mirrodin
Oct 18 2004, 01:05 PM
Lets say a comm drops an ip, armoury and spams shotties. If the marines have any appricable level of skill they usually pwn skulks and gorges. Not only is the rfk wonderful there is a good chance you can march into the hive, while one marine hangs back to defend.
Any comments? I've had it work before.
jammno
Oct 18 2004, 01:10 PM
No IP's. Just armory/shotty. Recycle armory, and med/ammo spam for the win.
SLizer
Oct 18 2004, 01:10 PM
This works perfectly fine if you lets say 3/4 of your team there.
Make the armory and drop sgs/welders.
those few leftovers should go cap res aliens are most likely to be kept very occupied at hive(if they manage to keep wall in middle of hive/rines
Problem is that most likely will have enough non-expierenced players that go do something completely unnecessary.
AAA7
Oct 18 2004, 01:12 PM
no, it wont work, if a team of marines shottie rush, the aliens get cloaking right off the bat, focus kill you, or just walk up and own you with cloaking, shottie rushes don't work. Unless if the team is dumb, and gets MC, or DCs.
TheAdj
Oct 18 2004, 01:15 PM
...There won't be time to drop chambers and get upgrades to counter a REAL shotgun rush. In less than 30 seconds marines will be at the hive in a shotty rush, gorges will barely be done gestating by then, and it probably won't be known what's going on until the marines are already at the hive. A real shotty rush is a do or die proposition, the object being to kill the hive early in the game when it's impossible to recover for aliens. It doesn't matter if every marine dies, if the hive drops and the comm is still in the chair, the marines will win on time.
AAA7
Oct 18 2004, 01:18 PM
30 seconds? laugh, TheAdj.
dude, it takes around 15 seconds to build the ip and armory, and then the comm drops shotguns, they get ammo (or the comm can drop them some) then their off, and by that time, the aliens will already be scouting near the marine spawn, don't give me that bs, about in 30 seconds they'll be at the hive, more than likely, they'll be sighted, and the team will know before hand what's happening (if they're scouting)
jammno
Oct 18 2004, 01:37 PM
Again, you don't build an IP. It's rare in a "good" pub that a group of 7-8 shotgunners will die to a few scout skulks.
Of course 6v6 it might happen, but in big games it won't.
Heh, never thought of dropping welders. I always drop some mines.
BarbraStreisand
Oct 18 2004, 01:41 PM
I have never seen a SG Rush countered by SC/focus on a pub... it usuallly takes just 1 minute before the standard DC has been dropped. So if you don't have a scout near base who recognizes the drama early enough, aliens are pretty much losing. I also don't think some rines should go kill alien resnodes cos when the rush fails, and it is more likely to fail if not all rines join it, the marine team will have a hard time recovering from it. Apart from that, it is a very successful, though pretty boring strat.
AAA7
Oct 18 2004, 04:24 PM
good pub? oxymoron?
Verthandi
Oct 18 2004, 04:29 PM
| QUOTE (-_- @ Oct 19 2004, 12:24 AM) |
| good pub? oxymoron? |
No, not really. Contrary to the stereotype that all pubbers are nublets, there are skillful and experienced pubbers.
Swift_Idiot
Oct 18 2004, 05:03 PM
sad but true
Kobayashi
Oct 18 2004, 05:27 PM
anyone ever drop mines with thier shotties?
Necrosis
Oct 18 2004, 06:11 PM
In pub matches this CAN work, but hinges on Marine skill outweighing Alien skill.
If your marines are training along, covering all angles, have sufficient meds and ammo, then they can get into a hive and bushwhack it violently. I've also done this with bare basic LMGs tho granted the aliens were truly deficient.
With even skills its pretty chancy, especially if 1 skulk gets to MS and takes out the IP. If the comm leaves the chair his marines might be toast, and if the comm leaves and DIES then its gg.
Against very skilled aliens its usually suicide.
Remember to consider that if the 2 guys at the back of the train aren't checking the rear, there's a good chance that skulks will rampage through your squad and snuff your potential hive rush.
the_x5
Oct 18 2004, 06:23 PM
*cough* among other numerous similar threads to this one.
use search
this is what the NSGuides are supposed to help you with
~edit~
Sorry if I seem like an "FAQ policeman" but just trying to save us from repeating a thread which is almost as old as the shotgun itself.
Gecko_God_Of_Dooom
Oct 18 2004, 10:02 PM
if a thread is *that* old it should be okay. new ideas surface.
anyways.
have your mairnes move out of base in one direction, then find out what hive. drop an armory while, sgs, 2 packs of miens. kill hive.
jammno
Oct 19 2004, 01:15 PM
You don't drop IP's. It's a do-or-die rush. This works better on large pubs.
8-10 marines with shotguns should be able to own any number of early game skulks.
With mines, welders, ammo, and med spam the ten shotgunners should have no trouble slaughtering all the skulks, then just picking them off one at a time as they spawn while chipping away at the hive.
It only takes like four clips of a shotgun to take down the hive, right? That should make the hive go down pretty fast.
Just yell over the mic for everyone to weld eachother and use all your resources with ammo / meds.
Bmajor
Oct 19 2004, 01:55 PM
In Argentina, i think it's a 50/50 % when we do SG rush... it depends basically on the skill of players. Sometimes a simple skull can kill 2 marines with sg...
if the marines go in formation , then it's more difficult to the skulls to stop them.
