No Skulk Rush

KoniaXKoniaX Join Date: 2003-02-16 Member: 13641Members, Constellation
<div class="IPBDescription">blahblahblahblah</div> If I had it my way, there would be no skulk rushing. The skulks should just keep the mariens indside their base and not let them expand. No expansion = no res nodes = no hive lockdown = no win. This works extremely well on ns_nancy if no marine starts off to a hive or anything, the skulks can keep the marines from moving for at least 5 minutes. Discuss.

Comments

  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited April 2003
    You rush if you can, in order to slow them down. If you succeed in completely wiping them out... gg marines.

    EDIT: Suiciding is also more helpful early on for resource purposes. If you're just sitting around camping an area for the first 5 minutes you take your complete share. However, when you're dead you don't take in any resources. If you have ever played siege005 you will notice in some games, the skulks will just type kill or xenocide and stay dead until more RTs are put up and so in that case, all skulks are dead and the gorge takes 100% of all resources.
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--KoniaX+Apr 30 2003, 06:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KoniaX @ Apr 30 2003, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I had it my way, there would be no skulk rushing. The skulks should just keep the mariens indside their base and not let them expand. No expansion = no res nodes = no hive lockdown = no win. This works extremely well on ns_nancy if no marine starts off to a hive or anything, the skulks can keep the marines from moving for at least 5 minutes. Discuss. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Uncarapaced skulks holding marines in their base for 5 min....in nancy ?? HAHAHAHA !!!
    Omg those marines <b><u>must</u></b> suck badly.
  • NerosNeros Join Date: 2002-12-02 Member: 10398Members
    hehe... yea... really bad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    But wouldt a skulk rush on the marines RT not be more effective than just run toward em and 2-4 dies and you get 1-2 of them???
    And after the RT rush, few skulks could camp outside the base while the rest tjek the other hives
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    id agree but in a medium size game say 6-7 players it would be good for 2-3 to rush in and rush the ip area and cause havoc eating marines. then the other 3-4 rush the rt. teh 2-3 will get mowed down rather quickly but it may buy enough time for the others to get the rt down
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    Rushing the first RT may be a good tactic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--leek+Apr 30 2003, 05:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (leek @ Apr 30 2003, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> id agree but in a medium size game say 6-7 players it would be good for 2-3 to rush in and rush the ip area and cause havoc eating marines. then the other 3-4 rush the rt. teh 2-3 will get mowed down rather quickly but it may buy enough time for the others to get the rt down <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Interesting idea.

    RTs and IPs and armories generally don't fight back, or move around a lot. So you can have the LPBs and l33t0r players duke it out with the marines while the HPBs and newbs kill structures.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I don'tlike trying to contain the Marines to base, because it almost never works. If it does, the Marines are so bad that you would probably win no matter what you did.

    Killing a Marine just outside base buys you about 20 seconds. That's what it tales for him to respawn and get back there.

    Killing a Marine who has walked to a location buys you 20 seconds + how long it took him to get there.

    Killing a Marine who has walked to a location and built/started builindg a structure buys you 20 seconds + how long it took him to get there + the cost of the structure.

    As you can see, the last option is the economically soundest.

    Also, if your whole team is trying to confine the Marines then you are at a huge risk. What are the odds you will actually manage it? The Marines will respawn and keep trying, if you die, you have to respawn (which is slower for aliens) and run all the way back there. The Marines only have to get lucky once, then they can roam the Map at will since all the Aliens are waiting to respawn.

    Dying to accellerate the gorges res flow is theoretically a good idea, but you sell the whole map to the Marines by doing it. I prefer a slow resource income and control of the Map to a quick resource intake, because if the Marines control the Map their income will be a lot faster then mine, and it's all relative.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    the death trap of satcom:
    i love it when rines relocate to satcom, there is one way in and one way out (for them they cant use the vent), have every single skulks wait on the walls. I have been on both side of this and if all the skulks actualy do it and dont rush in they are stuck. have the gorge get d chamber asap, and then you got carad skulks.

    This happend to me a a rine once though, its not fun, even when we atacked with 4-5 guys at a time we only got 1-2 skulks (and at least 2 of use were realy good, myself and johny). its the perfect ambush spot for the aliens and theonly way out
  • The_GunslingerThe_Gunslinger Join Date: 2003-01-08 Member: 12031Members, Constellation
    Rush the base is totally stupid... you may win 1 out of 5-10 times with it (in Pubs, 1 out of 50 in scrims) and you may slow them down for... what? 30 seconds? All it does is make you wait 10 minutes to respawn. Hiding outside their exits is much more efficient (more kills, and makes them paranoid) then rushing them...
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--KoniaX+Apr 30 2003, 11:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KoniaX @ Apr 30 2003, 11:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I had it my way, there would be no skulk rushing. The skulks should just keep the mariens indside their base and not let them expand. No expansion = no res nodes = no hive lockdown = no win. This works extremely well on ns_nancy if no marine starts off to a hive or anything, the skulks can keep the marines from moving for at least 5 minutes. Discuss. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I guess you must have missed the thread on this exact same topic, on the same page. I'm not fond of repeating myself, so I'm not going to repeat my opinions of skulk rushing here...
  • LoveDaddyLoveDaddy Join Date: 2003-03-19 Member: 14682Members
    1 thing.......GOT FOR THE RT!!!!! if it goes down the marines are in a world of Sh*t
Sign In or Register to comment.