If I Can Do This...

p4lp4l Join Date: 2003-06-18 Member: 17461Members
<div class="IPBDescription">there is a real problem.</div> I'm not a real anti TF'er. Or at least I wasn't. But I just played a horrible game, and I was responsible for it being horrible. It became a test to see just how crappy a win I could get, and I got it.

Aaaaanyways, playing on ns_origin. I think that's the name, with laser drilling? I took over as comm long after the marine team was screwed out of any chance for a real win. They were putting up a 3rd hive, and had all the RTs but marine spawn and laser drilling. My team wanted to make a 'cool last stand', and who am I to dissapoint? I teched to HA, after dropped a good 15+ turrets in marine spawn, and another 20 at least in laser drilling.

I'll skip the crap, but in the time/res it took aliens to **** away laser drilling, my 9 marines were all wearing HA and bearing hmgs or GLs, and of course welders. I had 2 sieges, and maxed turrets, and alot of res. I didn't know what to do with all that res... so I started the evil leapfrog. I made my entire team move forward about 20 meters away from base, to computer area on the way to biodome. They made it through a WoL with only 2 casualties, which I replaced. Then a new TF, and again like 20 turrets slowly came up as their onos kept either redeeming (Unable to get in past the 'wall' of turrets I'd setup in order to devour before redeeming, too). 1 siege, and some scans... move along another 20 meters. Repeat. Recycle old TF and turrets. I actually leap frogged from marines start all the way to biodome, and sieged it. Then I put up a super turret farm in biodome, recycled all the old stuff save RTs, and started this same process, moving towards furnace. When I got almost all the way to furnace, the aliens started F4'ing. I would have stopped this, but it became somewhat amusing to both teams to see how this could happen...

Yes, they were using teams of 3-4 onos. Yes, lerks umbrad. They tried xenociding en masse, bilebombing, at one point I even let them get a heal station to run to as they bilebombed, but to no avail. The random gorge would still fall to the unlucky turret simultaneous blast.



So before you start talking about lame... I know it is. The point was whether it could be done or not, and it was. Before you shout 'noob aliens', keep in mind this alien team was much better than the marine team. They had dominated until I got in and started this lameness. Now I know everyone's first response to anyone saying anything is overpowered is to leap on them and say 'duh of course use team tactics' or any other rehashed excuse, or to list a half dozen theoretical methods of dismantling said overpowered item. But try it, see the real lame. FoL that's the new term, start using it. So really... maybe I should put this in suggestions cause we desperately need a limit on the number of turrets in an area. If I can do this, there is a real problem.
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Comments

  • SecretFireSecretFire Join Date: 2003-01-02 Member: 11712Members
    edited August 2003
    Just a quick note, drill access and biodome are not on the same map.

    Edit: Sorry, I'm a tard. Just played a game with drill access so it was on my mind.
  • MaredtextMaredtext Join Date: 2003-08-18 Member: 19899Members
    edited August 2003
    As you were leapfroging tward biodome with all 9 of your marines I assume that 4 onos's were attacking your main base all out from the other side?

    SecretFire, he distinctly typed "laser drilling". Laser drilling and biodome are on the same map.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    edited August 2003
    Laser drilling is to one side of marine spawn.. and biodome is the other way.....

    ~Jason
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    No they aren't. But he's speaking of Laser Drilling, not Drill Access. Drill Access is on Mineshaft. Laser Drilling is far South-East on Origin.
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    not drill access SecretFire, laser drilling.

    Maredtext: That's the part that got me. They first made a 2-3 onos rush, and all redeemed. Of course not everyone on their team had the res to onos, but eventually they managed to start 'threatening' me, at which time I just had 2 guys come back and GL spam. It was by then I think 4-5 Onos (And it was 12v10 Kharaa favor BTW). The TF was 'nestled' on the Biodome side of marine spawn, and the onos were entering from the Laser drilling side. So by the time they would get over there to try to go for the TF, they would be redeeming.

