Forget The Jp, Do A Hmg Rush

HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
I was involved in two games where marines used this tactic twice, and won. I think it works best with small amount of players.

When the game starts, comm builds one ip, and armory. Nothing else, no mines. The marine team acts like turrets and defend the base from skulk waves until enough res is generated to upgrade armory and buy everyone hmg's.

Then all but one, who defends the base, go to the hive the aliens have in a tight knit formation. When passing by alien structures, mostly reses, no one attacks for element of surprise.

At the hive, some spawn camp, and the rest concentrate fire on the hive. The comm spams med packs and ammo.

And that's it. Incredibly cheap. I'd love to hear a possible counter for it.

Comments

  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    The counter for an hmg rush is pure alien teamwork + counterattacks. Have 2-3 *depending on team size* attack their main when they leave for a 1v2-3 change of killing their main. Also, set up an ambush for the hmgers as far away from the hive as possible *if you fail you can respawn before they get back* lerks are always helpful since they can do damage from afar.

    It helps to get motion tracking when doing the hmg rush so you dont get ambushed and kill your team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
  • HauntedHaunted Join Date: 2003-03-01 Member: 14178Members
    When I did this, there were no lerks, but alien teamwork can overcome it, but usually, aliens are scattered around the map ramboing, and it only takes 30 secs to completly kill a hive on arrival.
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    You mentioned that it would be best for small servers but what would happen if you lost a marine or two on the way to the alien base.

    It seems that this would leave the marines pretty undefended if the first wave of HMGs dont complete their task.
  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    i used this tactic successfully in a clan scrim ages ago. the other team were shocked when they found we only had 2 ips an armoury and an arms lab in the base (i had enough res to build one and go for upgrades while my team were taking down the hive)
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    I think it'd work much better with more than only one res node.

    Pretty much the only counter is a base hit or OC spam, but that depends on you knowing that those HMGers are going to be coming, plus having a gorge at your hive with a lot of res. In any event, it's pretty hard to defend against.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    What I think would work better is a shottie containment/rush. Build one ip, armory, and no arms lab...yet. Drop 3 shotties, and have them go near the alien hive, containing the aliens, and scaring the aliens too. Spawn camp if possible, while the comm backs them up with health and ammo. Have an lmger behind them to pick up a shottie if the shotgunner dies. Have the last marine go around capping res nodes, and the comm jumps out of the chair just to build an arms lab when he has to res. If your marines are competent, they should at least be able to get the alien's starting res node down, hurt the hive, kill the gorge, and keep the aliens busy for like 4-5 minutes. If you're lucky the game can end right here. If not then continue teching, upgrade the armory, and build proto, etc, and finish up with the standard jp/hmg.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    a counter? how about a lerk on top of the hive or a brave gorge...


    it can be done

    those rushes work best when it's HA and welders for all, with two people HMGing, the rest welding
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Why would the aliens be "scattered around the map" if all the marines are in the base? On my server, all the aliens are usually sitting around chatting:

    Alien Bob: "I guess it's a JP/HMG rush, or just a straight HMG rush.."
    Alien Jim: "Well they don't have a proto so..."
    Alien Bill: "Ok, you set up an ambush and I'll eat their base when they move out"

    This sort of rush is only effective against unorganised and/or inexperienced teams, and honestly, which tactic isn't going to be effective then?
  • PithlitPithlit Join Date: 2003-05-07 Member: 16120Members, NS1 Playtester, Constellation
    Stoneburg is right, you may only win if the Aliens don´t work together,
    there just have to be two of them, dropping from the ceiling behind the rines, i don´t think in your 'thighly knit formation' every side is guarded and shooting a skulk in the middle of a rine pack is not easy

    h***, why isn´t there friendly fire in NS <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    <!--QuoteBegin--Pithlit+Jun 6 2003, 11:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pithlit @ Jun 6 2003, 11:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    h***, why isn´t there friendly fire in NS <!--emo&:angry:--><img src='http://www.natural-selection.org/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Played on a pub server with it on.

    Skulk rushes tend to get a little.....messy. 4+ skulks trying to bite marines means alot of FF hits.

    Another annoying thing is you can't circle around a structure to destroy it as you'll hit the others.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    If you do a HMG rush, you won't have enough time to go lerk.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    The hmg rush is a great shock tactic, but that's about it. In small clan scrims, I've pulled it off, especially when they're expecting a relocation. While the skulks are off doing other things, like checking hives, we manage to get hmgs. From there, with some luck, we make it to their hive before they can thoroughly regroup, gg. However, it relies entirely on surprise, it fails completely if the aliens coordinate.
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