is it too much to ask for a game mode where one team can’t just spam flamethrowers, infantry, and heroes in the first 5 minutes of the game? It gets old.
How about a game mode where a huge shield prevents either team from crossing the middle of the map for the first 10 minutes of the match.
Rushing is part of every RTS in history, you should always expect a rush and scout early to see what’s going on in your opponent’s base. No, we can not “dumb it down” so you can amass a random army with no clue of what kind of units are you going to face. This is an RTS game, scouting is a fundamental skill to have if don’t want to be considered a scrub.
> 2535416691848155;2:
> Rushing is part of every RTS in history, you should always expect a rush and scout early to see what’s going on in your opponent’s base. No, we can not “dumb it down” so you can amass a random army with no clue of what kind of units are you going to face. This is an RTS game, scouting is a fundamental skill to have if don’t want to be considered a scrub.
> 2533274927740213;3:
> I’m getting tired of these “(insert strategy I don’t like) Wars 2”) puns.
>
> On topic though, all rushes are counterable in 1v1s, and in team matches you’d need to coordinate with your team mates to stop them.
>
> It’s not a design or gameplay issue, it’s a team work issue.
It just seems like you could actually counter the rush in Halo Wars 1. Now it seems almost impossible IMO. I guess my teammates just suck
Beating a rush is simple. Scout and counter (emphasis on scouting). You have all of the tools to beat any rush in the game right now. If flame throwers are giving you trouble (or any infantry based rush) use suicide grunts. If your playing as UNSC then jackrabbits are pretty good now but you’ll need a mini base to double pump them. If you have good micro then kite the enemy units with snipers. The good news about beating a rush is that once you beat it, it puts you ahead of your opponent economically so take advantage of that.
> 2533274843762975;6:
> Beating a rush is simple. Scout and counter (emphasis on scouting). You have all of the tools to beat any rush in the game right now. If flame throwers are giving you trouble (or any infantry based rush) use suicide grunts. If your playing as UNSC then jackrabbits are pretty good now but you’ll need a mini base to double pump them. If you have good micro then kite the enemy units with snipers. The good news about beating a rush is that once you beat it, it puts you ahead of your opponent economically so take advantage of that.
or when you stop the rush, you can attack the enemy.
I was thinking the same thing about the flamethrowers earlier. Someone played as Isabel, and I’m expecting them to not send over 20 flamethrowers. Four and half minutes in, there they are. It’s alright by me, it’s just, I saw it three straight games. I understand it’s the winning strategy and I should of knew they were coming, but idk how some people have fun with that. If I lose, i don’t mind as long as I had fun. Yeah it’s competition, but it’s still just a game. I just wish other people saw it that way. I don’t like to rush because it’s no fun for me. I’ll use atriox if I rush with jump brutes and at five minutes I’m sending 10 jump brutes with 16 grunt squads over. But I don’t rush that often, so I usually stick with Jerome or arbiter now, or any other leader that isn’t atriox.
Rushing isn’t the problem, just some leaders have an unfair early advantage that they like to rush with and exploit. Rushes are not impossible to counter and part of any RTS… but things like Jeromes mantis or some of the banished strategies are unfair …
You just have to change up your tactics. Get out units to defend your base from the very beginning, then work on building them up and making them better.
Your preferred style of play resembles a 30 minute long coin toss.
Having a barrier dividing you and your enemy eliminates scouting, so your max armies will be composed of random units, making it so the luckiest guy will have a random advantage over the enemy and possibly take the game right away.
> 2533274818651339;4:
> > 2535416691848155;2:
> > Rushing is part of every RTS in history, you should always expect a rush and scout early to see what’s going on in your opponent’s base. No, we can not “dumb it down” so you can amass a random army with no clue of what kind of units are you going to face. This is an RTS game, scouting is a fundamental skill to have if don’t want to be considered a scrub.
>
>
>
> > 2533274927740213;3:
> > I’m getting tired of these “(insert strategy I don’t like) Wars 2”) puns.
> >
> > On topic though, all rushes are counterable in 1v1s, and in team matches you’d need to coordinate with your team mates to stop them.
> >
> > It’s not a design or gameplay issue, it’s a team work issue.
>
> It just seems like you could actually counter the rush in Halo Wars 1. Now it seems almost impossible IMO. I guess my teammates just suck
> 2533274927740213;3:
> I’m getting tired of these “(insert strategy I don’t like) Wars 2”) puns.
>
> On topic though, all rushes are counterable in 1v1s, and in team matches you’d need to coordinate with your team mates to stop them.
>
> It’s not a design or gameplay issue, it’s a team work issue.
Id go further it’s a player issue. Me and a friend were playing Strongholds and our team mate didn’t even build a single stronghold. I understand some people sent good at RTS and that’s fine but why not ask for tips/strats. I’ve seen plenty of people ask and the community always answers. I’m disappointed to see this ‘issue’ being raised again because like everyone else has said in a RTS rushing is normal.
> 2533274969455749;14:
> > 2533274927740213;3:
> > I’m getting tired of these “(insert strategy I don’t like) Wars 2”) puns.
> >
> > On topic though, all rushes are counterable in 1v1s, and in team matches you’d need to coordinate with your team mates to stop them.
> >
> > It’s not a design or gameplay issue, it’s a team work issue.
>
> Id go further it’s a player issue. Me and a friend were playing Strongholds and our team mate didn’t even build a single stronghold. I understand some people sent good at RTS and that’s fine but why not ask for tips/strats. I’ve seen plenty of people ask and the community always answers. I’m disappointed to see this ‘issue’ being raised again because like everyone else has said in a RTS rushing is normal.
There’s a reason you don’t see people complain about rushes on the StarCraft forums.
Shipmaster Ghost army is the best Anti-Rush in the game, only for that you can consider him Godly Tier only for that.
But the best Anti-Rush leader would always be Atriox with his Turrets + Expansion strat. sadly Choppers are horrible as of now, they need a little buff tbh.
I really hope CA and 343 ignore these posts. Seems like these people really don’t understand how to play this game. With limited bases, reactors and resources a plan not to rush in some capacity is a plan to lose.
> 2533274927740213;15:
> > 2533274969455749;14:
> > > 2533274927740213;3:
> > > I’m getting tired of these “(insert strategy I don’t like) Wars 2”) puns.
> > >
> > > On topic though, all rushes are counterable in 1v1s, and in team matches you’d need to coordinate with your team mates to stop them.
> > >
> > > It’s not a design or gameplay issue, it’s a team work issue.
> >
> > Id go further it’s a player issue. Me and a friend were playing Strongholds and our team mate didn’t even build a single stronghold. I understand some people sent good at RTS and that’s fine but why not ask for tips/strats. I’ve seen plenty of people ask and the community always answers. I’m disappointed to see this ‘issue’ being raised again because like everyone else has said in a RTS rushing is normal.
>
> There’s a reason you don’t see people complain about rushes on the StarCraft forums.
I haven’t been there in a long, long while, but you used to. But there’s always someone willing to complain about something.
RTS Wars 2!
Remember, if you counter a rush, that technically makes the game go on longer!
All jokes aside, I think that a gigantic map wide shield would interfere with what quick, micromanaging skill can be accumulated from having the ability to counter a rush, or rush in general. If everyone rushes, its not rushing! Hahaha!
This is a simple fix. Make infantry and scouts buildable from main bases or the barracks or vehicle depot only. Then they can’t just build supply pads on mini bases and would make rushing way more risk/reward. I have been asking and hoping for this since day 1. Thoughts?