The Phase Gate Rush Strategy

domesticxdisputedomesticxdispute Join Date: 2002-11-01 Member: 2300Members
<div class="IPBDescription">getting a little annoying?</div> Ok, I'm sure all of you that have played on a decent server have witnessed a phase gate rush. Commander builds ips, armory, observatory, and a phase gate. 1 Person stays in base, the other marines go to the aliens' hive and proceed to build a phase gate. From here, the marines either charge and and shoot the hive to death, or siege it. I'm just wondering about people's opinions on this. When it happens to me (on either side) it just makes for an extremely boring game. (since they only last around 5 minutes)

Comments

  • ShadowXORShadowXOR Join Date: 2002-11-27 Member: 10106Members
    I could have sworn it was part of the game, and if they were good they could stop it.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Aliens can rush, therefore so can marines. The difference is a marine rush is very very hard to stop. Hopefully anti marine rush strats will come about soon.
  • CyborgguineapigCyborgguineapig Join Date: 2002-11-01 Member: 3233Members
    Yeah I thought thatw as the point of the fasegate in the first place.
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    edited December 2002
    In one sentence, the commander took a risk, and it worked.

    NS is just a real-time strategy game with an FPS "look" to most of the players. [edit] (MTF5k has disagreed below that it's vice versa, but either way the result is the same)[/edit] And so, just like in any other RTS like Warcraft, Starcraft, C&C, etc., it's possible to expand too quickly for your own good--and you often will suffer dire consequences as a result. In this case, the expansion worked. Call it an imbalance of skilled players on each team, or call it imbalance of the game itself, but it was a valid tactic for an RTS game with a palpable risk involved.
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    What's worse is when the commander builds a CC and a bunch of IPs right outside the hive, and has his troops rush to their death over and over and over.
  • MTF5kMTF5k Join Date: 2002-11-28 Member: 10182Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NS is just a real-time strategy game with an FPS "look" <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    err its the other way round, an FPS with a real time strategy "look" <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited December 2002
    Well it's the opposite as the skulk rush. If it works, it's extremely powerful. When was the last time you saw a marine team recover when the IPs were taken out during the first rush?

    If it doesn't work, the marines have gotten into a huge deficit in terms of both time and resources, and should be fairly easily beaten down by the aliens.

    Many commanders are learning that motion tracking is hands-down the best marine upgrade, and therefore are getting the observatory first. Just like in any RTS, your build order is based off of what type of unit or tactic you want to employ, and you use the additional benefits of those buildings as well. In this case, you want an observatory for motion tracking, so why not use phase gates and distress beacons to their full extent while you're at it?

    EDIT:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->err its the other way round, an FPS with a real time strategy "look"  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Sorry, that's just blatantly wrong.

    RTSs have resources, technology, tech trees, etc. FPS games don't.

    NS is clearly an RTS with an FPS front-end.
  • domesticxdisputedomesticxdispute Join Date: 2002-11-01 Member: 2300Members
    <!--QuoteBegin--ShadowXOR+Dec 15 2002, 11:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShadowXOR @ Dec 15 2002, 11:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I could have sworn it was part of the game, and if they were good they could stop it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Show me the part where I said it wasn't a part of the game. "If they were good they could stop it" isn't a valid point either. What if they were playing against "good" marines?
    Maybe I should have been more general... Does anyone get any real joy out of rushing and winning the game in 5 minutes?
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    No. But until some sort of "anti-rush" mechanism is employed, people will continue to do it. Because they think winning as fast as possible is fun.

