Author Topic: On rushing  (Read 4591 times)

freezway

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On rushing
« 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:
  • Don't be alone (humans especially)
  • 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)
  • If the enemy is a higher stage, DON'T rush

Tips for rushing as Humans:
  • If your team gets s2 first, rush; s1 aliens are very weak against pulse spam and the helmet will help protect you from the dretches
  • IF THERE ARE A LOT OF NOOB ALIENS, rushing with psaws and chainguns during s1 will destroy a poorly built base.

Tips for rushing as Aliens:
  • Rushing in s3 is best, you have rants and people with evos.
  • Building a forward booster is immensely helpful.
  • Have goons snipe rets and telsas before a rush is good. Actually, having goons snipe telsas and rets is always good!

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.
« Last Edit: September 04, 2010, 12:59:39 am by freezway »

jm82792

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Re: On rushing
« Reply #1 on: September 04, 2010, 01:18:36 am »
This is extremely obvious advice.

freezway

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Re: On rushing
« Reply #2 on: September 04, 2010, 01:48:24 am »
You'd think that...

Risk Disco

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Re: On rushing
« Reply #3 on: September 04, 2010, 02:17:05 am »
Risk Disco here,

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

  • Be sure to upgrade class/armor/weapons BEFORE going out to rush.

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!

  • Make sure your rush team has a good variety of weapons for humans, variety of classes for aliens

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.

  • Never count out lesser used weapons/classes

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...]

UniqPhoeniX

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Re: On rushing
« Reply #4 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:
  • Rush with 1 luci/pulse per 3 chainguns/shotties, and protect the luci/pulse! If aliens have many large classes, you might want to go chainsuits only, camp at their entrance killing all who try to attack you, and come back alive.
  • Stay together! Don't stay 10+m behind your teammates, you won't be helpful like that. If you have more hp/armor, cover your hurt teammates with your own body. The more time you all are alive in total, the more damage you can deal in total.
  • Keep your ears open! Sound is very important in detecting those sneaky buggers (and even figuring out their classes/stage), especially when they are coming from behind.
  • Don't stop for that 1 dretch/basi! Unless the aliens have someone who likes to flank you with a rant. And the faster you get there, the less time the aliens have to prepare.
  • When the alien base location/layout allows it, and aliens are camping/defending 1 entrance from your rush, sneak a psaw (maybe with a single teammate for cover) in from the other entrance, and go for eggs/boost, or if possible, OM.
  • If possible get an outpost up mid-way to alien base, with medi up first (and try to get your team to use energy weapons so they can recharge from rep). Have 1 teammate cover the ckit, who himself should ofc have armor. Often the builder doesn't and just feeds the dretches.

Tips for rushing as Aliens:
  • Getting as many +maras (in 1.2) as possible is best, as they are cheap and very destructive in groups.
  • Before rushing try to scout, make sure rushers know what to attack and how many humans there are. If the humans are active and leave base often, then ofc rush after they leave, but before they start dieing and respawning.
  • Hopping the reactor, especially with +mara is risky but can be extremely rewarding if successful, often winning the game right after. However if there is a DC, try to get that down first.
  • When you are making many small rushes, get the DC down, so humans can't recover as quickly, and if it isn't too difficult, teslas, so dretches can make themselves useful.
  • If there is a chance of losing your own base, but you have a good chance of finishing the human base while they rush, then move lots of eggs to a new base, let the humans rush the old one, and move om from under their noses (if they don't die in your old base, they can't respawn/rearm to attack the new one with full force), while your team rushes the human base. It often takes humans much longer to recover, and often they can't at all. This ofc requires a mid to large sized map, and a good team.

freezway

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Re: On rushing
« Reply #5 on: September 04, 2010, 03:35:33 am »
your last tip wont work on small maps

Conzul

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Re: On rushing
« Reply #6 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.