Hmg Rush

NSCentralNSCentral Join Date: 2002-11-21 Member: 9527Members
<div class="IPBDescription">If you'd like to win...</div> Hi all, I'd like to know what you think of my HMG rush. Basically my build order is like this:

- First, one and only one infantry portal
- Second building would be the armory
- Upgarde armory immediately after completion
- The alien rush would have happend by now, or will happen. Have soldiers on guard.
- Initially after the alien rush, send out marines to scout for the hive

Now, at this point you have a choice. You can either:
a) Build one Resource Tower at a secure area
or b) Continue to save for HMGs

By now, your marine scouts should have found alien hive or at least found out where the aliens aren't. The armory will have been upgarded, and you should have enough resources to drop TWO hmgs (and maybe a third if you wait a bit). Send the HMG'ers to assault the hive (only 2 clips into the hive and its down) and the LMG'ers to cover the heavy guys.
Also, a key idea is to have the HMG'ers last as long as possible even if they dont take down the hive. To keep them alive, scare them a bit with "LOOKOUT ALIEN COMING!", because they can easily get sucked into nailing the hive with their heavy guns and not paying attention to their surroudings.

Quite a simple tactic, it has always worked for me. It usually surprises and owns the aliens because early in the game the Aliens aren't likely to have carapace and the gorge is usually out building RT instead of preparing for a heavy rush. Although, some fellow alien players have found my tactic quote "lame", but hey, you play to win. An excellent win strategy for clan matches.

I want to know, what do you think of my tactic? Its an always winner, try it and let me know. Thanks!

Comments

  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    I never understood using HMG rushes on pubs, I mean its dull..

    JP 'rush' is more enjoyable cos its not <b>JUST</b> sitting on your arse then walking to the hive ( you get to fly instead )

    BlueGhost
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    btw beating the HMG rush is just a case of killing off 2 people, get enough skulks and get the drop on them and they'll go down.

    BlueGhost
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--NSCentral+Feb 2 2003, 02:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NSCentral @ Feb 2 2003, 02:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't agree with you FireWater. 2 Hmg'ers will be able to clear ANYTHING in their path. How can't they so early in the game? Unless their both noob gunners, the plan should go perfectly fine. Especially with backup LMG'ers. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    while they are focusing forward, they are getting flanked, i've seen it fail many times because the HMGers try to fire at a skulk at longe range, and that doesnt work because of the cone of fire, while they are attacking, skulks can flank and drop the HMGers, if they fail they have no backup plan because they have 1 or 0 additional RTs.

    and with no passive weapon upgrades, yer LMGers will get murdered, and the skulkls do not need to even stalk correctly, they can just charge from a small corridor, and there goes yer whole game =/
  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    edited February 2003
    i've yet to take part in a shotgun rush. it's on my list of Things I Must Do Before I Die <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    god i love shotties <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    If you have a couple people with those LMGs that are good and not stupid about using them, and another couple guys as rear guard and support fire, you can't fail early on...however that's not usually the case because of tunnel vision, inaccuracy, and just play stupidity.

    You have to remember that the skulks are considerably weaker (as far as health/armor and ranged attack ability goes) at Hive1, so they'll sneak around and get in as closely as possible to you before exposing themselves for the attack - preferably on your blind side. Therefore, if you don't have men watching for it - yer gonna get <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> chomped.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I've seen this in clan matches since the start of 1.04. If you want to hit em even earlier, try out sYn's shotgun rush. Damn, that's quick.
  • NSCentralNSCentral Join Date: 2002-11-21 Member: 9527Members
    Yes, the shotgun rush is also very effective since it requires no researching and even less resources. But one flaw I have encountered while using it is that on public servers, noob marines don't know how to properly use a shotgun and end up dieing.
    Whereas HMG's are a little more friendly, point and shoot. Shotguns require a little more skill.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    I personally never use HMGs without a JP, i've seen the HMG rush fail way too many times, and if you decide to go with a pure rush with no RTs, if you fail you are basically screwed.
  • NSCentralNSCentral Join Date: 2002-11-21 Member: 9527Members
    I don't agree with you FireWater. 2 Hmg'ers will be able to clear ANYTHING in their path. How can't they so early in the game? Unless their both noob gunners, the plan should go perfectly fine. Especially with backup LMG'ers.
  • RenmauzoRenmauzo Join Date: 2002-12-27 Member: 11571Members
    If the alien knows what u are donig and they are lurking around every cornder.. You would be serioulsy f00ked.. You need very skillful marines that know how to cover each other well to prevent death from corner.

    In anther word.. doesn't work that well in pub server
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I agree with FireWater here. While you have the chance of pulling off a quick win with fast HMG tech, if for some reason it doesn't work, you don't stand a chance.

    If you're "playing to win" at all costs, the aliens will immediately counter push and take you out.

    Your strategy is basically the typical fast tech tactic without the tech part. In a fast tech, you'll reach HMGs/JPs + armor/weapon upgrades moments before the 2nd Hive goes up, so you don't have to worry about Fades at all, due to the hive build time and the increased Fade cost.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Thinking about it non-carapiced skulks vs lmg is pretty similar to carapice 3 skulks vs HMG (as in they both die near instantly)

    Why not just do an LMG rush streight off the bat that way they won't see it coming.