    The took Biodome from me once, but I just scanned and my old siege TF which I was literally seconds from recylcing before hand, just blasted them. 4 Onos went down on the first hive hit, not sure what species they were. This 'strat' involved me recycling all my old TFs. In reality, a true lamer wouldn't even do that, literally creeping out from his base all the way to a hive. And imagine if it had been done from the start, with us grabbing 4-5 RTs and maybe a hive? Ouch.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    edited August 2003
    drill laser, laser drill who cares, the point is it works, and its Lame.

    This is the kinda stuff I have been talking about when I say that marines are way over powered compared to aliens but, Most commanders are to ah, not intelligent enough, to get it.
  • GtShadrachGtShadrach Join Date: 2003-08-06 Member: 19081Members
    You know... I always wanted to know if this could work. I guess the answer is... yes. oh well. lets hope the pubs aren't coordenated enough to pull this off <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MaredtextMaredtext Join Date: 2003-08-18 Member: 19899Members
    edited August 2003
    They were not able to get to the turret factory before redeeming by useing the charge ability? Even if I could believe that they couldn't get to the turret factory could they at least get to the front line of turrets by useing the charge and press up against them to take like 3 down in about half a second?
  • EvoEvo Join Date: 2003-01-11 Member: 12180Members
    I experienced a very similar situation just last night on Mineshaft. Us marines had fallen behind in the game due to an early skulk rush, and we knew we were in for it, so we decided to fortify what we had and try to build up. Luckilly, we posessed an extra res node (Generator) and a hive (Tram), so we weren't in horrible shape... but then the Onos' started attacking and we lost the hive. So our comm (who was pretty good BTW), loaded us up and we made an emergency rush through cafeteria to the Sewer Hive and managed to take that over with a lot of seiges and HA. In the meantime, we lost our other res node, but at least we had a Hive again. Over the next little while, Aliens kept on hammering both our bases, but they weren't coordinated enough to actually punch through either base. While they flung themselves willy-nilly at our turret farms and HA death squads, our com again saved up res. Then we (spearheaded by yours truely, infact <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) set up a seige in Sewer Tunnel, blasted Cafeteria to snot, and took it over. Then we spent another 15 minutes madly jumping through phase gates to try and hold our three positions. I went off wandering again (I was our team Scout, apparently <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), and discovered that Comp Core was empty. So our comm planned a diversion by attacking Sleeping Quarters (which we failed to capture) as several of us built up near CC. We then hopped down that long shaft with water at the bottom (our outpost was at the top of that) and pleasantly discovered that Drill Hive was completely empty (except for a Gorge, who felt the wrath of my pistol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->). We smashed Drill, and began to fortify it as a group of Marines moved through U-turn (again, undefended). We were busy fortifying our newly captured positions, feeling very boyant about our emerging comeback, and hastilly planning a massive assault on the double res node area, when - lo and behold - most of the Alien team F4ed.
    !??!?!?!?!@!!!
    They claimed that this game, which had lasted for an hour and a half, was "boring" and taking "too long" even though it was the Aliens lack of coordination that delayed their initially expected victory. And when they actually started LOOSING to a well comm'ed Marine team, they just gave up and left? ARGH!! Personally, that was one of the BEST damned games ive ever played as a marine. The feeling of being pressed into a corner (literally), gambling EVERYTHING to shoot your way out, and actually succeeding? Near euphoric. It was a hell of a game, right up until the Aliens decided to quit. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->


    Anyways. No real point to this story <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Just wanted to say that it CAN be done WITHOUT a whole lot of turrets. Yes, we did have turrets (duh), but the most our comm ever invested in turrets was about 8-10 to protect our main base (which he frequently replaced). Everything else he invested in HA, Shotguns, HMGs, the occasional GL, and a motherload of welders. We pulled it off - and just BARELY pulled it off - without resorting to a mass of static defences. Very fun stuff; definitly one of my favorite games of NS to date <!--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
    For the longest time, when NS had just come out, the Turret Creep Offensive was like the major marine strategy. Eventually, tech rushing (due to the JP/HMG combo) became the standard, and Turret Creep was universally denounced as a "nub strat." It looks like better turret tracking and electrified TFs might allow the Turret Creep to make a comeback.

