How To Stop The Skulk Rush At Start 101

BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">Ya'll know how it is.</div> We've all seen it and how effective it can be.
It makes for really short games, and a quick boost in confidence for the aliens.
Most ns maps are made for it (like eclipse and hera) and some are not (like nancy and nothing, although this is debatable).

It mostly depends on the hive location at the start (like ns_eclipse, you can see which door they used to come in by, and can judge which hive they've got) and how many players are on the servers. On small servers, it less effective (like servers with less then 16 people). But on big servers (up to 32), it's very effective. But again, it's all about the map.

The commander has to be fast to react above all.
In big servers, you need at least 3 inf portals to keep enough marines spawning back to counter the attack.

Here's a run down on how to best counter the skulk rush at start:

<b> Stick together</b>

10 marines next to each other spewing out bullets is a lot more effective then having them spread all over the place.

<b> Crouch!</b>

Skulks are low profile. Standing up, you often have to aim "down" to get them unless they are far away. And marines spawns aren't that big (like ns_nancy) and don't give you much room to maneouver in. Crouching makes sure you'll always be pointing at the same height (The skulks height) and most spawns all have doorways that they have to go through to enter. So the likelyhood of having a skulk drop on your head is pretty low.

<b> Cover the doorways</b>

NS_eclipse is the best example for this. They have to go through the doorways to enter. And the doors really slow them down. While the door is opening, now is the time to fire at will. If the commander is fast enough, a couple of mines placed on the floor in front of the door will put a quick end to the rush.

Also, you don't have to stay in the spawn to provide cover. Just going outside (like in ns_hera's glass tube hallway) really limits the skulk's range of action, thus giving you FAR less space to cover, and you don't have to worry about a skulk going around and bitting you in the arse! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

<b> Tasking</b>

In order to build a few inf portals, you don't need 5 guys around it pressing e. The inf portal is the fast building structure in NS. 1 guy per portal can do it. The rest should be providing the cover for the attack.

<b> Use the rush to your advantage</b>

When you know ALL of the enemy team is coming, it's a safe bet that the rest of the map is empty. 1-2 scout marines can go full speed ahead and get to a hive location and secure it, waiting for the first phase gate to appear. Also, if you see that the rush has taken over your base, you can spawn a new command chair somewhere else (Like the secluded hallways in ns_bast which has a small tunnel going to Atmospheric Processing) and start over.

<b> The heck with medpacks</b>

At the start of the game, it's not time to give out medpacks or even ammo. You have a lot more pressing needs then that. The first thing you need is an observatory (before, it was a TF.. weird how tactics change fast huh? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ). As soon as that's done, phase gate to the hive location you've secured with the scouts and an ammo station at base.

<b> It's not over... til the fat lady sings! (or dies from a heart attack) </b>

When the first rush is over, it doesn't mean you're out of the woods yet. I've seen over confident marines successfully live through a big skulk rush, only to get chewed up and spitted out by 2-3 skulks that respawned or were late in getting to the marine spawn. It's easy for them, because some of the marines may be already at 50% health by then. After they had killed the remaining marines, they started chomping on the inf portals, and any marines spawning through them.

This concludes lesson 101.
I hope i have helped future marines to survive (for a while longer) with this.
For the months i have spent playing this mod, these few simple rules have served me well.

Next week, Hive securing tactics 101!

Class dismissed.

Comments

  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I agree with your post for the most part, except for a few things:

    <!--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-->The commander has to be fast to react above all.
    In big servers, you need at least 3 inf portals to keep enough marines spawning back to counter the attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nah. You shouldn't need this many portals unless your team has never played a game before. 3 IPs is a huge waste of resources. If you need that many, your team can't shoot, and will die anyway.

    <!--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-->10 marines next to each other spewing out bullets is a lot more effective then having them spread all over the place.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Personally, I like to spread out and focus fire. Sticking in a group will just let Skulks come up and randomly bite into the crowd, most likely killing 1-2 guys. If you're spread out, they at least have to *aim* for you.

