because if you have enough teamwork to pull this off then surely you have enough teamwork to get some RTs and a hive dropped <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
However, I think we may try your SC rush soon, cus I think it will probably work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
You fail.
I'll come back after class is over and tell you why this strat made me snort derisively. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The strategy calls for a rush. Not for long game sensory placement. Build the sensories and go.
Mines are the biggest threat, but as long as the players aren't idiots and charge into them you'll be fine.
Of course you are, why shouldnt you?
freaking true man, and tbh, if the marine team sees 3 aliens all suicide at once there gonna think something is up.
Cloaking is poor, sof won't help much unless you're planning another rush when their base empties, focus is quite handy but once armour ups start appearing...
They won't be able to get armor 1 up by the time the skulks are in the rine spawn.
Gestating back to skulk isn't worth the two res. Check Ideas and Suggestions for upcoming version for a topic about it. When it's removed it will be safe to gestate back to skulk.
The whole argument with the spawn time is that you kill yourself and by the time all three gorges respawn the sensories finish.
Basically the gorges drop the sensories and build it up to a certain point and kill themselves. When the last one spawns you'll hear the "New trait available." message and you all go. Hopefully some of the other players made a few RT's in case the rush fails (Long hallway. Newbs, etc.)
Every resources is valueable if the rush fails. >_>
MT doesn't counter sensory.
About building under the hive. It's best to insta-gorge and drop the sensories and go while they're just moving out to cap res and a few are still in base building the obs or arms lab.
When your skulks rush they can insta-gib any marine and then kill the buildings for easy wins.
This case, if you lose, you still have SC in strategically viable locations.
SC is a pretty nice chamber, as long as you place them well, dont place too many of them and your team knows and supports the placement of SCs. Thats why i am seeing trouble with this one on the average pub. Though you can shurely rip it with 3 good mates.
This case, if you lose, you still have SC in strategically viable locations. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I did a "trial" battle doing this. By the time we got to MS in a group they had armor 1.
Now realize this was organized. We knew before the game what we were going to do. We wanted to test the effectiveness of strategic placing of sensories.
The test results were a failure.
The time spent placing them in those areas allowed the marines to rush armor 1.
We did the same thing, but with just SC's in the base. We were able to get to MS and win before armor 1 was done.
Nice troll. Get enough people together and try it in a pub. Works wonders.
How would that be? The marines get insta-gibbed.
In every pub (Without sens) when I actually see the entire team skulk rush marine start the skulks ALWAYS over take the marines.
Now imagine that but with 1/2 the bites. Very devastating.
How would that be? The marines get insta-gibbed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Let me pick out key words for you.
<!--QuoteBegin-WildChicken+Nov 5 2004, 10:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WildChicken @ Nov 5 2004, 10:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Try it against a marine team which are <b>actually your own skill level</b> and watch yourselves get owned. BADLY. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Of course, if you are truely a n00b, then "your own skill level" is another n00b, so it may work.
Either way you've embarrased yourself. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->