    Of course, if the aliens had any sense, they'd be grinding away at your turret wall with acid rockets and xenociding skulks, not useless redeeming oni.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Sounds like the Redemption Onoses handed you the win, once again.
  • p4lp4l Join Date: 2003-06-18 Member: 17461Members
    Zek- Read my posts. It wasn't just redemption onos'. They tried mass xenociding and bile bombing as well. They never did a fade mass acid rocket attempt, but I doubt it would have succeeded where everything else failed. They also tried NON redeeming onos later on, I think they mixed carapace and regen, with no success to the FoL and the HAs.

    Deacon- I would hope not... it was really boring. Initially I was giddy at the fact that it worked, but the idea of playing more than one game like that is painful. Also, see above on whether or not other strats worked.

    MaredText- Well, there was no way they could 'rush' to the TF, because the turrets were sort of netted to prevent an onos from getting to the TF. They had to jump repeatedly, and considering the placement, they each would have a misjump or two, which is all it would take. As far as just charging the turret wall, I can't honestly say I paid attention to WHAT attack they were using, but they were either goring or charging the turret wall. Yeah, of course they would usually get one or two... but only when my HAs weren't there. If the HAs were there, in general they would lose at least one onos each 'rush', to focus fire.



    Anyways, the whole point of this game was to see if there was any way they could break it. They couldn't find one. That's the point I'm making. Not that OMGOGMOGMGOM!!!!111one my TF BEAT OHNOS! OHNOS! OMG REDEMPTION DEVOURING ONOS OMGOMGOGMGOMGOMGMO. No. I don't much care about that...

    The point is that with enough turrets, you can literally crawl wherever you want. And if you are moving from marine spawn, there is likely only 1-2 'battlefronts', so split your marines to those two and you'll be fine. And imagine if I had, say, taken a hive early and expanded from marine start towards the hive. It would have been much faster.
  • EighteenTwelveEighteenTwelve Join Date: 2003-08-10 Member: 19366Members
    Bear in mind this DID take you some ungodly amount of res.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--p4l+Aug 18 2003, 10:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (p4l @ Aug 18 2003, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Zek- Read my posts. It wasn't just redemption onos'. They tried mass xenociding and bile bombing as well. They never did a fade mass acid rocket attempt, but I doubt it would have succeeded where everything else failed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, the reason I suggested xeno and acid rocket is because those are the only two splash-damage weapons the aliens have. Splash is key to taking out structure clusters because:

    1. It damages more than one structure at once
    2. It damages people trying to repair, build, and cover
    3. It has (trivial) knockback, which can often knacker marine aim

