the 3 ip thing probably started becuase Aliens can't spawn more than 3 at a time, and alot of games never get 3 ips up.
Back in v2.0 i was on a rine team that recycled everything in base (we was turret farming for a long game) and spent that res on IPs. We won becuase aliens finally gave up aftr countless onos died to the lvl 3 lmgs.
Since no-one seems sure on whether more than 3 people can spawn at once (I believe it's not possible), I will test it tonight <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
To the best of my knowledge, no more than three marines can spawn at once, even though the score table displays them as 'reinforcing'.
He has no feelings <!--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--> and treats his marines as cannon fodder.
Well Ip rush is rather close to MC rush. It is so unusual that it works most of the time; but only because most ppl dont expect it.
Frankly speaking i rarely built more than 2 ips in MS, though a reloc sometimes needs the third/fourth ip if you want to hold your ground.
As alien i usually feel that SC is the right way to counter mass ipm since you wont see armor1 early when 4+ ups are up. OCs can be considered a rather soft counter to mass ip (imho), as long as you make shure that your gorges know how to place ocs.
It is rather hard to tell how to correctly reply to mass ip, since it make the game even more dependend on alien skill. If your mates just keep dieing witheout taking out at least 3 rine before, you will be outspawned and loose.
My vote for the ultimate early mass ip counter goes to the giant box in the hallway from MS to engine on ns_bast. I made 13 kills in a row yesterday as a hive 1 skulk with regen just by sitting on that box and killing the unlucky rines that walked bye. Great time.
<!--QuoteBegin-hawthorne+Nov 2 2004, 01:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (hawthorne @ Nov 2 2004, 01:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "within seconds" is very different from "do they spawn three at a time or four at a time or five at a time"
your marines could be spawning in 3 at a time. and even though they spawn "within seconds", they're still only spawning 3 at a time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> As in.. not 3, then 3 more in ten seconds..
Since they all diddnt suicide at the "exact same second" but within say... 3 seconds of each other.. due to delays in typing.. ect...
<!--QuoteBegin-moomin.+Nov 2 2004, 02:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moomin. @ Nov 2 2004, 02:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I guess it's easier than dropping meds and preserving lives. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Actually... i get so much freakin RFK from this strat...(against 2-3 hive aliens, more bodies to kill) that i can still medspam my "cannon fodder" as spitfire put it...
Yes spitfire, "You are so freakin expendable"
And way to take my "spawn, phase, shoot, die, repeat" mantra (which i usually chant on voicecomm while medspamming during a hiverush..... :-P :-P
My marines had all run off to engine hive through main aft (this being a pub) without building anything in MS. In main aft they met a full-on skulk rush. The results were predictable. After that I sold the base, dropped a CC under engine hvie (which was their start hive) and proceeded to rambo through the vents (b4a bast) and int othe hive, which was empty as the skulk rush decided it was more important to eat the empty CC than find the last marine.
Suffice to say we had about 9 IPs and the entire team spawned in a matter of about a minute. We then proceeded to LMG the start hive down at a0/w0 whilst the alien team were scouring the map for our relocate.
<!--QuoteBegin-moomin.+Nov 2 2004, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moomin. @ Nov 2 2004, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right so what would happen against good skulk players? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Eh? Who are these "good skulk players" you speak of? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
TheAdjHe demanded a cool forum title of some type.Join Date: 2004-05-03Member: 28436Members, NS1 Playtester, Constellation
<!--QuoteBegin-moomin.+Nov 2 2004, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moomin. @ Nov 2 2004, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right so what would happen against good skulk players? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> You lose.
<!--QuoteBegin-TheAdj`+Nov 2 2004, 08:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj` @ Nov 2 2004, 08:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-moomin.+Nov 2 2004, 04:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moomin. @ Nov 2 2004, 04:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right so what would happen against good skulk players? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> You lose. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
9 Times out of 10.... NO
With 6-9 ip..
At one Hive
EVEN if you get... oh, say.... 5 kills before dying..... MARINES STILL OUTSPAWN YOU AT THAT RATIO... EVEN IF YOUR WHOLE TEAM GOT 5 KILLS EVERY LIFE BEFORE DYING.... UR STILL DONE FOR!!!!! since u will be outspawned and outkilled.....
in order to keep the ratios up (say against 2 hive aliens)
the aliens would haev to maintain 2-3 kill average on every life...
this happens against lvl 1 marines maybe... but fully upgraded marines..
With 6-9 ip..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> With enough res for that many more IPs? game shoulda ended about 15 minutes ago..
With 6-9 ip..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> With enough res for that many more IPs? game shoulda ended about 15 minutes ago..
