Delayed Rushes And Early Sieges
ShotgunEd
Join Date: 2004-01-02 Member: 24966Members
<div class="IPBDescription">Wroks in pubs, how so in PCW's</div> Recently I've been seeing a lot of delayed shotgun rushes. The com basicaly gets A1 and W1 asap and spends the rest on medpacks and taking rt's. Then saves up enough res for a shotgun for each marine and just rushes the 1 alien hive. The clever coms get an obs and pg's incase the rush fails and then win anyway because the whole alien team is needed at the hive and the marines have 5 rt's and can do what they please. I'm not that experienced in PCW's and was just wondering do marines commonly win games by early sg rushes and sieges or is refusing aliens rt's and holding out for JP's a far more common strategy? Certainly the rushes win 9/10 times on pubs.
Comments
It...the battle can swing both ways, if my outpost was positioned on the other entrance of the hive, I could have easily sieged, but this was not the case.
It was a constant, great, fun, profanity-laden 7 minutes of intense battle. The problem is, it is a bit of a gamble, because some skulks will slip by and munch all your RTs, as happened in my case. Luckily, my marines pulled through in the end (one lerk kept them all at bay, along with a fade), and we just marched in, and conquered.
It's a bit of a gamble, as I said before, but well worth it, and both sides will have lots of fun.
All but 1-2 skulks kept avoiding cargo, instead using the vents to attack and wear down the marine base. The aliens kept switching a few players to hold the marines out and by the end, they had a gorge heal the hive and dump decoy structures for the sieges to fire on.
The marines lost in the end due to a badly timed distress beacon.
-Evig
i dunno, it has to be a surprise, and the map has to allow it. AE35 on ayumi is great because the path to it is not commonly used (except by the spawning skulk or so) and a very short walking distance. ventilation and archiving work on Hera work too, and the hives on eclipse.
it works about 70% of the time i guess, but its a risky and drastic manouver.
Dont do it 5 times in a row though, people then start to expect it and put oc/go lerk... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
Works well on tanith with satelite and waste hives. Not so easy with fusion as you can almost guarentee running into a skulk or two on the way which could potentially spur the aliens to some drastic action.
The round lasts about 4 minutes, thats before any second hive or fades provided you get their nodes down. It's incredibly effective, aliens expect after the first few minutes with no rush for the game to go pretty averagly, fight for nodes, 5 minutes fades turn up and they fight it out, marines wack second hive etc. Takes them off guard quite nicely.
That way you get the rest of the map in the meantime :o
As for expecting it, I've found most better teams expect something unreasonably stupid alot less - or seem alot less prepared for it. Like an immediate walkin on the hive, which can cause enough distraction for your team to bag the game within a minute.
If they keep attacking your base, you might sacrifice a hive for your main, or your main for nothing. The phase gate would help minimize this but also divide your forces. Also if you pop out of the chair, your marine can't get meds, which are crucial to any major attack on the hive, so be wary of that. If they have lerks I would suggest to divert the attack and shotgun their nodes (a LOT of people don't do that). A)It will force them to spread the lerks out B)They will be divided in their forces, and will force skulks to become offensive (skulks are light defensive units). C)It will cripple any chance they have of them comming back.
Remember, just because you call out a shotgun rush, doesn't mean you have to do it, if you feel that it isn't right but already passed out the gear, break down their nodes, then attack.