Return Marines to Barracks NERF Jackrabbits

Why would marines not be made in the Barracks?

> Got rushed by jackrabbits last night 2v2 and held them off but my Cyclops couldn’t chase them down. they took out all our side base slots and an allied base extension. Then comes a full army of warthogs with gauss cannons took them out and I even managed to go take out an enemy expansion. Then comes 2 condors /game

And jack Rabbits nerf speed or dps. or Put into vehicle bay. and have starting units be 2 marines and 2 warthogs and build nothing out of the main base because it is nothing but a main base, no production ability “technically”

I’ve got to say I don’t agree, as I’ve said in other posts requesting a dampening of the ability to rush, this is a strategy for a game built on allowing a ton of strategic options in order to win.

You need only learn to combat the rush, also you may want to review your build order to see how you may be wasting time in idle because you’re waiting for resources to build up for your next move.

The idea is that something is ALWAYS being built and/or being upgraded. If there is ever a moment when you are NOT building or upgrading something then you have serious flaws in your build order.

To everyone complaining about jack rabbits. Fast tech to tier 2 and build hornets NOT cyclops. 2 will wreck a whole army of JRs.

I tend to use the Jackrabbit rush, and it ends about 1/3 of the matches I play—it’s effective in keeping the other team from expanding, but it’s easily countered with turrets and players who know when to look for it.

Scout the other team’s base early on—if you see upgraded Jackrabbits, then you should prepare to be rushed. Build two turrets and try to get up to tech 2 fast. As someone else said, Hornets are a great counter for Jackrabbits, but mass Cyclops are okay, too. If you’re playing Banished, try Banshees or Hunters.

If you get matched with Kinsano, expect a Jackrabbit/Turret rush around +/-3 minutes.

The important thing is to not let yourself get flustered—keep building and expanding while the rush is happening. If you’re seeing a lot of micro from the rusher, then they’re not focusing on their macro at all. That means if you wipe the Jackrabbits, they’ll have to start from scratch.

The problem isn’t with countering the jackrabbits. you can turret up and fast tech to 2, that’s all fine and dandy. The problem is what comes after the JR rush. having to spend some much resources on defense, and giving up map control puts your opponent at a huge advantage. and while your turtle up building your army of banshees/hornets to counter the JR he can pop in whenever he wants to see what you’re doing and build the appropriate counter, and because he has map control and free reign to do whatever he wants, he’ll have the economy and infrastructure to out produce you.

Marines and scouts in main bases makes sense.

The more you play and think about it the more you realize it is actually great design. It allows for early economic ramp as well as map control skirmishes.

It also provides some other useful answers to certain scenarios like:
-Recapturing nodes mid-late game.
-Soft countering infantry and air if your production buildings are being destroyed.
-Rushing support early game.
-Rock Paper play early on with advantages to infantry (garrison play and node control).

> 2533274974884028;3:
> To everyone complaining about jack rabbits. Fast tech to tier 2 and build hornets NOT cyclops. 2 will wreck a whole army of JRs.

Everyone knows that. It is the only available counter and it isn’t even viable.

OP, unsc would become trash if this was what they changed.

> 2617717283413228;4:
> I tend to use the Jackrabbit rush, and it ends about 1/3 of the matches I play—it’s effective in keeping the other team from expanding, but it’s easily countered with turrets and players who know when to look for it.
>
> Scout the other team’s base early on—if you see upgraded Jackrabbits, then you should prepare to be rushed. Build two turrets and try to get up to tech 2 fast. As someone else said, Hornets are a great counter for Jackrabbits, but mass Cyclops are okay, too. If you’re playing Banished, try Banshees or Hunters.
>
> If you get matched with Kinsano, expect a Jackrabbit/Turret rush around +/-3 minutes.
>
> The important thing is to not let yourself get flustered—keep building and expanding while the rush is happening. If you’re seeing a lot of micro from the rusher, then they’re not focusing on their macro at all. That means if you wipe the Jackrabbits, they’ll have to start from scratch.

That’s the problem for me though. I get enough rss by 3:15 and unlock tech 2 at around 3:40(because I upgrade both extractors). Any tips on how to get it faster as the Shipmaster?

> 2617717283413228;4:
> I tend to use the Jackrabbit rush, and it ends about 1/3 of the matches I play—it’s effective in keeping the other team from expanding, but it’s easily countered with turrets and players who know when to look for it.
>
> Scout the other team’s base early on—if you see upgraded Jackrabbits, then you should prepare to be rushed. Build two turrets and try to get up to tech 2 fast. As someone else said, Hornets are a great counter for Jackrabbits, but mass Cyclops are okay, too. If you’re playing Banished, try Banshees or Hunters.
>
> If you get matched with Kinsano, expect a Jackrabbit/Turret rush around +/-3 minutes.
>
> The important thing is to not let yourself get flustered—keep building and expanding while the rush is happening. If you’re seeing a lot of micro from the rusher, then they’re not focusing on their macro at all. That means if you wipe the Jackrabbits, they’ll have to start from scratch.