    I wasn't in the game, so I can't comment usefully, but I've had good results with fades + gorge + lerk. It's non-trivial getting everyone to work together, and the gorge usually gets the shaft if the marines counterattack, but it seems to do well against marine-reinforced turret walls.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    <!--QuoteBegin--Evo+Aug 18 2003, 08:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evo @ Aug 18 2003, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I experienced a very similar situation just last night on Mineshaft. Us marines had fallen behind in the game due to an early skulk rush, and we knew we were in for it, so we decided to fortify what we had and try to build up. Luckilly, we posessed an extra res node (Generator) and a hive (Tram), so we weren't in horrible shape... but then the Onos' started attacking and we lost the hive. So our comm (who was pretty good BTW), loaded us up and we made an emergency rush through cafeteria to the Sewer Hive and managed to take that over with a lot of seiges and HA. In the meantime, we lost our other res node, but at least we had a Hive again. Over the next little while, Aliens kept on hammering both our bases, but they weren't coordinated enough to actually punch through either base. While they flung themselves willy-nilly at our turret farms and HA death squads, our com again saved up res. Then we (spearheaded by yours truely, infact <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->) set up a seige in Sewer Tunnel, blasted Cafeteria to snot, and took it over. Then we spent another 15 minutes madly jumping through phase gates to try and hold our three positions. I went off wandering again (I was our team Scout, apparently <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), and discovered that Comp Core was empty. So our comm planned a diversion by attacking Sleeping Quarters (which we failed to capture) as several of us built up near CC. We then hopped down that long shaft with water at the bottom (our outpost was at the top of that) and pleasantly discovered that Drill Hive was completely empty (except for a Gorge, who felt the wrath of my pistol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->). We smashed Drill, and began to fortify it as a group of Marines moved through U-turn (again, undefended). We were busy fortifying our newly captured positions, feeling very boyant about our emerging comeback, and hastilly planning a massive assault on the double res node area, when - lo and behold - most of the Alien team F4ed.
    !??!?!?!?!@!!!
    They claimed that this game, which had lasted for an hour and a half, was "boring" and taking "too long" even though it was the Aliens lack of coordination that delayed their initially expected victory. And when they actually started LOOSING to a well comm'ed Marine team, they just gave up and left? ARGH!! Personally, that was one of the BEST damned games ive ever played as a marine. The feeling of being pressed into a corner (literally), gambling EVERYTHING to shoot your way out, and actually succeeding? Near euphoric. It was a hell of a game, right up until the Aliens decided to quit. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->


    Anyways. No real point to this story <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Just wanted to say that it CAN be done WITHOUT a whole lot of turrets. Yes, we did have turrets (duh), but the most our comm ever invested in turrets was about 8-10 to protect our main base (which he frequently replaced). Everything else he invested in HA, Shotguns, HMGs, the occasional GL, and a motherload of welders. We pulled it off - and just BARELY pulled it off - without resorting to a mass of static defences. Very fun stuff; definitly one of my favorite games of NS to date <!--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-->
    Evo.. was i your comm? i did something very similar if not exactly the same on mineshaft last night....??
  • CForresterCForrester P0rk(h0p Join Date: 2002-10-05 Member: 1439Members, Constellation
    Doesn't sound lame to me. Sounds like you were a skilled commander who pulled off a great strategy. Good job.
  • EvoEvo Join Date: 2003-01-11 Member: 12180Members
    <!--QuoteBegin--SDJASON+Aug 18 2003, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SDJASON @ Aug 18 2003, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Evo.. was i your comm? i did something very similar if not exactly the same on mineshaft last night....?? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Possibly. I don't really remember who commed (mostly because you only see the first 5 letters of their name <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->). About all I can recall is that they were wearing a tag of some sort, though I can't recall what it was. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    Maybe a full tag+name would jog my memory?
    Cuz otherwise all I remember was having fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    Not lame. I said it once and I'll say it again, mass gorges can take out masses of turrets easily so as long they can lob one bomb before they die. Not to mention a turret push would take time and res to do.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    ^ if they did that, the haevies would be free to move on and finish the hive with nothing but skulks to stop them.

    What's w/ the obsession with 'lame'? It's not lame, he has to be a damn good commander to have pulled that off.

    Good job <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    This isn't entirely lame. It's basically a game of territorial conquest.
    You DID have the res and techs.
    The rines DID back each other up.
    The aliens DID make some mistakes (uneffective oni) or was somewhat uncoordinated.
    So the game was at hand.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    You said they tried oni, they tried umbra, they tried bile bomb. Did they try them all at once? Oni by themselves are fairly useless, lerks by themselves are moderately useless, and gorges by themselves are utterly useless. The trick is to put them all together >:)
  • MaredtextMaredtext Join Date: 2003-08-18 Member: 19899Members
    edited August 2003
    If you can do that then there is a real problem. That problem is known as alien suckage. You said that aliens had 12 players and marines had 10, with you in the com chair that would be 9 marines. If all the aliens had been attacking you instead of wanking it in a corner (which im assuming they were doing or else something simular) you wouldnt have been able to move your marines 20 feet out of base nevermind "leapfrog" anywhere.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    Seems like a case of either stupid aliens or overconfident ones, all trying to attack you by themselves using only one class of alien.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    The aliens might have been 'good' but I bet it was just a few people on the side. You'd be suprised how much 3 people who know what they are doing can dominate on a pub as aliens.

