Jp Hmg Rushing
Supernorn
Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
<div class="IPBDescription">effective tactic or irritating lameness?</div> experienced my first JP/HMG rush today...it was not pretty.
Especially after one of the best rounds ive ever had. The last round lasted for hours, eventually with us aliens winning. Next round however didnt last 20 minutes. The marines tech rushed us, i managed to kill a few by running across the ceiling, but the next wave brought hmgs...there was no hope. This is incredibly effective against aliens, and that is why in my opinion i find it lame. Rounds last for minutes. 1.04 is almost perfectly balanced at the moment when played properly...so is it an effective tactic? or just lameness? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Especially after one of the best rounds ive ever had. The last round lasted for hours, eventually with us aliens winning. Next round however didnt last 20 minutes. The marines tech rushed us, i managed to kill a few by running across the ceiling, but the next wave brought hmgs...there was no hope. This is incredibly effective against aliens, and that is why in my opinion i find it lame. Rounds last for minutes. 1.04 is almost perfectly balanced at the moment when played properly...so is it an effective tactic? or just lameness? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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Comments
Can be countered by a concerted effort by aliens to HOLD THEM INSIDE THEIR SPAWN. Not rushing them, but not letting them out. Also, aliens have to stick together to be successful. The marines will rush 2 res points and it's your job to either make sure they don't get there, or make sure it gets destroyed when they do.
There are only 2 ways out of the marine spawns, so you have to split the aliens into two groups guarding both entrances.
its just lame on pub servers because i would much rather lose playing a good map then jp rush or HA rush
ROFLMAO, SUYF noob <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
then you obviously arent playing it properly <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
try evolutionary challenged when the forum admins around... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Solution:- Eat marine resources...
Simple enough <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Solution:- Eat marine resources...
Simple enough <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
lol fair enough... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
but it wont solve the problem...only slow it down <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
but hey? maybe we could acid rocket them?
Another fun tactic is webbing the ceiling <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
*huuummmmm *stick* WTH?? aaaaaaaaaaaaaah-CRUNCH
Solution:- Eat marine resources...
Simple enough <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The problem is the really lame jp rush consists of capping 2-3 res nozzels and man each of them with 2 marines. On a map like eclipse there is no chance for a skulk to get through, and even if they do with high casualty. The jp /hmg will come before the aliens even have 3 dcs up if the server is moderately large. 16-18 players.
BUT the point of the RUSH is to get the hmg jp before the second hive...
JP rushes haven't happened a while in my pub server mainly because of the players....you get use it the fact that not all rushes work.
Right now they are testing new locations on each map to relocate to. So far marines are winning alot more....provided they follow orders LOL
<!--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-->"1.04 is almost perfectly balanced at the moment when played properly..."
ROFLMAO, SUYF noob <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Your calling him a n00b? I was expecting this comment to be sensored, the mods are slipping a bit.
Ani, this attitude is not welcome. He is not a n00b in any way, in fact aww he registered a year before you did, and everyone knows him well. I havent seen you make an inteligent post yet. You have no right to call Norm a n00b, so shut up please, that isnt welcome here, dont like it, leave.
1.04 is balanced when the aliens are good and the marines are bad - thats called unbalanced.
And jp hmg rush can be done with virtually 2 resource nodes - its that easy.
Its the most effective tactic, but the most boring one too ...
Son, dont play the game if you cant take the shame. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
LOL
i wasnt whining my evil little clone.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i was simply asking what everyone elses opinion was on JP/HMG rushing....
1.04 is balanced when the aliens are good and the marines are bad - thats called unbalanced.
And jp hmg rush can be done with virtually 2 resource nodes - its that easy.
Its the most effective tactic, but the most boring one too ... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't gave a damn if Ani can own the entire PT team with one hand tied behind his back.
Replying to a post with...
<!--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-->"1.04 is almost perfectly balanced at the moment when played properly..."
ROFLMAO, SUYF noob <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
...is out of order. Ani didn't even try and back his comment up.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
LOL..he didnt say anything...he just insulted me because i have a different opinion, which is quite sad to be honest.
I find 1.04 balanced...if you dont agree, fine there is no need to be rude.
Yes, I realize it costs money to tech up to them. I think that cost is fine. But at 9 res per, they're just too easy to dole out like foodstamps. Thoughts?
it's funny cause you're a hypocrite.
This isn't meant to be a flame but... explain to me how you can have 1200+ posts but you've <b>never</b> read a single post on the Tech Rush (JP/HMG Rush is technically a Tech Rush).
<!--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-->1.04 is almost perfectly balanced at the moment when played properly...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Supernorm, the very topic of your thread (v1.04 Tech Rush) is the <b>prime example</b> of how NS is <i>INBALANCED</i>!
I don't mean to be harsh but do you read these forums or do you just post? I just don't understand it... 1200+ posts and you've never heard of the JP/HMG Rush or that NS will be rebalanced for v1.1 because v1.04 has some fundamental resource balance issues...
This isn't meant to be a flame but... explain to me how you can have 1200+ posts but you've <b>never</b> read a single post on the Tech Rush (JP/HMG Rush is technically a Tech Rush). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Here's an easy answer:
<img src='http://www.duke.edu/~bis/img/spam.gif' border='0' alt='user posted image'>
Aliens don't get second hive any faster with more players, as their res is shared so the extra production doesn't help. DCs cost res to make, and carapace costs res to upgrade. Also the Only thing the aliens have which can really fight a jetpacker is (at least) a 33+2+2 Cara, Adren Lerk, or a Cara Lerk in a pinch. But to really own the marine base to the extent that JP HMGers do alien hives, a fade + cara + adren, 54+2+2 is needed. AND the aliens have to save up on their own, they can't pool their res to make a couple of fades, like the marines can with HMG/JPs and upgrades.
Income from res nodes should be fixed! not dependant on player numbers, aliens should each get an independant income from nodes, which isn't shared when they get to their maximum, to prevent greifers and lamers affecting alien performance as significantly as it currently does.
but then all this will hopefully be fixed in 1.1!
Fortunately, <b>no discussion is needed</b> because we've already been informed that this is *one* of the things that <b>will change</b> with 1.1.
EDIT: Corrected version number. Was thinking of a different program which is releasing 1.2 soon. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Aliens don't get second hive any faster with more players, as their res is shared so the extra production doesn't help. DCs cost res to make, and carapace costs res to upgrade. Also the Only thing the aliens have which can really fight a jetpacker is (at least) a 33+2+2 Cara, Adren Lerk, or a Cara Lerk in a pinch. But to really own the marine base to the extent that JP HMGers do alien hives, a fade + cara + adren, 54+2+2 is needed. AND the aliens have to save up on their own, they can't pool their res to make a couple of fades, like the marines can with HMG/JPs and upgrades.
Income from res nodes should be fixed! not dependant on player numbers, aliens should each get an independant income from nodes, which isn't shared when they get to their maximum, to prevent greifers and lamers affecting alien performance as significantly as it currently does.
but then all this will hopefully be fixed in 1.1! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree
1.1 will address JP rushing. It will be a valid tactic, but as risky as any rush ought to be.