Khaara's Defeat
XCan
Join Date: 2002-11-03 Member: 5904Members, Constellation
<div class="IPBDescription">Time for kharaa to change strat?</div> Last night I was commanding and things really didn't went well at all. We would set up a res noz some turrets then a skulk would take everything out. That's when I decided for us to charge the khaara hive. Said that, I gave out a couple of shotties sent my men to serach for the hive which is naturally unprotected since all kharaa do is rushing with skulk. Bam! Hive dies and kharaa loses, maybe it's time for kharaa to rethink their strategy now and not rush blindly? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
I was playing as a Marine and after the intial skulk rush(es) I set out by myself and I go find their generator hive. I almost take out the hive but the commander failed to supply me w/ health and ammo when i told him i was at the hive taking it out..then a skulk somehow bit me from 10 ft away and i died <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
You do have a point though, about the skulk rushes. They only work up to a point. Eventually you are just throwing yourself into turrets/marines to die and achieve nothing. Better to go into stalking mode.
Also, if the skulks didn't notice a full squad of marines suddenly missing, or DID notice and kept rushing the base anyway, it leads me to assume that...
A) They were not thinking about their strategy (aka newer players)
OR...
B) They expected their rushing to destroy your base while leaving enough time to hunt you down before you could take the hive.
Either way, I bet you couldn't do it twice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
1. How could things not be going well if they have one hive?
2. If they have one hive, what are you doing with upgraded weaponry?
3. Dont think you that your use of resources toward unneeded upgrades could be part of the reason why you couldnt get your turrets set up?
4. (which is more of a statement) If they had one hive and hardly any defenses then my only guess is that their gorge (if they had any) were saving up resources to build a second hive off the bat. If this was the case youre lucky you did rush their hive because your men/women obviously couldnt set up any turrets and the second they got fade you would have been pinned down in your command center. while their gorge set up pockets of oc's and dc's everywhere
Side notes: Rushing as kharaa is something I wouldnt even do. Get your skulks to their command center, yes, but dont rush. Hang around outside opening doors, peeking in, parasiting them, just keeping them worried and busy to slow them down while youre gorges build up a few resources. Then, depending on hive location you have different situations to prepare for. When theyre done wasting their resources and time at their command center run ambush strategies outside their command center. Ie: have one (or two) of your players bait them. If you do rush their command center try going around to the other side (if possible). What I mean is, if youre playing eclipse and your hive is in eclipse, rush around to the horseshoe side of their command center and rush from there. Most people will think your hive was in maintenance. You can then set up an ambush in Triad if they choose to go that way. This could also give your gorge some time to set up a resource and set up a couple oc's in your hive so he/she can get ready to move on.
- After$hock
p.s. If <i>everyone</i> on kharaa rushes then it can go very wrong <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I agree that SOME kharaa shouldnt rush but be on the more defensive side.
1. The enemy doesn't know where your hive is at the start, while you always know where they are.
2. The majority of the time, skulks suffer less casualties than marines.
3. Dead skulks = more resources for gorges.
4. Marines move so much slower than Kharaa. Even if they have a coordinated rush on your hive, provibding they know where it is, it will take them a while to get there.
After the second or third rush, they will probably have enough defences in their main base thar rushing will not be effective. There are exceptions to this, where even in the late game you can still chew on the CC without any turret noticing, but that's uncommon. So what do you do then? Keep rushing. But not the main base, take their expansions. At this stage, parasite becomes very useful, as you don't have single target location anymore. It also helps prevent surprises from marines going to a hive. In the late game, the effectiveness of a skulk is low, depending on the vent system. But even an unupgraded skulk can cost a lone heavy marine who doesn't see you coming a lot of armor. But generally, late game is for the fades and lerks. (Onos isn't late game, it's usually game over, most games you only get Onos at the point where fades and lerks could have easily done the job.)
Deviations from the Fade/Lerk combo are useful occasionally, with Gorges (webs at the ceiling, jetpackers love those), babblers (not likely to be very effective late game, but it can confuse the marines who wonder where that stream of skulks suddenly came from) and skulks for surprise attacks on badly protected turret factories.
On smaller maps, three skulks rushing three marines works out pretty well- before the marines get to the hive, all skulks are up.
On large maps, 9 skulks rushing 9 marines, the marines cut them down, rush to the hive (and you always knows where the hive is from the start. Hint: commanders can use their ears) and get there before more than 4 skulks have spawned, owning them and killing the hive.
Size matters. Eh .. well, _team_ size matters ! :-)
Well, that hinges on marines, some of whom are trying to build or get ammo, kill every single skulk within a very short period of time. That's rare enough as it is. In that unlikely situation, the resources just start flooding the gorge(s), who should be smart enough to turtle the hell out of the hive before the marines trudge over there, while skulks are respawning all that time.
I agree
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
not to mention the ammunition shortage the marines will have and aswell have to take into the account atleast 50% of the marines would be reloading <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->