My proposal to end the no skill jack rabbit rush

reduce their dmg to EVERYTHING, make it to where they don’t heal anymore, or just keep the healing when out of combat but remove the frag launcher and increase their cost, that would end this crappy RUSH JR’s RUSH JR’s, there is just no skill at all in the multiplayer just RUSH RUSH RUSH and its sickening

Turrets are pretty effective against the JR rush. Just go for Tech 2 Straight away with Turrets, then build counter units.

JR rush (bar Kinsano’s) is very easy to stop

thing is tho that will only defend your base, none of your mini bases or your power nodes, thus giving up map control and what you need TO build the counter units which cost 150 energy PER unit and during this wait to get some anti vehicle, the enemy has FULL map control and basically gets a high eco boost and can easily just starve you and mop the floors with you at this point, you can stop the rush but it takes so long that the enemy team gets map control for to long

> 2533274959649201;4:
> thing is tho that will only defend your base, none of your mini bases or your power nodes, thus giving up map control and what you need TO build the counter units which cost 150 energy PER unit and during this wait to get some anti vehicle, the enemy has FULL map control and basically gets a high eco boost and can easily just starve you and mop the floors with you at this point, you can stop the rush but it takes so long that the enemy team gets map control for to long

But at this point they have committed so many resource on wasted units…all about timing, once you scout jacks stop productiom and expansions that way your only out lay is turrents and upgrading eco…you’ll actually be way ahead…and a nightingale with 5 or 6 Cyclops will destroy an entire army of jacks which will in turn put you in front… if you take that advantage at a timing rather then wait it out to max pop…

Try it out…good luck buddy

Jr rush isnt a problem. Its just kinsanos JR rush where they keep u in ur base long enough to inferno u. Im pretty sure this strat is getting nerfed though. So its all good

> 2533274959649201;4:
> thing is tho that will only defend your base, none of your mini bases or your power nodes, thus giving up map control and what you need TO build the counter units which cost 150 energy PER unit and during this wait to get some anti vehicle, the enemy has FULL map control and basically gets a high eco boost and can easily just starve you and mop the floors with you at this point, you can stop the rush but it takes so long that the enemy team gets map control for to long

This is absolutely correct.

The purpose of a jackrabbit rush isn’t to destroy your base but rather your economy. It can be thwarted but if you’re in 2v2 a single player can lock both you and your teammate into your base while the other teams second player amassed a substantial strike force.

Just reduce their damage and health and time to build. They are scouting units, that should be it. Not mass build and blow up every mini base.

i say just get rid of the frag turret and they are fine, problem fixed, can still heal and scout easily but wont be used to rush

> 2533274959649201;9:
> i say just get rid of the frag turret and they are fine, problem fixed, can still heal and scout easily but wont be used to rush

And Ghosts and Choppers stay the same?!