Seems like being rushed = You can't win

Even if you fight off the enemy attack, you’re still going to be behind in economy and you can’t tech up as fast because you blew too much energy on counter-units. You can’t expand during a rush either or you’re just committing suicide.

Rushing overpowered?

Rushing isn’t overpowered, as a “rusher” myself I have had plenty of times where the rush fails and the enemy wins and that’s to deal with the supplies you commit to for the rush. If you rush you are building up an army, and army that cost supplies, maybe a bit of power, but mainly supplies. So if the rush fails and they were able to defend then they can get back on track and start creating a counter army faster than you. So as long as you can defend you will be put in a great position. On the topic of counter units you say that you won’t have any supplies left because you spent too much on counter units and this is where you messed up defending. It’s acceptable too maybe train one or two snipers but if you’re training them to where you’re running out of supplies then you are doing something wrong. Try defending with choppers if your banished or marines if you’re UNSC. They are more versatile meaning that they can be used against other things besides infantry and can be used to go around the map and collect supples to catch up on those supplies you spent as well as capture power nodes. Also side note there is no such thing in this game as a “Rush” it is instead called a “Opener” by most of the community but I only learned that recently so I can understand if you didn’t know that.

I really think people have a skewed view of what “rushing” is. Getting attacked at 5ish minutes is not a rush, and is a reasonable time at which you should expect to be attacked and therefore have the means to fend off an attack. Not saying this is you specifically, but I see so many people wonder why they constantly lose to rushing when they go double generator 3 supply pads and an armory on a mini while having 12ish population until they tech up.

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> I really think people have a skewed view of what “rushing” is. Getting attacked at 5ish minutes is not a rush, and is a reasonable time at which you should expect to be attacked and therefore have the means to fend off an attack. Not saying this is you specifically, but I see so many people wonder why they constantly lose to rushing when they go double generator 3 supply pads and an armory on a mini while having 12ish population until they tech up.

Agreed, unless you’re getting hit at the 3:30-4:00 minute mark by 70+ population of units I wouldn’t really call it a rush. If you don’t conduct some sort of harassment or fight for map control early you will likely lose. I personally would not recommend adopting a purely defensive strategy (depending on leader) as the game tends to favor aggression and is fast paced. If you sit back and play defense you are forfeiting map control. If you do this, your opponent will be more than happy to take nodes, expand, keep you restricted to one base and just finish you off in the mid game.

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> Even if you fight off the enemy attack, you’re still going to be behind in economy and you can’t tech up as fast because you blew too much energy on counter-units. You can’t expand during a rush either or you’re just committing suicide.
>
> Rushing overpowered?

Welcome to top tier gameplay. In your defense runty, your last 2 losses were against a champ ranked forge player, zero shame in losing to a higher ranked player. However, use those losses to help identify where you can improve, hell, i’ve even adopted strategies from higher ranked players and made them my own. Every onyx/champ ranked player will play aggressive so I like your idea of making counter units but there is such a fine line between making enough and too many. If you defend well enough a good player will change strategy on the fly, “blow up their barracks for a reactor”, to get tech 2 faster. If they do this without you noticing and you re still pumping snipers or some other counter unit, they"ll show up with air when you least expect it. This is why I love this game! Against the best players, a few seconds/mistakes will lose you the game. After I lose, I like to look at my opponents build order compared to mine and see where I went wrong. A lot can be learned from a loss.

Flamers are a bit too strong and can be triple rax pumped. Mainly because their counter (scout) is not very effective at it.

