No Skulk Rush
KoniaX
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.
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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.
Uncarapaced skulks holding marines in their base for 5 min....in nancy ?? HAHAHAHA !!!
Omg those marines <b><u>must</u></b> suck badly.
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
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.
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.
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
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...