-Aes- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> not so.... i dont drop heavies.... so instead of putting say... 80 res into heavies... i drop 4 IP... making 6 total....
<!--QuoteBegin-SDJASON+Nov 2 2004, 09:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJASON @ Nov 2 2004, 09:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> not so.... i dont drop heavies.... so instead of putting say... 80 res into heavies... i drop 4 IP... making 6 total.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> So we get a much longer drawn out game in which aliens have clearly lost. If aliens are still in the game, chances of you winning are diminishing quite quickly without heavies at that point.
Only thing wich keeps me from trying something like this is that you get ejected if you dont do the standard build up. Every 1 says "noob comm eject" "omg! we dont need 3 ips" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Svenpa+Nov 3 2004, 07:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenpa @ Nov 3 2004, 07:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only thing wich keeps me from trying something like this is that you get ejected if you dont do the standard build up. Every 1 says "noob comm eject" "omg! we dont need 3 ips" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Add 1 more ip every minute or two. Most people probably won't notice there's a bunch of ip's for a while.
this strategy makes a lot of sense. instead of spending res on things like heavies or hmgs which you will eventually lose, you spend the res on upgrades that affect the whole team and dont get lost. seems that ip's are much more valuable than the equivalent res in HA
<!--QuoteBegin-drummerman109+Nov 3 2004, 12:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (drummerman109 @ Nov 3 2004, 12:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this strategy makes a lot of sense. instead of spending res on things like heavies or hmgs which you will eventually lose, you spend the res on upgrades that affect the whole team and dont get lost. seems that ip's are much more valuable than the equivalent res in HA <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Exactly.....
Anyone who doesent think it works..... there have been plenty of people here postin who have seen this strat in action, either by me, or others..... who say it works the majority of the time...
ANyone still in disbelief... go try it...
If you have PG by the 5 min mark, and 5-10 IP, and make it so ur dummy marines phase non stop... Tech up with all ur rfk/RT res...
Using this strat i ALWAYS have 3/3 ups by the 8:30 min mark at the LATEST (with all the res spent on IP's, mind you)
Very strong strat... BUT as mentioned before... requires a different mindset to excecute properly..... so ud have to try it a few times till you understood HOW it works....
Isn't this just a way to give the aliens a load of RFK?!?
Who cares if each marine can kill 1 skulk because those skulks are going to be fading pretty damn quickly and suddenly you have 1 marine doing a little damage to a fade before dieing along with his team mates.
Nice idea in theory but no. Oh yeah and it has been done before as everyone has pointed out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-Meto+Nov 3 2004, 09:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meto @ Nov 3 2004, 09:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Isn't this just a way to give the aliens a load of RFK?!?
Who cares if each marine can kill 1 skulk because those skulks are going to be fading pretty damn quickly and suddenly you have 1 marine doing a little damage to a fade before dieing along with his team mates.
Nice idea in theory but no. Oh yeah and it has been done before as everyone has pointed out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Have you ever thrown a pellet at a giant Ninja alien? I am shure you have, but in case you didnt notice: A single pellet does nothing, but throwing masses of pellets works.
The same is true for rines. Even if you have to face Fades there is no chance that they can kill your 7 rines, then kill a single pg and heal, before you can throw another 6 pellets at them.
Outspawning is a strong and valid strat, as long as you combine it with constant pressure. Just make shure that there is never more than 30%of the alien team alive and you will win.
If you dont believe me try it. Use rcbot make yourself a hive 2 fade and then go to rine ms and have all the bots spawn at once (5 at least). You wont kill them all witheout retreating, even if they are 0/0 lmg rines and bots with crappy aim.
As stated above their are only 2 real counter to mass ip. Either destroy their reloc, before they can even finish it or you need gorges, who know how to place ocs correctly and to a certain extend lerks, since they can "scare" little rines.
It is for a matter of fact a good tactic, as long as you take your enemy by surprise (if he expects it you are really screwed, since you dont have res for anything else) and as long as you keep marching towards the hive. If you dont march towards the hive and the aliens avoid you, you are going to be in real trouble at the 6 minute mark. So go for the hive if you build more than 3 ips.
<!--QuoteBegin-Meto+Nov 3 2004, 02:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meto @ Nov 3 2004, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Isn't this just a way to give the aliens a load of RFK?!?
Who cares if each marine can kill 1 skulk because those skulks are going to be fading pretty damn quickly and suddenly you have 1 marine doing a little damage to a fade before dieing along with his team mates.
Nice idea in theory but no. Oh yeah and it has been done before as everyone has pointed out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Fade vs 5 LMG 3/3 upped marines = Dead...