Faskalia
Oct 19 2004, 02:03 PM
Shotty rush works nearly everytime, unless i send them to the wrong hive *cry*
TOmekki
Oct 19 2004, 03:02 PM
easy steps to shotgun rush a hive:
1. jump in chair while yelling SHOTTY RUSH STAY IN BASE into mic. binds work also, although not as well.
2. drop armory, nothing else. immediately then zoom into hives to listen for skulk steps, and decide the starting hive. this _might_ require practice nowadays, pre-b5 however it was no trouble doing that.
3. drop the exact amount of shotties as there are team members, and a few mine packs. same some res, you'll need it for medspam.
4. send them forth and medspam like no tomorrow (hopefully only at the hive though)
honestly, aliens will have no hope.
works best on fast maps like eclipse, veil, metal etc. and when aliens have side hive.
ps: anyone who says it wont work has obviously not seen it in action.
SLizer
Oct 21 2004, 12:10 PM
Only time shotrush can fail is that you send your rines to wrong hive
OR actually they don`t have any skill.(then they would have lost anyways)
Sgs rushes are only viable in clan matches due you dont have any use on pub, you jsut hammer the hive or die trying. Now did you have fun learining how to shoot hive?
jammno
Oct 21 2004, 12:19 PM
I've never seen a clan match decided on a shotgun rush, and I think it's a bad idea for a clan strat.
Sending marines to the wrong hive could be good. Give the aliens time to go gorge so there's less skulks about.
the_x5
Oct 22 2004, 02:33 AM
| QUOTE (-_- @ Oct 18 2004, 08:12 AM) |
| or just walk up and own you with cloaking, shottie rushes don't work. |
Um... Just spray fire if you hear something. The only time a skulk has got me with a shotgun is when I'm unprepared or he was waiting on the ceiling. If I'm listening for you and you don't have silence dont' be suprised when I suddenly whip out a 180 and a load of shot right into your skulk face.
Focus I agree with, cloaking isn't that effective. Besides usually they drop DC right off the bat without hesitation. Unless you have sv_cheats on, hives take time to build.
But personally, gorge rushes are more effective than shotgun rushes, especially with the increased spit damage.
~edit~
Now that I think of it, my usually commanding strategies are all a kind of shotgun rush.
And TOmekki is right, a well placed shotgun rush can be as devastating adn a well planned gorge rush or skulk blitz.
TheAdj
Oct 22 2004, 11:51 AM
| QUOTE (-_- @ Oct 18 2004, 08:18 AM) |
30 seconds? laugh, TheAdj.
dude, it takes around 15 seconds to build the ip and armory, and then the comm drops shotguns, they get ammo (or the comm can drop them some) then their off, and by that time, the aliens will already be scouting near the marine spawn, don't give me that bs, about in 30 seconds they'll be at the hive, more than likely, they'll be sighted, and the team will know before hand what's happening (if they're scouting) |
I stated something outside his "givens", because the givens didn't match the situation. A good shotgun rush wouldn't drop shotties at MS, you'd drop an armory at the hive and shotties/ammo there. 30 seconds is more of a variable, I could have said 20-1 minute, but only with certain hives would you attempt a shotgun rush. I wouldn't shotgun rush on say ns_nothing, but ns_eclipse would be a great map to shotty rush because of it's small size. If you ran all your marine to a hive, dropped an armory and 2 ammo packs per person as they ran into the hiveroom, you could do it in roughly 30 seconds, which is why I used that number.
The_IRS
Oct 22 2004, 12:21 PM
waste on ns_tanith is pretty easy to get
Meto
Oct 28 2004, 04:16 PM
A shotgun rush relies on suprising the other team therefore one scout can often foil your plan. There is a simple solution to this however.
*DON'T BUILD AN ARMOURY WHEN YOU START*
Build it when you get near the hive! (or even just inside the hive)
This way if any marines die on the way you haven't wasted a shotgun, if any aliens see you on the way then they don't know that you will all have shotguns and thirdly you can mine up the hive really easily too, even giving the marines a 'safe area' to retreat to when they reload
In organised play this is generally a bad idea but there are ways to make it more likely.
One such strategy is the relocate fake-out.
1. Get a good marine to go to a common relocate spot and drop a com chair. This marine should just guard the com chair and not build. Soon many aliens will be heading his way as they suspect a relocate and want to nip it in the bud early.
2. The rest of your team makes a b-line for the hive and executes the shotgun rush strategy.
But again it relies on your getting lucky and going largely undetected to the hive. It's always worth a shot if your relocate on pub fails because things are going to be damn tough for you from this point anyway.
pip1
Oct 28 2004, 10:39 PM
why drop welders?
relsan
Oct 29 2004, 01:48 AM
It's not so much a question of if it is effective. It's more of a question of if it is worth the cost of failure. Because if you fail, it is hard to come back from. If you know you have some seasoned vets on your team it is a good wager I'd say.
Alkiller
Oct 29 2004, 02:32 AM
Shotty rush is obscenely good on bast.
fried_rice
Nov 1 2004, 02:37 AM
it'll be effective if your team is stacked...i've seen it happen before.
exileSoul
Nov 1 2004, 04:55 AM
how would it take 15 min to build a armory if 6 people were building. u say that they can counter it with sensory.... but gorges have to build sensory aswell and that takes how long? and another factor is the aliens actually KNOWING that the marines are shotty rushing. its not often 3 aliens go gorge and are ready to drop sensory if ya know what i mean
Zaggy
Nov 1 2004, 11:56 AM
Its fun, run directly to the hive, build an armory, get shirtguns, and blow the hive, you do have a problem when the marines get ambushed
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