Hmg Rush?

EvildwarfEvildwarf Join Date: 2002-11-01 Member: 2489Members
<div class="IPBDescription">DEVs please answer</div> Will the early HMG rush be looked into? Still seems like the Khaara dont have a counter for this strat.
Players suggest that the HMG should require Armslab, that way the HMG rush would be easier to counter.
I know this is not really a problem for the pubplayers. But it's pretty annoying to see that many clans
apply this lame strat in order to win.
5 Min clangames are just not fun <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

Comments

  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--Evildwarf+Jan 8 2003, 01:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evildwarf @ Jan 8 2003, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Will the early HMG rush be looked into? Still seems like the Khaara dont have a counter for this strat.
    Players suggest that the HMG should require Armslab, that way the HMG rush would be easier to counter.
    I know this is not really a problem for the pubplayers. But it's pretty annoying to see that many clans
    apply this lame strat in order to win.
    5 Min clangames are just not fun <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh yea that happened once.

    Skulks just hid on ceilings and behind corners and took at least 1 HMG marine with them.

    The marines lost eventually because they had wasted all their res on HMG marines that got chomped by smarter skulks.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    I personally have taken out 2 HMGs traveling together as an unupgraded skulk. You just gotta wait for em to show thier backs.
  • ZerglingZergling Join Date: 2002-11-26 Member: 9977Members
    <!--QuoteBegin--ShaneThePain+Jan 8 2003, 02:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShaneThePain @ Jan 8 2003, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hmgs should jam once in a while. then you could press an option on the right click menu to un-jam and manually move in the next round.... but this belong in suggestions doesent it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    this is the wrong thread for it, but i think that is a bad idea. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

    (btw: i am going around flaming posts i dont like right now..., i normally dont write anything)
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    Not jam, maybe overheat though? It'll stop the rambos...

    For example after a few seconds of continious fire the HMG will overheat and take a few seconds to cool down.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Maybe I just haven't see the full extent of this, but is there a reason you can't just ambush them and then they've wasted their res?
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--Soldier of Misfortune+Jan 8 2003, 04:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soldier of Misfortune @ Jan 8 2003, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not jam, maybe overheat though? It'll stop the rambos...

    For example after a few seconds of continious fire the HMG will overheat and take a few seconds to cool down.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've said it once, and many times before and I shall continue to say it.

    We don't need to **** the marines over anymore. Leave them alone.
  • DefconDefcon Join Date: 2002-11-20 Member: 9402Members
    <!--QuoteBegin--Kilmster+Jan 8 2003, 05:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Jan 8 2003, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Evildwarf+Jan 8 2003, 06:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evildwarf @ Jan 8 2003, 06:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Will the early HMG rush be looked into? Still seems like the Khaara dont have a counter for this strat.
    Players suggest that the HMG should require Armslab, that way the HMG rush would be easier to counter.
    I know this is not really a problem for the pubplayers. But it's pretty annoying to see that many clans
    apply this lame strat in order to win.
    5 Min clangames are just not fun <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The counter to this strat is called "skill and ambush."


    That is all.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, and then, there can be 'skilled' marines, it isn't too difficult to send marines in, 2 with HMG's, 1 lmg at front, 2 at the back. Once skulks are dead, phase gate, get reinforcement/buy another hmg, and carry on.

    If a HMG'ger dies, simply get picked up again. If the aliens don't have carapace it requires only 4 shots from a HMG to kill a skulk.... skill? It does however take a whole... 8 shots from a HMG, the fact it takes less than a second to unload double this, take ambushes out isn't too difficult.

    Yeah i've seen marines that can't shoot, I've killed countless heavy armor/hmg'ers, however, I know of clans that can.

    Take DW #1 in ClanBase, they rely on this tactic as marines, never used anything else since every games over in a few minutes.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    edited January 2003
    over heating? jaming? y dont we make it so fades need a tea break or the onos might get a splinter in his foot and have to lie down? altho it may seen like a good idea out here in fourm-land ingame it would make the HMG almost as good as the shotty , 150 clip and say you could only fire 50 bullets then wait a few seconds ? ur dead......
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    Adding a jam or overheat would make the HMG useless. MY god its nanotech age, if they can make jetpacks that fly, why make a gun that overheats? But they should at least give them a flash supressor.

    Oh and yeah, the HMG rush is a gamble against good skilled skulks. If they see what your up to (1 should always be on scout duty at marine base) you should be ready for them, and be waiting to ambush them, is very costly, and can set the marines back a great deal

    That being said, when it works, it works rediculously easy. Needs attention I think.
  • shockie_got_bannedshockie_got_banned Join Date: 2003-01-08 Member: 12045Banned
    i think that the whole armoury idea works for me
  • XHydraliskXHydralisk Join Date: 2002-07-14 Member: 945Members
    the best counter for HMG rush is SENSORY CHAMBERS.

    cloak, kill, repeat. They just wasted 25 resources.