4 Fades vs a non stop assault of 6 marines thru a pg every 10 seconds... DEAD since they cant really kill them faster than they phase in (have to regen sooner or later, lvl 3 guns pack a punch)
Give the aliens all the RFK you want.. when the hive(s) are down... the game is over.... end of story.... :-P
I see your argument... now see mine.... go try it... tell me how it works for you....
Instead of spending 100 res on 5 IPs, get 3 heavy packs (15+15+5=35 each... which means it costs 105 res for 3 HA packs... ok I'm no good at math but same thing). If you have 3 solid heavies than those skulks WON'T get those 5 kills, and thus no need for the IPs. Where there is no problem, there is no need for a solution.
<!--QuoteBegin-Alkiller+Nov 3 2004, 04:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Alkiller @ Nov 3 2004, 04:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Instead of spending 100 res on 5 IPs, get 3 heavy packs (15+15+5=35 each... which means it costs 105 res for 3 HA packs... ok I'm no good at math but same thing). If you have 3 solid heavies than those skulks WON'T get those 5 kills, and thus no need for the IPs. Where there is no problem, there is no need for a solution. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> To be honest, it's still a safer investment to drop the ips. It doesn't take a genius to suicide rush and shoot, however you need good players that weld constantly and know when to retreat and such in order for your 3 heavies to stay alive. And as soon as an onos comes, those heavies are dead (this assuming the onos isn't an idiot and doesn't rush the marines, and hopefully the aliens have a lerk with umbra or a fade as well).
Comments
As for the 3 IP thing, I think that was introduced in 2.0, and removed in 3.0
Back in v2.0 i was on a rine team that recycled everything in base (we was turret farming for a long game) and spent that res on IPs. We won becuase aliens finally gave up aftr countless onos died to the lvl 3 lmgs.
To the best of my knowledge, no more than three marines can spawn at once, even though the score table displays them as 'reinforcing'.
Get like 10 ip down... and ur whole team (prolly only 4-5 will) to suicide at once... watch them all spawn in within seconds of each other...
~Jason
your marines could be spawning in 3 at a time. and even though they spawn "within seconds", they're still only spawning 3 at a time.
He has no feelings <!--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--> and treats his marines as cannon fodder.
But it is a lot of fun.
Spawn, phase, shoot, die, spawn, phase, shoot, die....repeat.
Well Ip rush is rather close to MC rush. It is so unusual that it works most of the time; but only because most ppl dont expect it.
Frankly speaking i rarely built more than 2 ips in MS, though a reloc sometimes needs the third/fourth ip if you want to hold your ground.
As alien i usually feel that SC is the right way to counter mass ipm since you wont see armor1 early when 4+ ups are up. OCs can be considered a rather soft counter to mass ip (imho), as long as you make shure that your gorges know how to place ocs.
It is rather hard to tell how to correctly reply to mass ip, since it make the game even more dependend on alien skill. If your mates just keep dieing witheout taking out at least 3 rine before, you will be outspawned and loose.
My vote for the ultimate early mass ip counter goes to the giant box in the hallway from MS to engine on ns_bast. I made 13 kills in a row yesterday as a hive 1 skulk with regen just by sitting on that box and killing the unlucky rines that walked bye. Great time.
your marines could be spawning in 3 at a time. and even though they spawn "within seconds", they're still only spawning 3 at a time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
As in.. not 3, then 3 more in ten seconds..
Since they all diddnt suicide at the "exact same second" but within say... 3 seconds of each other.. due to delays in typing.. ect...
They dont all spawn at the exact same second...
ITS FINAL AND INDISPUTABLE...
10 marines... 9 IP..
ALL 9 IP WORK!!!!
~Jason
Actually... i get so much freakin RFK from this strat...(against 2-3 hive aliens, more bodies to kill) that i can still medspam my "cannon fodder" as spitfire put it...
Yes spitfire, "You are so freakin expendable"
And way to take my "spawn, phase, shoot, die, repeat" mantra (which i usually chant on voicecomm while medspamming during a hiverush..... :-P :-P
My marines had all run off to engine hive through main aft (this being a pub) without building anything in MS. In main aft they met a full-on skulk rush. The results were predictable. After that I sold the base, dropped a CC under engine hvie (which was their start hive) and proceeded to rambo through the vents (b4a bast) and int othe hive, which was empty as the skulk rush decided it was more important to eat the empty CC than find the last marine.
Suffice to say we had about 9 IPs and the entire team spawned in a matter of about a minute. We then proceeded to LMG the start hive down at a0/w0 whilst the alien team were scouring the map for our relocate.
So yes, mass IPs do work in some situations.
Eh? Who are these "good skulk players" you speak of? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
You lose.