    "There's other guns than the LMG and Shotgun? Crazy talk."
  • HtMadHtMad Join Date: 2002-12-11 Member: 10579Members
    It's annoying in pubs when the aliens are disorganized but if teams can't stop it in match play, tough titty said the kitty.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    My only gripe with the tactic would be that the hitpoints, build times, and effects of phasegates conspire to make it very hard for skulks to take them out. If it was a +use to teleport system, that alone would help immensely <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • IronshirtAIucardIronshirtAIucard Join Date: 2002-11-22 Member: 9635Members
    It usually only works on big servers or when marines have better players than aliens, and the reason for that is because the obvious 2 minute respawn line that aliens have compare to 3-4 IP, which just points at another balancing argument that I won't get into.
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    and after that you got a band of marines sitting on your hive. No Hive, slow death.
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    <!--QuoteBegin--Kilmster+Dec 15 2002, 03:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Dec 15 2002, 03:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You know, what the skulks COULD do; is converge outside of the marine base, and wait for them to start rushing; than dash in, rape the base defenders; destroy the ips, and leave. Because generally, when marines rush, they have to go either left or right; and it is just a matter of discerning which way they are going to go; and then exploiting their weak defense, as was mentioned before.

    I'm not saying that this is EASY; but since 1.01, aliens have been ramboing like crazy, and it has been the marines that have had to work together, as contrary to 1.0, when aliens had to work together, and marines could just rambo.

    If you don't work as a team, you can expect to lose repeatedly; regardless of which race you are.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The difference would be: you have no hives and you're all dead. The marines have no spawns but they win.
  • KMOKMO Join Date: 2002-11-07 Member: 7617Members
    Which neatly takes us full circle - 1.03's dubious new feature of instant alien death on hive loss encourages these rushes and makes them far more effective. Without it, it was quite feasible for a few skulks and a gorge to stick together and get a replacement hive up. Or to rush and chomp the marine base after the hive loss.

    The marines have sufficient firepower and respawn rate to easily hold off a skulk rush if they're not stupid.

    The respawn rate of skulks makes it much harder for the aliens to retake an occupied initial hive if they get down to a few aliens - the marines can just spawn camp and pick off skulks from a safe distance. The aliens' only options are to run off and regroup at another hive or attempt to get the marine's base (which probably won't work, but will force the marines to back off). But it's no longer an option to abandon the initial hive because of instant death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    But on the other hand, one could argue that the aliens bring it on themselves by still rushing and failing to guard the starting hive successfully (very common).
  • MologMolog Join Date: 2002-11-27 Member: 10094Members
    An early marine rush is real hard to stop for aliens. Skulks aren't all that dangerous if you know where they're coming from and they need to attack you, before you get a turret fac up next to their hive.
  • DemiurgeDemiurge Join Date: 2002-11-17 Member: 9025Members
    Antimarine Rush?

    3 Off Chambers behind a corner filled with hidden webs. As the marines gets struk, off chambers shoots them. Obviosly, the gorge have to keep webs up...
    I've seen few marines running around with Welder
  • Markeo900Markeo900 Join Date: 2002-11-17 Member: 9041Members
    ^^ Webs wont be available, we're talking about lvl 1 early game aliens, without even many def chambers most likely, not second hive aliens.

    The fact is that there is no anti-marine rush strat, you just have to be better than them skill wise.

    If two teams have exactly the same skill marines win easily using this. The fact is marines get ranged weapons, which is a huge advantage in the easly game against only skulks if the marines want to hold a place down (like a hive room) cus the llamas just sit in the corner, and there are places in every hive you can do this.

    Phase gate rushing in my opinion sucks, a marine rush is much better than a skulk rush, alien rushes are very easily held off if the marines have more than 4 braincells between them.

    But if it works it doesn't seem to stop people doing it does it even if it makes for the most boring llama games ever.

    Seems people always seem to be coming up with the next lame **obscenity** marines strat to kill aliens in 5 seconds, rather than just becoming good comms or marines.

