Counter-rushing
Anticept
Join Date: 2006-12-03 Member: 58875Members, Constellation
It's easy to rush a base, we all know that. Get a force coordinated enough, and it's neigh impossible to stop. Spam turrets and hydras, and you burn precious res preparing for a rush that might not come. Marines spread out across the map trying to build nodes? Rush the powernode then the chair, nearly insta-game. Got shotty and aliens about pestering nodes you placed to distract em? Beacon back and shotgun rush the hive. Easy to end games in under a couple minutes. Basically, as I see it, the major difficulty early game with defending is either expanding too quickly trying to keep up with your enemy, or not expanding much at all trying to move your slow ass to a place to defend, only to arrive finding the remains.
I've got a simple solution for aliens anti-rush: creep is very poisonous without a mid tech tree upgrade (moderately inexpensive to research, arms lab).
As for the marines, that's a little harder as their style doesn't include covering the map in creep. I'd say bases with comm chairs have all buildings within that sector electrify attacking aliens until "grounding" is researched from a shell (Takes a while to research, moderately expensive). Simply touching a building would electrify (prevents IP camping). Also, extractors can have res spent for this upgrade as well. This isn't your NS1 style electrify either, this would be a much more dangerous version.
Since most of the magic with marines happens in one base anyways, whereas the aliens spread over the map, I think both answers would fit their styles.
I've got a simple solution for aliens anti-rush: creep is very poisonous without a mid tech tree upgrade (moderately inexpensive to research, arms lab).
As for the marines, that's a little harder as their style doesn't include covering the map in creep. I'd say bases with comm chairs have all buildings within that sector electrify attacking aliens until "grounding" is researched from a shell (Takes a while to research, moderately expensive). Simply touching a building would electrify (prevents IP camping). Also, extractors can have res spent for this upgrade as well. This isn't your NS1 style electrify either, this would be a much more dangerous version.
Since most of the magic with marines happens in one base anyways, whereas the aliens spread over the map, I think both answers would fit their styles.
Comments
Like in starcraft you can do this kind of cheese move. I dont see how this is a problem as the marines are so capable of defending a rush as a squad(s). The aliens can also do the same as having marines show up on infestation gives them enough of an advantage to likely defend a rush attack.
Rushing can be so easily countered... i dont see whats the issue here. You may ask me to list the counters if you want, there is a LIST of counter-rush strategies.
<a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=226236" target="_blank">http://www.teamliquid.net/forum/viewmessag...topic_id=226236</a>
The bit on Savior was a good read as well, louis cardinal, but implies that pubbers are predictable. In fact they are, you never know what they are going to do next. Once in a while I can get them to rally, but once the adrenaline starts flowing they stop taking orders.
It's true that rushes are a problem, but it shouldn't be addressed by some weird mechanics like the one you propose, I think it can be fixed with the current tools we have; map design, egg spawn rate, mines cost, etc.
Another problem is that often people don't join right away, there should be some kind of match making system that make sure most people are ready before starting the game. For example game doesn't start if less than 80% of people on the server joined a team, after two minutes game start anyway.
Like he said :)
Most of the time ( public games ) the marines REALLY sucks and have no aim.
Read more on why these 1-2 minute games happen so often, and win you the game so easily, here:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115904" target="_blank">Random spawns</a>
Let marines to build a bunker on the base - building from which marines could shoot without getting killed fast. This would allow a single marine to defend the base with less risk, while others are running around.
look at one of ns2hd's latest vids :)
and 'spawn distance' was not a factor in that one either
(might have something to do with vents though hehehe)
THERE SHOULD ALWAYS BE 1-2 GUYS IN BASE BUILDING/REPAIRING/PROTECTING.
ISO 'Base Monkey(s)'.
Goes either way.
It a tactic used in any game I know. But it is always a risky option, and often needs luck to suceed!
In NS2 the best counter to rushes are mines and a good placed obs or 2 in base, those obs can give you an aditional 3-5s reaction time.