Have to dis-agree on this. I played a cheeky -Yoink- 2v2 I am forge. He jack rabbit rushed us. Took out my mates expansion and all 3 of my single slot bases. We kept him contained with marines and Cyclops and cluster bomb. I was even able to retaliate and take out one of his mates expansions and then got hit by gauss hog rush held him off pretty good lost my new expansion. So me and my teammate built more marines Cyclops and my ally even had a few hornets. Then the JR rusher went straight for 2 condors. /game All he needed to build was an armory and rest supply and gens

> 2533274793189038;2:
> I’ve got to say I don’t agree, as I’ve said in other posts requesting a dampening of the ability to rush, this is a strategy for a game built on allowing a ton of strategic options in order to win.
>
> You need only learn to combat the rush, also you may want to review your build order to see how you may be wasting time in idle because you’re waiting for resources to build up for your next move.
>
> The idea is that something is ALWAYS being built and/or being upgraded. If there is ever a moment when you are NOT building or upgrading something then you have serious flaws in your build order.

> 2533274974884028;3:
> To everyone complaining about jack rabbits. Fast tech to tier 2 and build hornets NOT cyclops. 2 will wreck a whole army of JRs.

> 2617717283413228;4:
> I tend to use the Jackrabbit rush, and it ends about 1/3 of the matches I play—it’s effective in keeping the other team from expanding, but it’s easily countered with turrets and players who know when to look for it.
>
> Scout the other team’s base early on—if you see upgraded Jackrabbits, then you should prepare to be rushed. Build two turrets and try to get up to tech 2 fast. As someone else said, Hornets are a great counter for Jackrabbits, but mass Cyclops are okay, too. If you’re playing Banished, try Banshees or Hunters.
>
> If you get matched with Kinsano, expect a Jackrabbit/Turret rush around +/-3 minutes.
>
> The important thing is to not let yourself get flustered—keep building and expanding while the rush is happening. If you’re seeing a lot of micro from the rusher, then they’re not focusing on their macro at all. That means if you wipe the Jackrabbits, they’ll have to start from scratch.

> 2533274802952614;5:
> The problem isn’t with countering the jackrabbits. you can turret up and fast tech to 2, that’s all fine and dandy. The problem is what comes after the JR rush. having to spend some much resources on defense, and giving up map control puts your opponent at a huge advantage. and while your turtle up building your army of banshees/hornets to counter the JR he can pop in whenever he wants to see what you’re doing and build the appropriate counter, and because he has map control and free reign to do whatever he wants, he’ll have the economy and infrastructure to out produce you.

> 2533274821521504;6:
> Marines and scouts in main bases makes sense.
>
> The more you play and think about it the more you realize it is actually great design. It allows for early economic ramp as well as map control skirmishes.
>
> It also provides some other useful answers to certain scenarios like:
> -Recapturing nodes mid-late game.
> -Soft countering infantry and air if your production buildings are being destroyed.
> -Rushing support early game.
> -Rock Paper play early on with advantages to infantry (garrison play and node control).

> 2535471149170617;9:
> > 2617717283413228;4:
> > I tend to use the Jackrabbit rush, and it ends about 1/3 of the matches I play—it’s effective in keeping the other team from expanding, but it’s easily countered with turrets and players who know when to look for it.
> >
> > Scout the other team’s base early on—if you see upgraded Jackrabbits, then you should prepare to be rushed. Build two turrets and try to get up to tech 2 fast. As someone else said, Hornets are a great counter for Jackrabbits, but mass Cyclops are okay, too. If you’re playing Banished, try Banshees or Hunters.
> >
> > If you get matched with Kinsano, expect a Jackrabbit/Turret rush around +/-3 minutes.
> >
> > The important thing is to not let yourself get flustered—keep building and expanding while the rush is happening. If you’re seeing a lot of micro from the rusher, then they’re not focusing on their macro at all. That means if you wipe the Jackrabbits, they’ll have to start from scratch.
>
> That’s the problem for me though. I get enough rss by 3:15 and unlock tech 2 at around 3:40(because I upgrade both extractors). Any tips on how to get it faster as the Shipmaster?

So I kept thinking about it over night . Here’s my new idea for a solution. Keep JR and Marines in the same spots but upgrades in the vehicle/ barracks