Hmg Rush?
Evildwarf
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-->
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
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.
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)
For example after a few seconds of continious fire the HMG will overheat and take a few seconds to cool down.
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.
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.
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.
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.
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.
If a clan wants to take the risk of doing an HMG rush, if they can pull it off they fully deserve that victory.
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.
Try using comms and actually def spawn when game starts.
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.
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.
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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.
Just let the NS guys make the game that they wanted to make.
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-->