    Also it sounds like although you had poor teamplay at the start it got better and surpassed the aliens. And they let you have more that one RT? If I'm playing against dominating aliens I have 0-1 RT.

    IMHO this is as lame as base rushing, it doesn't make for fun games but it is nessecary.
  • JesusCJesusC Join Date: 2003-03-28 Member: 14996Members
    I'd like to point out that the initial researching of HA, dropping of 10 turrets at marine start and 20+ in laser is over 300 resources spent. Marines with nearly 400 resources stocked *SHOULD* be able to win the game, regardless of how they pick to do it. It's not a balance issue... just letting the other team get that amount of cash should make you lose... just a thought.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    And er 3-4 onos? Surely they could afford more if they had capped every other rt on the map.


    And were the gorges webbing hmmmm?


    My guess is that you were facing nubie redemption Onos' when they should hav taken regen or cara and were only concerned in devouring then giggling then running away, instead of using a mass charge like they should have done.


    Sounds like you had REALLY newbie aliens, cos otherwise, the story, is impossible.
  • VashVash Join Date: 2002-11-12 Member: 8333Members
    <!--QuoteBegin--SoulSkorpion+Aug 19 2003, 01:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Aug 19 2003, 01:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You said they tried oni, they tried umbra, they tried bile bomb. Did they try them all at once? Oni by themselves are fairly useless, lerks by themselves are moderately useless, and gorges by themselves are utterly useless. The trick is to put them all together >:)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Umm..

    <!--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-->Now I know everyone's first response to anyone saying anything is overpowered is to leap on them and say 'duh of course use team tactics' or any other rehashed excuse, or to list a half dozen theoretical methods of dismantling said overpowered item<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Like he said...you can throw the same "no teamwork" excuse in every time and think you are right. The fact is a well managed <b>turrent</b> farm is nearly impossible to kill.

    And i'm a bit too lazy to go and find whoever said it, but I don't think Charge does any damage to structures.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    Charge pwns structures.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I thought charge did double damage to structures. I'm sure that was in one of the patches at some point, not sure if it is in now.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    edited August 2003
    Charge owns anything. The only problem is people don´t know how it works. In most of the games i play charge is rarley used because they try to use it like gore repeatedly hammering on the attack button and then wondering why nothing happens.

    How charge works:

    1. You press the attack button ONCE.
    2. You will notice that the onos screams and you can move faster. Your adrenaline bar slowly falls. Charge lasts till you run out of adrenaline and there is no way to interrupt a charge once started. It ONLY ends when your out of adren.
    3. In that time if you run into a marine or a structure you do massive damage (more than bile) as long as you press your forward key. Standing by the structure does no damage. You must keep your forward key pressed.


    Some tips.
    -Use charge only if your adren. bar is full or else your charge will be shorter. Initiating a charge costs extra adren so if your low on it initiating consumes all your adren. and your charge ends instantly.
    -Never switch to another weapon while charging. If you consume adren with it your charge will end sooner.
    -Before you run out of adren use the speed gain of charge to retreat
    -Using the adrenaline upgrade from the movement chamber makes charge last much longer since you still gain adren while charging. Naturally you gain less than you consume but you gain some precious seconds.
    -Charge is an outpost crusher. Nothing kills a res and some turrets faster than charge. Just be cautious about surrounding marines. Its wise to charge them first since charge does massive damage to units too. (Light armor marines die nearly instantly)

    Edit:typos
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