The Real Counter Against Jp+hmg Rush
Wormtail
Join Date: 2002-11-26 Member: 10033Members
<div class="IPBDescription">SRY, i forgot to post this earlier!!!!</div> THe real counter attack to the dreaded jp+hmg rush:
tactic number one:
if possible, some peeps go lerk. as thge jetpackers come , the lerks try to chase em down in mid-air.
REMEMBEr, jetpackers cant recharge in mid-air, so if the lerks do this right, the jetpackers will have to land. But how? thoses skulk on the ground look pretty hungry.
So thge jetpakcer wil try to land on a ledge or sumthing away from the skulks, and the lerks can take em down (hopefully)
Tactic number two (for gorges):
Gorges, to protect your hive from getting killed, build and SPREAD your oc!!
DO NOT group them, it just makes it easier for jetpackers. When ocs are spread out, the jetppacker keeps moving, and he'll still get killed, possible killed. If you can gorges, build dc. This anti jp thing for gorges costs a lopt of res, so i suggest you get 3 or more rts.
Onnce you get the 3rd ability, gorges must web they places where jetpackers will go. WEb the floor, web (obviously) the ceiling, web the entrances, and web important jetpacker ledges and stuff. IF possible, skulk/lerk lift to ledges and build oc there with webs.
IF you manage to get all 3 hives up babblers will take down thoses pesky jp for once!! babblers are skulks, so they actually will run on the wall and stuff, chasing the jetpackers! AHHAHAHA
Another thing, if you got the res gorges, build and spread out oc all over the hallways and stuff. I did this once, and jetpackers were useless everywhere, ending the dread jp+hmg rush
THIS IS Hard to do, so the alien team needs a plan to get time to build and do all the anti jetpacker stuff. i forgot all the plans, so dont ask me for it. But still, jetpacks and hmg need time, so i think the aliens can do this.
GIve me feedback or sumthing, and anyone can post sumthing else like this here.
tactic number one:
if possible, some peeps go lerk. as thge jetpackers come , the lerks try to chase em down in mid-air.
REMEMBEr, jetpackers cant recharge in mid-air, so if the lerks do this right, the jetpackers will have to land. But how? thoses skulk on the ground look pretty hungry.
So thge jetpakcer wil try to land on a ledge or sumthing away from the skulks, and the lerks can take em down (hopefully)
Tactic number two (for gorges):
Gorges, to protect your hive from getting killed, build and SPREAD your oc!!
DO NOT group them, it just makes it easier for jetpackers. When ocs are spread out, the jetppacker keeps moving, and he'll still get killed, possible killed. If you can gorges, build dc. This anti jp thing for gorges costs a lopt of res, so i suggest you get 3 or more rts.
Onnce you get the 3rd ability, gorges must web they places where jetpackers will go. WEb the floor, web (obviously) the ceiling, web the entrances, and web important jetpacker ledges and stuff. IF possible, skulk/lerk lift to ledges and build oc there with webs.
IF you manage to get all 3 hives up babblers will take down thoses pesky jp for once!! babblers are skulks, so they actually will run on the wall and stuff, chasing the jetpackers! AHHAHAHA
Another thing, if you got the res gorges, build and spread out oc all over the hallways and stuff. I did this once, and jetpackers were useless everywhere, ending the dread jp+hmg rush
THIS IS Hard to do, so the alien team needs a plan to get time to build and do all the anti jetpacker stuff. i forgot all the plans, so dont ask me for it. But still, jetpacks and hmg need time, so i think the aliens can do this.
GIve me feedback or sumthing, and anyone can post sumthing else like this here.
Comments
jp hmg is very hard to counter, chances are if you don't have two very good lerks then you're dead. Against a slower jp hmg rush, hope the 2nd hive goes up and use umbra. i know I've turned several games around by using umbra on a hive as jpers shoot it in vain.
Skulks can kill JP'ers. Ambush them in areas with low ceilings. (often JP'res need to go through a vent or corridor to get to the hive)
OC's keep JP'ers moving and will hurt/kill them. Spread them out so there are no blind spots for the JP'ers to land/hover.
But the best way...
Attack marine resources. Attack marine structures (proto/armory first). Keep them from getting JP's/HMG before you have your 2:nd hive. With 2 hives it's *easy* to defend against JP'ers. Webs, fades, leap, umbra... You will *know* that marines are going for JP if you pay attention, so you will know when to counter it.. Arms lab willl go up very early, base will be minimal (1-2 IP and some mines) and there will be no turrets anywhere.