    BlueGhost
  • KadreallostKadreallost Join Date: 2003-01-23 Member: 12633Members
    I've won a game as aleins where the commander HMG rushed. All i need to say is that an ambushed light marine is a dead marine, no matter the gun.
  • CrazedMonkOnaMissionCrazedMonkOnaMission Join Date: 2002-11-06 Member: 7429Members
    <!--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-->Why not just do an LMG rush streight off the bat that way they won't see it coming.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hmgs have a much bigger cone of fire then lmgs, which make them easier to aim. Also, in the early game, all it takes it 1 guy to empty 1 clip into the hive with a hmg, and its gone.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    A marine with an HMG dies just as fast as a marine with an LMG. Skulks shouldn't be rushing anyone head on no matter what gun they have. If they've seen you enough to start shooting at you your attack is almost already a failure. Celings. Corners. Walls. Anyone doing an HMG rush isn't going to have motion tracking. One skulk getting into the back, and they'll fall down.

    Sure you can send LMGs with them for backup, but every man that falls is one less on the squad. The odds of enough players making it to the hive isn't enough for me to use this stratagy.
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    argh i use this tactic often and last time i used it all 6 marines (it was on a 30player server where every rt gives 3res) with hmgs and the rest of the team with lmgs got owned at holo room. But it wasnt the tactics fault. damn marines hovering around holo not covering each other

    <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Kilmster+Feb 3 2003, 03:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kilmster @ Feb 3 2003, 03:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hive=6000 hitpoints

    and it heals itself 20 per tick.


    I've yet to see 1 hmg clip take out a hive, kthx. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The hive doesn't (prior to 1.04) started at half health, and only healed 8 per second. If you got there fast enough, 1 HMG clip could take it out.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--NSCentral+Feb 2 2003, 12:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NSCentral @ Feb 2 2003, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hi all, I'd like to know what you think of my HMG rush. Basically my build order is like this: <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Wouldn't ya know it, searching for 'hmg rush' against this forum, topic titles only, yields two previous threads:

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=20105&hl=hmg+rush' target='_blank'>http://www.unknownworlds.com/forums/in...105&hl=hmg+rush</a>

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=16542&hl=hmg+rush' target='_blank'>http://www.unknownworlds.com/forums/in...542&hl=hmg+rush</a>

    That's not counting all the other threads where the HMG rush has been discussed, but the topic title was something slightly different.
  • dialfeeddialfeed Join Date: 2003-01-04 Member: 11775Members
    HMG rush would work if and only if you give the HMG's to the right marines.... Another thing is that it would work if the whole team goes along with this plan to back up the HMG's to divert the skulks...attention.

    Like many said earlier, if this plan fails....OUCH!!!! There goes most of your res early and you might be srewed!!! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Never saw a shotgun rush before.... and would like help tactics to use a shotgun better...
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    shotgun is rush is fun sYn used it a few times in the 1.04 beta.

    in a 6v6 it works like this

    1 IP
    1 Armory
    2 shotguns and mines for base defender

    4 guys assault the hive (2 LMG and 2 Shottie) and attempt to take it down, or weaken it a lot. Shotgun guys cover the LMG folk by spawn killing.

    AFter the base defender is done with mines, he begins to cap RTs, and the commander will build an arms lab for upgrades if neccesary, and will tech like normal.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--FireWater+Feb 3 2003, 07:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Feb 3 2003, 07:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> AFter the base defender is done with mines, he begins to cap RTs, and the commander will build an arms lab for upgrades if neccesary, and will tech like normal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ahh... that's great.

    I was wondering if you guys had a contingency plan in case the rush didn't work. I've only seen it once, and you folks won in 5 minutes. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--FireWater+Feb 3 2003, 07:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireWater @ Feb 3 2003, 07:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> shotgun is rush is fun sYn used it a few times in the 1.04 beta.

    in a 6v6 it works like this

    1 IP
    1 Armory
    2 shotguns and mines for base defender

    4 guys assault the hive (2 LMG and 2 Shottie) and attempt to take it down, or weaken it a lot. Shotgun guys cover the LMG folk by spawn killing.

    AFter the base defender is done with mines, he begins to cap RTs, and the commander will build an arms lab for upgrades if neccesary, and will tech like normal. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    we havent used it in a while though, i dunno why, I guess we just like Lvl1 armor and fast jet packs.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    The times I've seen the shotgun rush lose (ie they didn't kill the hive), they didn't win the game. The problem is that you've delayed your tech curve a bunch by spending it on weapons. Once the aliens have carapace shotties value goes down immensely (I consider it worthless until you have lvl 3 weapons). So basically, shotty rush is a clan strat because of the skill needed.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin--Flatline[UTD]+Feb 2 2003, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Feb 2 2003, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen this in clan matches since the start of 1.04. If you want to hit em even earlier, try out sYn's shotgun rush. Damn, that's quick. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just tried the shotgun rush a minute ago for a laugh, everyone on the marines team wasn't sure about it but they gave it a go and we won inside 2 minutes. The aliens never knew what hit them.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--V-MAN+Feb 4 2003, 09:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (V-MAN @ Feb 4 2003, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Flatline[UTD]+Feb 2 2003, 06:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Feb 2 2003, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen this in clan matches since the start of 1.04.  If you want to hit em even earlier, try out sYn's shotgun rush.  Damn, that's quick. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Just tried the shotgun rush a minute ago for a laugh, everyone on the marines team wasn't sure about it but they gave it a go and we won inside 2 minutes. The aliens never knew what hit them. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Good, its nice to see rushing as a viable tactic in a public server, it keeps the aliens sharp and makes them more aware next time.
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