    <!--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-->Skulks are low profile. Standing up, you often have to aim "down" to get them unless they are far away. And marines spawns aren't that big (like ns_nancy) and don't give you much room to maneouver in. Crouching makes sure you'll always be pointing at the same height (The skulks height) and most spawns all have doorways that they have to go through to enter. So the likelyhood of having a skulk drop on your head is pretty low.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This also means they can't kill you because of the hitbox sizes. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    Good post overall though - most of it has been covered before in random topics. Having a good compilation of sound, effective tactics never hurts!
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    edited January 2003
    Yer dont need 10 marines.
    Say 5-6 on a 10 a side server.
    This leaving 4 rambo's to go out and secure a phase at a hive.
    6 x 50 bullets= 300 bullets .
    300 + bullets for 10 skulks leaves 30 bullets per skulk, and they wont all rush if there smart.
    If they cant get em with that many bullets pull out pistol.


    The rest of the post was good though. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Actually, a lot of decent aliens just don't rush the base anymore, especially on bigger games. That is just plain suicidal, given the fact that marines can have LOTS of ip, while the aliens only have one hive at that point. Better to go for containment when they try to expand instead of getting most of your team killed and then aving the mariens rush your hive unhindered and killing you as you spawn, the comm spamming medkits and ammo. Then bam bam bam, the hive is dying!
  • EdcrabEdcrab Join Date: 2002-11-02 Member: 4324Members
    Trick is to have a commander and one (or two, depending on server size) "builders" in my experience. Usually, the remaining marines have enough firepower to splatter the skulks with ease, although it depends on the map.
    Unfortunately, that's not always possible on *ahem* pubs... gah, I need regular clan games.
  • ArchzaiArchzai Join Date: 2002-11-10 Member: 8007Members
    yeah this is helpful but frankly most of us here dun really need a post on this nymore

    skulk rush is lame and easy to fend off.....

    i seem to find this easy in eclipse

    either u run out side and sacrifice by warning ur team before u get chomped... or hide in a dark corner and fire away.. always crouch.. seems to improve accuracy....

    secondly.... go on higher ground..... ie where commchair is in tanith or where the railings are in the spawn in eclipse.. higher ground like in nothing.... it makes kliling skulks a lot easier.... secondly... KEEP A DISTANCE... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> the more distance between u and the skulk the easier <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    I often find it useful in many maps to have one marine wait outside in the hallway. That way as the skulks rush up, that person can wound them all and alert the marine team exactly when those skulks are showing up.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    edited January 2003
    Just get a good vantage point from where the skulks are coming from and shoot like crazy. While your team mate are making the infantry portals and the rest of the base.
  • SlAyeR_CeESlAyeR_CeE Join Date: 2003-01-25 Member: 12714Members
    Hello I think the best way to make a skulk rush ineffective is not to get intimidated by it the main weapon the aliens have is fear if you expand constantly as a marine with a well built communication and phase network (true hardly ever happens esp on pubs) the aliens will be finished. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Smart skulks never rush. Rushing the marine spawn at start is a loose-loose strategy - the only time you win is if the marines are complete noobs, and thus you would have won the game already. Or the marines is just as skilled as the aliens, and then the rush costs the aliens the game, as it's easily defeated and then the marines just spreads out and locks down two hives before the last alien to die in the rush has spawned.

    Rushing the base AT the START of the game is just-plain-silly ™.

    Now, if you wait some outside the base, then, after most of the marines leave with just one or two marines on base defense duty .. then you rush THOSE 1-2 marines with 5 skulks and quickly wipe the base.

    That can work. Though it's still dangerous for the Kharaa, as the surviving marines may find that their only chance is to get to the kharaa hive and kill it.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Its true with their respawn rate it leaves them open for attacks. It cost the kharaa the last game becuase of their suicide rush.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Yeah when you win against a skulk rush, i've seen marines go straight for the enemy hive, and camp it, waiting for any respawning skulks. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    I agree completely with Flatline (funny how often that happens, eh?), except for one small thing. The bit about the phase gate isn't neccessary, especially with the recent nerfings. This info is mostly taken from a game I played with icy and John <firewater> of sYn. They kept slamming down any request for a phase gate as stupid and n00bish, and when I played with them I could see why. Those guys are FAST - they get anywhere, anyway, anyhow in no time flat. I guess you just have to play with them to know what I mean.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--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-->The heck with medpacks
    The first thing you need is an observatory (before, it was a TF.. weird how tactics change fast huh?  ). As soon as that's done, phase gate to the hive location you've secured with the scouts and an ammo station at base.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually I can say that it's not certain anymore, just depends on what the comm feels right. I've seen plenty of games won by marines even if they don't bumrush 2 hives.. How? RT and TECH!
  • RenmauzoRenmauzo Join Date: 2002-12-27 Member: 11571Members
    Counter skulks rushes and rush to their hives can be fairly risky unless you know you have a team full of low ping marine l33t shooters