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> > 2533274803523823;1:
> > Even if you fight off the enemy attack, you’re still going to be behind in economy and you can’t tech up as fast because you blew too much energy on counter-units. You can’t expand during a rush either or you’re just committing suicide.
> >
> > Rushing overpowered?
>
> Welcome to top tier gameplay. In your defense runty, your last 2 losses were against a champ ranked forge player, zero shame in losing to a higher ranked player. However, use those losses to help identify where you can improve, hell, i’ve even adopted strategies from higher ranked players and made them my own. Every onyx/champ ranked player will play aggressive so I like your idea of making counter units but there is such a fine line between making enough and too many. If you defend well enough a good player will change strategy on the fly, “blow up their barracks for a reactor”, to get tech 2 faster. If they do this without you noticing and you re still pumping snipers or some other counter unit, they"ll show up with air when you least expect it. This is why I love this game! Against the best players, a few seconds/mistakes will lose you the game. After I lose, I like to look at my opponents build order compared to mine and see where I went wrong. A lot can be learned from a loss.

Learning from a loss is key. And trust me, I’m not a high-level player, nor am I a rusher. I’m a terrible rusher. My inclination is to turtle and HW2 is not great for that.

What others have said is right tho. You have to scout to know what they are sending your way and make sure you build some kind of counter, whether that’s actual counters or scouts or whatnot to help.

If Hellbringers weren’t as strong as they are now it wouldn’t be a problem. Rush units cost power too

I fast expand within 1 min and get a mini base up . I pump marines and Jerome and flames. Usually hold off a rush no problem and then being in two base resource I can push back and win. Not so effective in 2v2 when my Allie goes fast tech 2 and I get hit with a double rush or the annoying exploit mine . Only rush that beat me in 1s was cutter and he went straight marines with one sniper off one base and attacked super early like 3 min in . He seemed to even have rocket upgrade . I was impressed lol my expo just opened and had one barracks but that sniper hurt so bad plus he had grenade . That’s why I stream my games on twitch and archive them so I can go back and see where I made my mistakes

I cannot stress enough, get a low tier army and at least one turret up before the 5 minute mark. Everyone who plays this game should begin a match expecting a rush, having that mindset will go a long way in defending yourself and proving to be a formidable target the enemy will think twice about attacking.

I always open with a few flamers / cryo troopers just because of how menacing they can be when micro-ed correctly. If your banished and playing competitively, your goal should be able to get out of tech 1 as soon as possible with as much map control as you can sneak. Suicide grunts might be able to hold back the flamers for a bit but if your playing too defensively your going to lose the expansion game as well as map control.

I honestly can relate to the rush thing. I really hate it, I really do. I have usually been running into the same guys who do this attack so I thought to myself. “Screw it, forget building units and all that just get the turrets up.” I tried it (had to wait a couple matches until ran into someone who used the rush attack) it works. Usually, if you get supplies and energy up and ready don’t forget in the beginning, the 1st rush is usually just plain infantry with a hero especially with Jerome and possibly Kinsano, just bunker down and wait for the 1st attack to fail if they see you with all the turrets active, at least 3 things are gonna go through their mind (my opinion really):
1.) They are gonna charge in and not expect you to have all them turrets up already and possibly try everything in the 1st attack and probably will fail (depends on the units)
2.) They are gonna see them and panic and fall back and probably wait for your counter while he/she gets more units to push you and they will be mix with heavy ones (if by chance you are at t3 level for base start spawning, and by chance playing UNSC I advised to get Warthogs and hornets spammed and try to circle them around and go for the main base or side bases so you can draw those units camping you away. This is a 50/50 chance they might do it Idk)
3.) They will at most see the turrets and, say “nope” and will at most go straight for side bases and all that and try to draw your own units out (that’s what I would do at least)
So my advice if you plan to do this against someone you already have played and does the rush attack EVERY. SINGLE. TIME. and thinks they know you like a book, I say get the turrets up have support units in the back (Kodiaks and healer units, especially full upgrade marines) hug your main base and HOPE the guy wastes all his units on ya because you gotta make a move quick because if they do the “back off” maneuver and you don’t have any side bases, they are gonna fill that map real quick (my opinion) and you’ll be in ALAMO mode for the rest of the match.

Yap yap has free units so that could help