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Author Topic: Spawn rushing.  (Read 3937 times)
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[AB]RikiRude Offline
EIR Veteran
Posts: 494


« on: March 25, 2008, 01:35:29 am »

I thought you get artied when you rush the spawn? I just had a game where I was rushed by two upgunned greyhounds right out of my spawn, if they were able to micro a little better they could of ended the game right there. They pretty much did end the game, getting rushed by 2 greyhounds right after spawning made it so my team could not get a foot hold at all, lost the game in less then 10 minutes. I can't even imagine what would of happened if I didnt start off with two AT guns, they would of taken out my entire starting core.

So how does a player recover best from a rush? Anything that can be done to prevent spawn camping like that?
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stumpster Offline
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Posts: 2197


« Reply #1 on: March 25, 2008, 01:40:03 am »

- The spawn artillery is prior to you coming on the field as the attacker.  With that three minute timer, they cannot come near your spawn point.
- As soon as the three minute timer is up, it's open.
- Units spawning are invulnerable for a short amount of time to cut down on spawn killing.
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scrapking Offline
EIR Veteran
Posts: 924


« Reply #2 on: March 25, 2008, 01:42:40 am »

So how does a player recover best from a rush? Anything that can be done to prevent spawn camping like that?

It won't happen often, but it will happen, and if your initial call-ins aren't prepared for it, you'll get raped.  Make sure you have enough AT and AI, and in multiple forms, i.e. 1 pak, 1 shrek, 1 hmg, 1 gren LMG or KCH. 

Worst case, you can call in forces which are invulnerable if you are forced to retreat.
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PsiCoNZ
Guest
« Reply #3 on: March 25, 2008, 01:44:04 am »

What happens if you started with a shrek squad?  Or maybe up-gunned pumas?

2 M8s mean that in a 2v2 (which was against us) - that it is only *me* holding the line.

It was stretched SO thin, that if you both weren't within a 10m radius of EVERY other unit of yours, you would have rolled through. 

You then bunkered down, on one side of the map, thus letting me know that I could leave the OTHER flank completely empty.

Spawn arty only applies during the initial 3minute timer, for defense setup, the 2 m8s were a scouting run, basically throw away to see what you have.

-L-
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Avalanche Offline
EIR Veteran
Posts: 389


« Reply #4 on: March 26, 2008, 01:47:30 am »

puddins rushed 2 ht full of flame engineer right when our troops just come out, they killed many things
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[AB]RikiRude Offline
EIR Veteran
Posts: 494


« Reply #5 on: March 26, 2008, 01:55:04 am »

I'm curious, is spawn rushing looked down upon? Or is it like demo rushing a base in vCoH where if they pull it off it's good for them, but if it fails it really sets them back, because I find it pretty lame, and don't care so much about winning that's ill ever employ this tactic.
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Steinmarder Offline
EIR Veteran
Posts: 404


« Reply #6 on: March 26, 2008, 02:07:53 am »

well, its as simple as this

after the 3min timer you can expect enemies everywhere on the map.. and many strange tactics that wouldnt even come to your mind in vCoH

Its a valid tactic not to set up everything in static defenses but to directly try to counter attack the attackers when they start the approach (and if I read correctly they didnt even to that but just "scouted" with light vehicles. If thats so troubling -> Improve Your Micro!  Wink
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #7 on: March 26, 2008, 02:29:50 am »

two m8's, piece of cake to counter Smiley make sure you have some schrecks or a pak. (or both)
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