    The comm's strategy has to change depending on overall team's skill level.. If you see only 1-2 good players on the team and the alien is quite stacked, you might actually want to rush for HMG, JP and give them to those l33t players.

    I've seen HMG+JP in a l33t player's hand and comm just mass spam ammo, hp all over the victim hive.. That 1 player took down the entire hive all by himself and the skulks/lurks can't do anything about it.. However, this is a risky in the sense that you are assuming that hive isn't being protected by offense chamber and Gorg's web or Fade's acid rocket can really nail down those jetpackers (so basically you have to do this before 2nd hive is finished). But still, it's a chance you have to take when you find your marine team is totally outskilled.

    I've seen teams where marines just can't even hold 1 hive and aliens do mass skulk rush consistently. Normally you would research motion tracker early to prevent this problem but usually you have to hold 1 hive before Motion Tracker is even finished. Furthermore, even with motion tracking a skilled mass skulk rush can still take down a properly defended hive points with marines. When this happens, you want to just secure some res nodes near your base with TF and get jp+hmg early to shock their hive (remember to spam hp, ammo for support)

    This strat works great in most maps.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited January 2003
    ^^^

    Don't mind him, he'll be banned in minutes.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
  • AdvisorAdvisor Join Date: 2003-01-10 Member: 12104Members
    Also it is bad to rush because it will give away their hive unless it is one of those maps that there is a fork.
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Not to mention how long it takes to spawn all the skulks that died in the rush. It would leave them pretty vulnerable to a hive attack.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    this whole thread is a joke right?

    the way to stop a skulk rush is not to suck. If you get beat by rushing skulks in the beginning of the game that is just pathetic.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    This "Skulk Rush" only works because you're not following the Main Objectives, which I'll repeat

    <b>YOU HAVE 2 CHOICES:</b>
    <ul>
    <li>Murder
    <li>Get Murdered.
    </ul>

    Choose wisely.
  • SpceM0nkeySpceM0nkey Join Date: 2003-01-19 Member: 12480Members
    I generally build one (sometimes 2 on 32player servers) infantory portals. I tell my guys to stand as far away from the entrance as possible, because a skulk has to reach you to kill you. Then i use the extra res to cap a respoint.

    And later after the rush and i have some spare res i give a shotgun to someone i trust, and leave him to protect spawn. Early in the game, and in the right hands a shotty can chew through 3/4 skulks a clip no worries.

    and if all else fails, distress beakon. Nothing pisses aliens off more than thinking they got your spawn, then having to fight 10 fresh troops.

    Distress beakon is great on public servers. It organises everyone in one big group already and you can con the noobs to move as a group.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    Distress beacon is good.

    Depending on the map though, a shotgun might not be the best defensive weapon. It requires a relatively close proximity to targets in order to deal effective damage, and one should not be left alone with it. On a map like ns_eclipse I'd take the LMG over the Shottie for base defense any day...if I'm alone. On a map like caged or bast perhaps, then I might use the shotgun since those spawn areas are considerably smaller (maybe not smaller but different dimensions and entrances).
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    No a distress beacon is only good if your team is about 90% whiped out and their rush succeeded,and they are starting to chomp on your IP.

    But it's 15 res... and loosing 15 res at the start is never good.
    Might as well keep the marines spawning 1 by 1 and hope they live through it.
  • KickarseKickarse Join Date: 2002-11-03 Member: 5556Members
    If a marine team can't hold off a skulk rush at the start I've got a great piece of advice for the whole team.

    Uninstall NS.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    I cant count the times I have just been sitting at eclipse and mowing down almost the entire rush...
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