Rushing [message #114288] |
Sun, 12 September 2004 18:40 |
|
glyde51
Messages: 1827 Registered: August 2004 Location: Winnipeg
Karma: 0
|
General (1 Star) |
|
|
Okay, since most of the people I know can't do anything right, here's a topic to teach you about rushes.
1. Size matters, but as much. Of course, I mean the size of the group. Three is the standard, any less and it was luck or the stupidity of the other team.
2. GDI doesn't need to worry about this, but NOD does. A Flamer is superior in close quarter maps, like where there are tunnels and junk to go through, but a stealth tank is better in open fields because of it's stealth and cloaking. Chose accordingly.
3. GDI is superior in the all-around weapony. Depending on the map, you may want a mammoth tank if it is only a short walk to the base because of it's heavy armour, or a medium tank in big maps because of it's speed.
4. The main attack units should always be Stealth Tanks, Flamers, Medium Tanks, and Mammoths. The Buggy, Hummvee, APC, MLRS, Artellery, and all other units are support units and should be called on into a certain stage of development in the battle.
5. While a good offence is great, make sure someone is at base, like a Advanced Engineer and a Back-Up of some sort. Just in case.
Taking Out The Enemy:
1. Depending on the map, pick a main target. I suggest the Power Plant (killing off a Power Plant makes the costs on the other team double and main base defences don't work) or the Air Strip/War Factory. Killing the WF should be at the top of your list, mostly because this gives you the edge and lowers moral of the other team when they all get squished.
2. If there is a base defence and the Air Strip/War Factory or Hand of Nod/Barracks is not avalible to attack because of the defence, take out that base defence. This will let the infantry swarm in.
Your Priorities:
1a. The Power Plant
2a. The War Factory/Airstrip
1+2b. The Base Defence
3. The Hand of Nod/Barracks
4. The Refinery
5. Others
Killing these priorites in order is a great way to cause havoc in the ranks of the other team. Please note that if you cannot attack the Power Plant or the Airstrip/War Factory without the base defence attacking you, kill it.
I hope to see this strategy in gameplay, and please tell me if it was good, bad, or worse than a free night at the Micheal Jackson Inn.
|
|
|
|
Rushing [message #114352] |
Mon, 13 September 2004 07:16 |
spoonyrat
Messages: 406 Registered: December 2003 Location: England
Karma: 0
|
Commander |
|
|
A light tank rush supported by one arty > any flamer or stank rush, fact...
|
|
|
|
Rushing [message #114360] |
Mon, 13 September 2004 09:51 |
spoonyrat
Messages: 406 Registered: December 2003 Location: England
Karma: 0
|
Commander |
|
|
THE BEST RUSH IS FOR 20 CHEM TROOPERS TO CHARGE OVER THE HOURGLASS HILL
|
|
|
|
|
Rushing [message #114430] |
Mon, 13 September 2004 16:04 |
spoonyrat
Messages: 406 Registered: December 2003 Location: England
Karma: 0
|
Commander |
|
|
Highly doubtful.
|
|
|
Rushing [message #114441] |
Mon, 13 September 2004 18:01 |
Homey
Messages: 1084 Registered: February 2003 Location: Canada
Karma: 0
|
General (1 Star) |
|
|
hmmmmm 8 buggies with 16 chems would
Homey
|
|
|
Rushing [message #114451] |
Mon, 13 September 2004 19:18 |
spoonyrat
Messages: 406 Registered: December 2003 Location: England
Karma: 0
|
Commander |
|
|
I feel a sudden urge to test this theory.
|
|
|
Rushing [message #114466] |
Mon, 13 September 2004 21:00 |
codeman
Messages: 5 Registered: September 2004
Karma: 0
|
Recruit |
|
|
indeed, sounds extremely effective
unless they use the 20 medium tank glitch to kill all your buggys before you can attack.
|
|
|
Rushing [message #114542] |
Tue, 14 September 2004 08:19 |
karmai
Messages: 319 Registered: September 2004
Karma: 0
|
Recruit |
|
|
use the hills, bring 15 chem troppers 5 techs? Hide behind the hills and repair each other?
|
|
|
|
Rushing [message #114791] |
Tue, 14 September 2004 22:53 |
codeman
Messages: 5 Registered: September 2004
Karma: 0
|
Recruit |
|
|
thats not what its called
but its when people almost blow the tanks up, so they can buy past the limit of vehicles, then repair the destroyed vehicles
|
|
|
|
|
|
Rushing [message #115391] |
Sat, 18 September 2004 19:05 |
Jzinsky
Messages: 339 Registered: June 2004 Location: Warrington
Karma: 0
|
Recruit |
|
|
j4S[p | ]I disagree, the Refinery should be a pretty high priority in the beginning of the game. Taking out the Refinery prevents the opposing team to purchase more high-tech vehicles and infantry early in the game. Thus, allowing sneaking and rushing without the risk of Proximity Mines.
|
In an early game instance the harvy would be a better target, as the refinery on its own only gives a couple of credits out..
No flashy signature..
|
|
|
|
|
Rushing [message #116162] |
Wed, 22 September 2004 22:52 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
|
General (3 Stars) |
|
|
Not a good idea, I've never seen them work in my entire two years of playing Renegade.
|
|
|
|
Rushing [message #116277] |
Thu, 23 September 2004 15:43 |
spoonyrat
Messages: 406 Registered: December 2003 Location: England
Karma: 0
|
Commander |
|
|
They occasionally work but are a bad idea in general.
|
|
|
|
Rushing [message #116321] |
Thu, 23 September 2004 19:39 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
|
General (3 Stars) |
|
|
Those mixed vehicle rushes are the best, I've always seen them succeed most of the time. That's using a few flame tanks, a couple light tanks, and a couple stealth tanks.
|
|
|