How To Stop The Skulk Rush At Start 101
BlackPanther
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.
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
<!--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!
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-->
Unfortunately, that's not always possible on *ahem* pubs... gah, I need regular clan games.
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-->
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.
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!
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.
Don't mind him, he'll be banned in minutes.
who?
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.
<b>YOU HAVE 2 CHOICES:</b>
<ul>
<li>Murder
<li>Get Murdered.
</ul>
Choose wisely.
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.
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).
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.
Uninstall NS.