    Long live normal play I say, not the next uber strat blbablah

    Happy hunting, Mark
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Its not lame. It is a valid tactic. The prob is....it is to easy to do at this time. If something were to be done regarding PG cost and/or hitpoints perhaps we wouldnt see the PG Rush as often.
  • alyandonalyandon Join Date: 2002-10-17 Member: 1523Members, Constellation
    This tactic is quite counterable by the aliens. However, it will take something you rarely see on a public server -- all the aliens working together.
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    If the aliens ain´t stupid, they have 2 options, destroy all the ips and the cc, then procced to take care of the marine threat, or, just camp on roofs until marines arrive..... and then *chomp* *chomp* *chomp*
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited December 2002
    The marine team must've been good, and the aliens.. not so good. I've seen games where marines couldn't even take a resource point because the aliens were so good. Well, they were so good or they were using H4X!!!

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    I imagine the same thing would've happened in an attempt to rush a hive. Thankfully we didn't attempt THAT.

    So I think it balances out. The few times I've been in a marine rush to the hive, they've always worked. I see skulk rushes a LOT more often, and only a few of those ever work. I like the point about the 'hive countdown', though.. I think that should be taken out. Games move too quickly as it is now, and the countdown only encourages an alien rush.
  • tekwormtekworm Join Date: 2002-12-12 Member: 10685Members
    edited December 2002
    Yeah, as an alien I have foiled this tactic many a time. Keep your skulks together and take out that damn phase gate. Once its down, the rest shouldnt be too hard. Also, have your gorge back you up at all costs. This proves this tactic is valid due to the fact that it can be stopped.


    Easily.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    The most unfair use of this tactic came as a rebuttle to a very sucessfull early skulk rush. There was an early argument about who whould be comm - the 3 seconds your given before the game starts makes this a common occurance on a public server. Knowing that your going to be flamed repeatedly if the marines loose makes taking comm a thing for the thick skinned or confident player...
    This meant that or ips didn't go down straight away (and then the comm only put down 1). A heavy skulk rush killed most of our team, several waves of skulk rushes at 3-4 second intervals followed and each time one skulk entered half a second behind the others an went for the cc. The skulks took out the cc but we had a full compliment of marines with full clips of ammo so we left them too it and before the final wave we ran out the other door and rushed their hive. We took it out then just had to keep 1 marine alive until all the aliens died.
    While it was a nice surprise to be able to pull off a win I think it was unfair that the aliens automatically die when the hive goes.
    The tactic is sound but the result is unfair, giving aliens the ability to rebuild the hive with enough rp's would also be unfair unless the marines are able to re-create the cc ?

    So what is the answer, to discourage rushing or make it less devistating? I don't want to stop rushing as I feel it's a valid tactic that should work - occasionally.
    <b>Perhaps if marines take damage after the cc is destroyed?</b>
    No, this would just be unfair on both sides.
    <b>To get rid of alien auto-kill?</b>
    This would make marine rushes less effective, and therefore less apealing to the comm, but skulk rushes would be just as effective with less to loose in leaving a hive ungaurded.. not fair.
    <b>To loose alien auto-kill and deny rebuild of primary hive?</b>
    might work, would limit aliens to two hives if their first gets destroyed giving them a chance but penelising them - but what about the poor marines that loose their cc? (tough titties?) Also how easy would it be to put in the game? Not very i'm guessing.
    <b>Get rid of alien auto-kill and allow marines to rebuild the cc?</b>
    Perhaps if the cc could not be anihilated but instead dropped to -2000hp and required heavy welding to fix, until fixed it could not be used. Aliens could rebuild their first hive in about the same time and marine ips would not work without a working cc. This could mean that welding the cc would take about as long as it takes for a gorge to save 80rp. Or perhaps a marine team with 200rp and no cc will be given a cc at a random point on the map and a waypoint to it?

    As you can see I am very much for the idea of getting rid of auto-kill<b> but what about the aliens hiding in the vents?</b>
    Quite frankly any marine team with a single half competent member will be able to find and destroy the alien using motion tracking, scanner sweeps, or turret farms. Jet packs can get the marines into vents and if it's really dragging on the aliens can all leave to the readyroom forcing a game end.

    These are just my thought and ideas.... sorry for the long post.
  • tekwormtekworm Join Date: 2002-12-12 Member: 10685Members
    Or....you could leave it just the way it is.
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