Oh Please, Do Not Rush In Big Games!
killswitch
Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">unless you've got 5 minutes to kill.</div> I play on a 26 player server usually, and it never fails: Half the team runs around aimlessly, the other half trys for the base and the marines, expecting it, waste them all getting a jump start on the first claimed hive while the aliens wait forever to respawn. I see 4 skulk deaths for ever marine death in the rush.
A FAR better tactic is to wait for them to move to a hive, THEN attack their base. Or at least hang around at a hive.
The respawn time isn't increased for a larger game is it? Maybe it should be...
EDIT: Dagnabbit: a more pronounced search lead to a post on rushing. But this post is more specifically about the large games, and on respawn time.
A FAR better tactic is to wait for them to move to a hive, THEN attack their base. Or at least hang around at a hive.
The respawn time isn't increased for a larger game is it? Maybe it should be...
EDIT: Dagnabbit: a more pronounced search lead to a post on rushing. But this post is more specifically about the large games, and on respawn time.
Comments
play on a different server i guess.
An even team with even skills, the aliens will get killed pretty much every time in a big game.( <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> **dead**)
Better aliens or more aliens normally results in this:
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> (Even kill/death)
Bad marines or marines who cant work together at all:
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> **skulks destroy the marines**
It all depends on variables and luck. plus it can put the marines in alot.
In smaller games (say 7 or 6 skulks), they can coordinate easier and attack together. They automatically have a higher percentage advantage as there's one guy sitting in the chair.
In smaller games (say 7 or 6 skulks), they can coordinate easier and attack together. They automatically have a higher percentage advantage as there's one guy sitting in the chair. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not quite. It is a fact, well proven that unupgraded skulks are free kills for marines if they try to rush.
The only only only time it's a valid tactic is when the gorge says so, to use as a delaying tactic. And that's only when the gorge really really REALLY knows what he's doing and is absolutely confident that he can hold the fort without the skulks. And that's not often.
marines have such an absurd resource and respawn advantage that they'd _have_to be so lame they died by the rush in order not to win on a 26 player server.
In any case, the rush is not designed to win the game, but to hinder expansion by the marines. The more resources they are wasting on spawning and on re-building lost buildings the better, meanwhile the skulk is free, expendable and deadly.
I've yet to see a marine team that can both effectively expand <i>and</i> hold off a full-team skulk rush without significant loss of players and damage to structures. Unchecked, this damage will add up to destroyed structures, thus costing the marines both time and resources. The best teams can afford to send out scouts, but nothing more. A decent skulk team will keep these scouts busy as well so they don't cause too much trouble. Furthermore, by kamikaze rushing you're dying a lot; this is good, as it accelerates the gorge's resource accumulation. Dying as a skulk not only costs you nothing, it actually <i>helps</i> your team! If nothing else, you're forcing them to expend ammo and possibly health, thus forcing them to spend resource points on ammo packs or an armory.
In comparison, ninja skulks lurking outside the door (the other major tactic) is surprisingly ineffective if the marines are professional enough to overcome whatever paranoia and insecurity you're instilling in them. You're allowing them to do whatever they wish as long as they don't leave the base; this means they can build quickly with a minimum of guards, fill up on ammo freely, and not worry about medkits or repairs because you're not causing damage. You're not dying, but neither are they; this works <i>for</i> them and <i>against</i> you since you are neither costing them resources nor dying and temporarily "donating" your resource collection to the gorge. Once they <i>do</i> decide to expand, it'll be as a fully coordinated team actively looking for your ambush, one that will be extremely difficult to deflect. Thus their expansion will likely be successful, and much earlier than if they had to put up with constant waves of attacking aliens in between and during builds.
Rushing really ends up being no different on large or small servers. In both cases, the marines must dedicate several players towards stopping the incoming skulks before they can do damage. This costs them ammo, among other things. More marine guards means more people attacking you every time you run in, but that's just fine; it also means more people yelling for ammo and more resources funneling to your gorge.
The comment about rushing being lame is very telling. In RTS games, you have a very limited number of effective strategies. Saying one is lame is somewhat pointless, as that limits you to one or possibly two strategies in total, as well as being completely unfounded. In a game in which there are only two basic strategies, it seems fairly obvious that neither are "lame" in the sense that they're "unfair" or exploitative. All you're doing is stating a preference and trying to disguise it as more strategically sound with nothing to back up that claim.
[XOR]Sloop
That's one of my favorites. On ns_nothing, the other night, a skulk and I both rushed in and started hammering their res. tower. The three or four marines milling around let us chew for a good 10 seconds before they came at us (I can only imagine what their commander was relaying, it seemed like a looooooong delay) and right when they did, four other skulks flew at them. End result:
5 skulks dead, the guy I was with running out of their base barely alive, the four marines dead, one turret factory chewed up pretty good, and one spawned marine finishing off the wounded skulks (like three of them and me).
But we got their res. tower. *chuckle*
S