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  #1 (permalink)  
Old 02-06-06, 13:27
Zocker123
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HA Rush or JP defense

This is the question the marine team and the alien team always ask. If marines do HA rush the Aliens say its HA Rush we need fade/onos and so on. But if it is JP defense they say nothing but what could the alien team do better if it is HA rush? It is depending on how many players are on the server and how fast the gorges build chambers/rts/hives. In normal case (some noob gorges) HA rush wins every time. But if some people which are good at fade/onos were res whores the HA rush could be cooled down or if there are no noob gorges/nobody give res to them Aliens could also win, but
WHAT ELSE CAN U DO AGAINST HA RUSH?!? CAN U DO SOMETHING BETTER AT THE START?!?
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  #2 (permalink)  
Old 02-06-06, 14:56
YerMum
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One thing you need against HA rush are some mcs towards the front, so an onos can run into the HA train, devour, and teleport back to the hive to digest their tasty snack. You also need plenty of skulks to run in and xeno, constant xeno spamming can help stall their building and to knock down the HA armour. If you can force the marines to constantly weld each other then that's shooting that they can do.
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  #3 (permalink)  
Old 02-06-06, 18:47
Sm0Ke
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depends,because ha+hmg+n00b=0
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  #4 (permalink)  
Old 02-06-06, 21:42
YourMom
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Fades to base

If you got some skilled players, have 3 fades at the side of the door. When the door opens, the marines (if they are noobs) will fire there grenades / bullets.

After the door is entirely open, wait 2 seconds. Then blink trough the door, and remember to use metabolism when you are at 50 % energy. The upgrades you need is carapace and celerty.

Dependant on the skill of your team, (how long they can hold the frontline) there are 2 options you fade.

-attack advanced armory (if the marine team is near to siege the hives)
This will force them to beacon, giving the front an opportunity to push.

-destroy RT's. (if the team can hold a little longer)
This will cut their resources and destroy their HA rush if the team can last long enough. This takes some time so the alien team must have some skills.

If there are HA / JP with HMG at the base guarding it and you are the only fade all you can do is hit and run.


And like previous posts just spam stomp and xeno. I prefer gore / slash though cuz acid rocket / xeno doesnt help when they weld
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  #5 (permalink)  
Old 02-06-06, 23:40
imamage
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I will keep kamakazi attack (Skulk bite) those HA / LMG marine
just for the fun
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  #6 (permalink)  
Old 03-06-06, 21:53
K1nGP1nG
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the ha rush problems are:
- ppl dont rush and they basecamp
- fades rush to your base and kill aa and rts.
Then i think jp defence is better
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  #7 (permalink)  
Old 04-06-06, 02:00
carcass
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campers are gonna camp anyway. more in defence cos it takes more time for weapons to come
HA rush is a gamble imho. now, if jp is researched soon 1 or 2 jps to kill traspassers or just keep then busy is gonna help.

for aliens, good players can reswhore and traspass or be onos but mediocre ones like me are more useful donating res and pushing the front. is best to get the 3th hive up quickly and xenocide acid spam. if they weld thats time they are not firing. just keep pushing. the shame sometimes is that by the time the hive is up (if) 1/4 of the team is in a hide out and another 1/4 has lame-quit. if more ppl were like imamage that is in the game for the fun (u know in the west egocentrism and selfinesh is overvalued and exported-imposed to the rest of the world), i bet ha rush were gonna be harder.

anyway if the teams are fair, there r so many factors that anything could happen. like a very well known top player collecting the res for the 2nd hive and then changing to marine. I'm not gonna say who cos it was a one off.
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  #8 (permalink)  
Old 04-06-06, 12:06
Agent L
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yeah, if aliens know it's HA rush, they can donate res and half of the team goes onos. Front MCs = stomp spam and HAs can't do anything other but stand and die.
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  #9 (permalink)  
Old 04-06-06, 13:04
K1nGP1nG
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ha rush is good when its a 6v6 or 7v7 game because comm can give to all players hmgs,has and welders faster.
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  #10 (permalink)  
Old 05-06-06, 12:58
TesT0sTer0n
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Quote:
Originally Posted by YourMom
-attack advanced armory (if the marine team is near to siege the hives)
This will force them to beacon, giving the front an opportunity to push.

-destroy RT's. (if the team can hold a little longer)
[...]
This takes some time so the alien team must have some skills.
This is always a good idea and should be done in every situation, not only when the marines do a Proto-Rush. But I would contradict you, with the required skill, because all it needs is teamwork. When you have 10 Player, there should always be 3 skulks available with nothing else to do but killing res-towers.
However, the most effective thing against JPs are Lerks and Focus Fades. A good JP with 0 AP can be killed by a decent Fade (Focus+Cele).
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