Whining and crying never won a game, so I'd suggest trying to exploit your opponents weaknesses instead. True, the marines are the stronger team if they have teamwork but *all* teams make mistakes and the alien flexibility and speed is perfect for exploiting that.
The thing is, though, since a scoreboard still exists for the aliens that encourages them to kill marines, not kill structures.
If the aliens learned to not mind their score, or changed it so that a structure got you three kills instead of none, then alot more aliens would be willing to go after structures instead of marines.
I can run 2-19 on alien games that I win, and that's because I'm always after the marine structures. If i see three marines build a res node, I'm not gonna get killed trying to take them on myself. I wait till they leave, then chomp the rt to death.
3 plain marine kills = 0 res loss for marines
1 res tower = 22 res loss for marines
1 turret farm = over 70 res loss for marines
on games when I pla alien, as soon as i see rt's sprouting up I tell my team to stop rushing marines ang go for rt's.
Mines are not good for defending rt's if there isn't a marine around. SImply climp the ceiling and drop down on the rt.
An early arms lab is a sign of jp rush, so concentrate on that. You'd be surprised how fast an arms lab goes down to three skulks- one harrassing the marines, and two chomping.
Hello? Three marines building is three free kills right there.
Hello? Three marines building is three free kills right there. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I disagree. He can maybe get one or two but three is pushing it. Espcially against talented marines.
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3 plain marine kills = 3 res loss for marines <img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'>
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3 plain marine kills = 3 res loss for marines <img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
3 plain marine kills = bye bye rts
/me smirks
Sifo
LOL i did not know this. the fps thing. map was ns_hera and we lost. i was the last marine alive hiding in maint with a JP. well they never found me so i didnt want to keep my teammates waiting. what did i do? i held spacebar all the way down and hit the ceiling. i kept holding it down and... guess what? it never ran out. i just kept floating on the ceiling forever. so i let go and fell. i even told the rines i was holding spacebar down. i guess i have a fast computer?
xp2400 9700 pro 512 dual ddr
simple but effective <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
"edit"
oh yes the d chamber under the hive isn't for healing the hive really it's healing the gorg which may take damage since hmg may trying to take out gorg first same as o chambers they not there to kill jp marine it's to keep marine busy and something for gorg to hide behind.....
simple but effective <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Non-adrenalized gorges heals at a sustained rate of about 50 hits per second on structures (100 hits per spray, one spray per second as long as you have energy, 1 spray every 2 seconds once you run out of energy - with adrenaline 3 you never run out of energy, so then its 100 hits/sec). DCs heal at 5 hits per second (or rather, 10 hits every 2 seconds).
A HMG has a sustained damage capability (ie, including reloading) of 180 hits/second (easy, it fires 20 shots/sec in 7.5 seconds and take 7.5 seconds to reload). A hive takes 10000 hits to kill (as much as a CC), if fully healed.
So, two gorges can heal a structure faster than a single HMG can harm it. DC's doesn't really matter in combat - a DC takes one minute to heal the damage done by a HMG in 2 seconds.
Of course, sometimes you need to build a stairway of DC's to reach the hive with the spray... heal spray can't be aimed in the vertical direction, it's always reaches up/down 7 rungs on a standard ladder (even if you aim straight down).
As for countering, it varies map by map, but typically you should have at least 3 O chambers, 1 on top of the hive and the rest spread out. Lerks should never fly after jetpackers, because only the most dickless marines would be outmanuvered by a lerk. You have to fly in straight lines, he can go wherever he wants, whenever he wants.
As a gorge, I recommend heal spraying the hive.
For your skulks, running after the JPer is usually an exercise in futility, I recommend 2 things:
1) When you find that they have jetpacks, get your team to chokepoints with low ceilings and cramped hallways. DO NOT DO VENTS. The hitboxes for marines are messed up, so you will never beat an HMG in a vent.
If a few slip past, which i likely, you need to have ~2 lerks. They should stay near hive and dc's for healing, and use spikes. Skulks should camp on walls and on the ceiling, and wait for the jetpacker to come to them. They get pretty wild and won't notice you, most likely. You have a better chance of watching the hive die and waiting for them to come by then you do running around like an idiot and chomping randomly.
hive = 6000 HP
CC =10000 HP
As a result, it's easier than ever to pull off a JP/HMG tech rush.
Regards,
Savant
hive = 6000 HP
CC =10000 HP
As a result, it's easier than ever to pull off a JP/HMG tech rush.
Regards,
Savant <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Mm.. yes, 350 unupgraded HMG shots takes down a hive ... that's pretty awful. Just twice as much as a res tower!