You lose. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
9 Times out of 10.... NO
With 6-9 ip..
At one Hive
EVEN if you get... oh, say.... 5 kills before dying..... MARINES STILL OUTSPAWN YOU AT THAT RATIO...
EVEN IF YOUR WHOLE TEAM GOT 5 KILLS EVERY LIFE BEFORE DYING.... UR STILL DONE FOR!!!!! since u will be outspawned and outkilled.....
in order to keep the ratios up (say against 2 hive aliens)
the aliens would haev to maintain 2-3 kill average on every life...
this happens against lvl 1 marines maybe... but fully upgraded marines..
The IP overwhelms them
With 6-9 ip..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
With enough res for that many more IPs? game shoulda ended about 15 minutes ago..
-Aes-
With 6-9 ip..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
With enough res for that many more IPs? game shoulda ended about 15 minutes ago..
-Aes- <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
not so.... i dont drop heavies.... so instead of putting say... 80 res into heavies... i drop 4 IP... making 6 total....
So we get a much longer drawn out game in which aliens have clearly lost. If aliens are still in the game, chances of you winning are diminishing quite quickly without heavies at that point.
-Aes-
depends on alot of factors like map dominance, base location, etc.
Add 1 more ip every minute or two. Most people probably won't notice there's a bunch of ip's for a while.
Exactly.....
Anyone who doesent think it works..... there have been plenty of people here postin who have seen this strat in action, either by me, or others..... who say it works the majority of the time...
ANyone still in disbelief... go try it...
If you have PG by the 5 min mark, and 5-10 IP, and make it so ur dummy marines phase non stop... Tech up with all ur rfk/RT res...
Using this strat i ALWAYS have 3/3 ups by the 8:30 min mark at the LATEST (with all the res spent on IP's, mind you)
Very strong strat... BUT as mentioned before... requires a different mindset to excecute properly..... so ud have to try it a few times till you understood HOW it works....
Who cares if each marine can kill 1 skulk because those skulks are going to be fading pretty damn quickly and suddenly you have 1 marine doing a little damage to a fade before dieing along with his team mates.
Nice idea in theory but no. Oh yeah and it has been done before as everyone has pointed out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Who cares if each marine can kill 1 skulk because those skulks are going to be fading pretty damn quickly and suddenly you have 1 marine doing a little damage to a fade before dieing along with his team mates.
Nice idea in theory but no. Oh yeah and it has been done before as everyone has pointed out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Have you ever thrown a pellet at a giant Ninja alien? I am shure you have, but in case you didnt notice: A single pellet does nothing, but throwing masses of pellets works.
The same is true for rines. Even if you have to face Fades there is no chance that they can kill your 7 rines, then kill a single pg and heal, before you can throw another 6 pellets at them.
Outspawning is a strong and valid strat, as long as you combine it with constant pressure. Just make shure that there is never more than 30%of the alien team alive and you will win.
If you dont believe me try it. Use rcbot make yourself a hive 2 fade and then go to rine ms and have all the bots spawn at once (5 at least). You wont kill them all witheout retreating, even if they are 0/0 lmg rines and bots with crappy aim.
As stated above their are only 2 real counter to mass ip. Either destroy their reloc, before they can even finish it or you need gorges, who know how to place ocs correctly and to a certain extend lerks, since they can "scare" little rines.
It is for a matter of fact a good tactic, as long as you take your enemy by surprise (if he expects it you are really screwed, since you dont have res for anything else)
and as long as you keep marching towards the hive. If you dont march towards the hive and the aliens avoid you, you are going to be in real trouble at the 6 minute mark. So go for the hive if you build more than 3 ips.
Who cares if each marine can kill 1 skulk because those skulks are going to be fading pretty damn quickly and suddenly you have 1 marine doing a little damage to a fade before dieing along with his team mates.
Nice idea in theory but no. Oh yeah and it has been done before as everyone has pointed out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Fade vs 5 LMG 3/3 upped marines = Dead...
4 Fades vs a non stop assault of 6 marines thru a pg every 10 seconds... DEAD since they cant really kill them faster than they phase in (have to regen sooner or later, lvl 3 guns pack a punch)
Give the aliens all the RFK you want.. when the hive(s) are down... the game is over.... end of story.... :-P
I see your argument... now see mine.... go try it... tell me how it works for you....
To be honest, it's still a safer investment to drop the ips. It doesn't take a genius to suicide rush and shoot, however you need good players that weld constantly and know when to retreat and such in order for your 3 heavies to stay alive. And as soon as an onos comes, those heavies are dead (this assuming the onos isn't an idiot and doesn't rush the marines, and hopefully the aliens have a lerk with umbra or a fade as well).