Tremulous Forum

Community => Strategies and Tactics => Topic started by: freezway on September 04, 2010, 12:38:25 am

Title: On rushing
Post by: freezway on September 04, 2010, 12:38:25 am
Rushing is a very important part of tremulous. It is also very dangerous. For those who don't know, rushing is when everyone attacks at once. When rushing it is important that your entire team rushes; a three person rush sucks. I recommend calling a rush five minutes or more prior so people send evos/credits accordingly (e.g. "Everyone rush at 29:00).

Tips for rushing:

Tips for rushing as Humans:

Tips for rushing as Aliens:

A warning about rushing:
After rushing you usually are low on evos/credits. This means you are very vulnerable (dretch storm anyone?) This means that you should fall back to your base and defend, because if the enemy knows you are weak and out of evos, a counter-rush is devastating. This means that if an enemy rushes, then stops, that they are weak and you should rush back at them. IF A RUSH FAILS IN DESTROYING THE OTHER TEAMS CRITICAL STRUCTURES, A COUNTER RUSH WILL BE DEVASTATING. Another good thing to do is advise your teammates to leave a little evos/credits left after a rush, they can prove very much helpful.

In short, Rush when you're strong, get your entire team (minus builder) to rush with you, give them plenty of notice, and watch out for a counter rush.
Title: Re: On rushing
Post by: jm82792 on September 04, 2010, 01:18:36 am
This is extremely obvious advice.
Title: Re: On rushing
Post by: freezway on September 04, 2010, 01:48:24 am
You'd think that...
Title: Re: On rushing
Post by: Risk Disco on September 04, 2010, 02:17:05 am
Risk Disco here,

You bring up some great points, some I would like to add:


I can't tell you how many times I've seen naked rifles joining chain suits in all-out rushes to the alien base, and AFTER THEY DIE you end up seeing them armored up with a shotgun. Is it simply because these unarmored humans only required the needed cash after racking up some easy kills during the rush? Maybe, or maybe not!


Another common problem I've noticed is rush teams limit their flexibility by stocking up on one type of weapon (typically Lucifer Cannon) or one class as alien (usually Tryant). A team of lucis, while great base killers, will struggle against the inevitable camping Tyrant(s). If humans decide to go all chainsuits, they will have success against camping aliens, but at the same time run out of ammo and hp as they get constantly stormed by dretches. Basically, just make sure your rush team has a good variety. This can be accomplished, with little team planning, just by pressing the TAB key and seeing which weapons the top players on your team are using, ans simply choosing a set-up that might offer good support.

Ex. 8v8 on ATCS, you are the 4th place human with moderate skill at all weapons. Your team is about to start a rush, and you notice the top 2 players are using Luci, while the third place player is using a chaingun. Aliens haven't rushed in a while, but you know there are at least two tyrants camping in base. Best course of action? Considering neither of the top players have a very good weapon to kill the Tyrants with, I would help out in a support role by going as a chainsuit like the 3rd place player, giving you the best chance to clear the alien base of large aliens and winning the game.


While your shotguns, lucifer cannons, tyrants, and dragoons get most of the hype, there are a variety of other weapons and classes they are equally as effective in the right circumstances. Some include [to be continued...]
Title: Re: On rushing
Post by: UniqPhoeniX on September 04, 2010, 03:25:37 am
... I recommend calling a rush five minutes or more prior so people send evos/credits accordingly (e.g. "Everyone rush at 29:00).If your team needs 5 minutes to get ready for a rush, they suck. You should need 1 min at most, if they don't have funds, then just don't plan a rush.

Tips for rushing:
  • Don't be alone (humans especially) <- always try to get teammates, but if they won't rush, and you are good enough, then rushing alone is still way better then not rushing at all. Often when you get an important enemy structure down, many players don't rush, they need so damn much time to even start moving from the base that it is better to rush without them.
  • Don't rush when no one has evos/credits
  • Do rush when the enemy has lost a critical structure (e.g. Overmind, Reactor, Armory, etc) <- Also be sure to keep that structure down. When your team takes down RC and you fail to keep it that way, then how are you expecting to win at all?
  • If the enemy is a higher stage, DON'T rush <- IMO stage doesn't matter much either. You can avoid running into the enemy on your way to their base, just try to take less used route to enemy base, or wait when the enemy attacks, then gtfo the other base entrance. Also try to predict when they are done healing and gone, then go in.
...

Tips for rushing as Aliens:
  • Rushing in s3 is best, you have rants and people with evos. <- Rushing before the humans get s2 is best no matter what stage you are.
  • Building a forward booster is immensely helpful. <- And a fwd egg if it is safe and when you don't need to constantly keep an eye on your own base
  • Have goons snipe rets and telsas before a rush is good. Actually, having goons snipe telsas and rets is always good!
Tips for rushing as Humans:

Tips for rushing as Aliens:
Title: Re: On rushing
Post by: freezway on September 04, 2010, 03:35:33 am
your last tip wont work on small maps
Title: Re: On rushing
Post by: Conzul on September 04, 2010, 04:05:24 am
I'm not trying to be rude but: Your perception is ass-backwards.
You do not need the whole team to rush.
Aliens should not wait for s3 to rush.
You should not hold back if the enemy is of a higher stage. They could be broke.