Counter-rushing

AnticeptAnticept Join Date: 2006-12-03 Member: 58875Members, Constellation
edited February 2012 in Ideas and Suggestions
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.

Comments

  • louis cardinallouis cardinal Join Date: 2010-12-14 Member: 75664Members
    rushing is a common tactic that is very viable, both sides can use it and depending on whether it succeeds or fails will decide which team is favored or won the game after the rush.

    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.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Here is some ideas how to do and deal with rushes (in the maneuvering section) :

    <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=226236" target="_blank">http://www.teamliquid.net/forum/viewmessag...topic_id=226236</a>
  • AnticeptAnticept Join Date: 2006-12-03 Member: 58875Members, Constellation
    edited February 2012
    Perhaps I should rephrase. In competitive gameplay, I do believe that such a feature would not be used. In pubs however, it's getting very irritating right now. The anti-rushing would only apply for the first five minutes or so of the game, giving both sides a little time to develop, and to settle in the newcomers. I wouldn't want it to last too long as it could easily drag out a game.

    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.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    I think the rushes problems are mainly due to map design : random spawn in close position, vents in marine start, stuff like that. Swalk explained that well on the summit thread and somewhere else.

    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.
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    The issue is none of these. It comes from #1 people cant aim (that means me also) #2 people over push and leave openings to rush base. Marines at start should find the best way to hold say 4 res towers, lock down 1 hive spot with 2 guys there the rest cover base/res towers. I feel for later in the game there does need to be a way to stop skull rushes, with out whoring sents. it is very easy to take down a base if a comm. is sleeping and don't hit the obs bacon in time, or has no energy to do so. The comm. shoudl get team to hold rez get 1 guy to scout sometimes and also scan hive spots. Building to obs is a good idea also.
  • arualarual Join Date: 2005-03-12 Member: 44989Members
    Rushing only works if the enemy team aren't prepared or experienced enough to expect it. With higher skill levels failed rushes are a lot more common and counter-productive considering the other tasks the team could be completing (e.g. pressuring enemy resource nodes, expanded and securing areas).
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    <!--quoteo(post=1902709:date=Feb 13 2012, 03:05 PM:name=arual)--><div class='quotetop'>QUOTE (arual @ Feb 13 2012, 03:05 PM) <a href="index.php?act=findpost&pid=1902709"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rushing only works if the enemy team aren't prepared or experienced enough to expect it. With higher skill levels failed rushes are a lot more common and counter-productive considering the other tasks the team could be completing (e.g. pressuring enemy resource nodes, expanded and securing areas).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Like he said :)
    Most of the time ( public games ) the marines REALLY sucks and have no aim.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    Like Yuuki tried to tell you guys, this is mostly because of vents in marine starts.
    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>
  • JuCCiJuCCi Join Date: 2011-08-08 Member: 114961Members, NS2 Map Tester
    I see a flaw to that video, the marine covering should have placed him self at the back wall where the come up. They would have ran past him for base he could have maybe got 2, plus the comm would get out as soon as they came in. Like i said its all talking and being ready.
  • klimkinklimkin Join Date: 2012-02-06 Member: 143961Members
    <!--quoteo(post=1902341:date=Feb 12 2012, 06:18 AM:name=Anticept)--><div class='quotetop'>QUOTE (Anticept @ Feb 12 2012, 06:18 AM) <a href="index.php?act=findpost&pid=1902341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    rushing works in the competitative world also :)

    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)
  • AnticeptAnticept Join Date: 2006-12-03 Member: 58875Members, Constellation
    edited March 2012
    Weldable vents then for marine starts, and goo walls for gorges? :D
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited March 2012
    Marines losing to an alien rush:

    THERE SHOULD ALWAYS BE 1-2 GUYS IN BASE BUILDING/REPAIRING/PROTECTING.

    ISO 'Base Monkey(s)'.
  • AnticeptAnticept Join Date: 2006-12-03 Member: 58875Members, Constellation
    Who then get mobbed to hell, or could have been used on the front lines.

    Goes either way.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I don't see a problem here too. It's a viable tactic.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    i agree. it would only be a problem if it was uncounterable even if you expect it, which it is not. mines are usually enough for marines, whereas a hive with 1-2 crags (mostly for umbra) and a gorge-kham placing some nearby hydras as well as healing the hive usually does the trick. both methods are rather cheap in tres.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    Rush means suprise attack with a bigger amount of players than those who are being rushed.
    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.
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