    You should be able to hold them off long enough to get 2 hives. Then you get MOVEMENT when you want adrenaline. play smarter and dont' get shot.
  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    <!--QuoteBegin--Paranoia-2MB+Jan 8 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paranoia-2MB @ Jan 8 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Soldier of Misfortune+Jan 8 2003, 04:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soldier of Misfortune @ Jan 8 2003, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not jam, maybe overheat though? It'll stop the rambos...

    For example after a few seconds of continious fire the HMG will overheat and take a few seconds to cool down.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've said it once, and many times before and I shall continue to say it.

    We don't need to **** the marines over anymore. Leave them alone.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Was just adding a suggestion to what the guy said earlier. No i think the marines are fine right now. if anything needs nerfing its the fade...but we all know that.
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    I think the HMG rush is a totally viable tactic. Sure, if the clan can pull it off it is quite powerful, but it is also extremely risky, to blow all those resources, and if they aliens manage to kill the HMG soldiers, those resources are lost, and it will be hard to come back from that, seeing as how all your res are tied up in the armory, upgrade to advanced, and 1 or 2 HMG's... No Obs, no Arms lab, no resource collectors.

    If a clan wants to take the risk of doing an HMG rush, if they can pull it off they fully deserve that victory.
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    I mostly play alien and only play public servers with people I don't know and all... but I don't think I've ever been beaten by the HMG rush, which I found pretty strange. I remember the first time I saw HMG rush I was pretty worried, actually, <i>every</i> time I see it I get worried, but I've never been on a team thats lost to it. Usually we just try to hold off marines as much as possible and get that second hive up, once its up, the game doesn't take long, as there are not many turret factories or other upgrades and the commander can't afford to continuously give out HMG's. The key here is that HMG marines only take 2 bites, so you've got to pick your places to attack carefully (mentioned by others).

    I do realize that clans would probably be able to execute the plan better than those in public servers, but if a public server team of aliens can regularly defeat the rush, I wonder why clans can't.
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    All it comes down to wether your fighting the hmg's inside or outside your spawn hive. Once there in its probably too late but if u spot em coming and ambush it should be game over for the HMG's.


    Try using comms and actually def spawn when game starts.
  • DoombringerDoombringer Join Date: 2002-11-15 Member: 8679Members, Constellation
    edited January 2003
    If you remove or nerf the HMG rush, remove or nerf the skulk rush.

    Now let's listen for all the alien players moaning and groaning <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

    I've seen an HMG rush work as many times as I've seen a skulk rush pulled off - which isn't often.

    The only counter to the HMG rush is a small degree of skill. They're still LMG marines with no armor or firepower upgrades, and they will still die in a few skulk bites. Sensory chambers wouldn't help, because you usually can't tell you're facing an HMG rush until it happens.. and gorges usually build Def chambers first, not expecting a rush.

    So, bite them, maul them.. they'll probably only have 3 or 4 marines with HMGs, while the rest have LMGs.
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    2 things should help against the hmg rush. 1st is the 8 sec spawn instead of 10 secs for aliens. And the 2nd is the fact that hives spawn with 6000hp instead of 3000hp.

    The best thing against hmg rush is to simply wait in ambush for the hmgs because the commander did not get an observatory so he can't scan for hidden skulks. Also, as soon as the marines leave, 1 skulk has to rush into the marine base and chew up the IP and then the armory. That really screws them up when the rush fails.
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    <!--QuoteBegin--Evildwarf+Jan 8 2003, 01:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evildwarf @ Jan 8 2003, 01:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Will the early HMG rush be looked into?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    There's no such thing. Look at what it takes in terms of time and resources to get several HMGs. And did the cdr do this at the expense of everything else (no defences, no structures to capture a hive, no motion tracking, minimal IPs, few resource nodes?) If so, then you should have devoured them by the time the HMGs arrive. Or at least your second hive should be up. Or you should have eaten the marine res nodes so they can't afford HMGs. If you sat around waiting for the HMGs to turn up, you deserved to lose. Don't blame your lack of success on game imbalance. It could be skill imbalance.

    Akim's razor proposes that the simplest answer is often the most likely. It seems simpler to me that the best team wins, rather than the loser was disadvantaged by the game balance.
  • SuperflySuperfly Join Date: 2002-11-01 Member: 3485Members, Constellation
    HMG rush = bad tactic? And yet a skulk rush (which if done right can end a game much faster than an HMG rush) is acceptable?

    Just let the NS guys make the game that they wanted to make.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Remove the skulk rush? I'm sure it was just an example, but what else is a skulk supposed to do in the first5 mins of the game? Let the marines build all they want? Thats what always makes me laugh, skulks wandering around not killing things beacuse killing marines early is "lame". pfft! Thats like saying Fades that cost 44+2+2+2hives worth of res are over powered because Stock LMG marines get 0wned by them. Oh wait, people do say that. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Most of the times if I see a commander do this, he sacrifices any base defense for offense. That is when I usually rush in with a teammate, take down the spawn portals and win the game heheh.

    If marines get HMGs very early in the game or try out phase gates, then they probably have no Defense at all. So then it's dinner time for the cute little <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> s lol
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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