This is how games die

Why on earth did you make the scout rush viable again? There is no viable counter to it besides doing it yourself. The only hard counter to it is in tech 2. Even if I fast tech to tech 2 I can’t get any hunters out in time to prevent damage. I don’t even want to play anymore. Every time I go to hit play on ranked 1v1 I find myself hoping its against another banished player.

You fixed this problem by upping how good marines were and by nerfing the scout, and everyone cheered and was happy. Then you go ahead and reverse it. Great job. Games die when high level game play in non-existent/boring. Well jack rabbit rushing everyone is boring. Congrats.

UNSC anti-v turrets and Cyclops do well against these mad rabbits. But I imagine Banished will have a lot of trouble dealing with them. All Banished anti-v weapons fire plasma bullets that travel too slowly to catch up with them, and often simpley miss the target.

> 2533274807340992;2:
> UNSC anti-v turrets and Cyclops do well against these mad rabbits. But I imagine Banished will have a lot of trouble dealing with them. All Banished anti-v weapons fire plasma bullets that travel too slowly to catch up with them, and often simpley miss the target.

YOU CAN’T GET CYCLOPS OR HUNTERS! Every time I fast tech they’re already in my base. I can’t get a barracks up half the time even.

> 2533274871557759;1:
> Why on earth did you make the scout rush viable again? There is no viable counter to it besides doing it yourself. The only hard counter to it is in tech 2. Even if I fast tech to tech 2 I can’t get any hunters out in time to prevent damage. I don’t even want to play anymore. Every time I go to hit play on ranked 1v1 I find myself hoping its against another banished player.
>
> You fixed this problem by upping how good marines were and by nerfing the scout, and everyone cheered and was happy. Then you go ahead and reverse it. Great job. Games die when high level game play in non-existent/boring. Well jack rabbit rushing everyone is boring. Congrats.

Grunts and turrets will actually do the trick. They buffed the scouts by reducing the costs again, but as a whole they are just as weak as in the past version. Meanwhile, turrets are stronger than ever. A full army of rabbits can’t attack into 10 grunts and 2 turrets right now. This gives you ample time to tech up and get out banshees, marauders, or hunters to deal with them.

In doubles, however… it’s broken as -Yoink-.

> 2533274924073601;4:
> > 2533274871557759;1:
> > In doubles, however… it’s broken as -Yoink-.

What about Anders’ shielded turrets with anti-v upgrade?

Problem is when they drop kodiaks after u have made turrets to hold rabbits and u are sieged to dead before u can mass t2 units.

Pretty much it is build jack rabbits or lose that is the meta lol

and Cutter is by far the most powerful leader please nerf him.

Especially if you are covenant 0 answer for early jack rabbit

> 2533274871557759;1:
> Why on earth did you make the scout rush viable again? There is no viable counter to it besides doing it yourself. The only hard counter to it is in tech 2. Even if I fast tech to tech 2 I can’t get any hunters out in time to prevent damage. I don’t even want to play anymore. Every time I go to hit play on ranked 1v1 I find myself hoping its against another banished player.
>
> You fixed this problem by upping how good marines were and by nerfing the scout, and everyone cheered and was happy. Then you go ahead and reverse it. Great job. Games die when high level game play in non-existent/boring. Well jack rabbit rushing everyone is boring. Congrats.

i just build 4 turrets, they are strong now, pick atriox to get discount on turrets :slight_smile:

Quit whining, start kicking -Yoink-. Impossible is nothing, so is defending jr rush. Done it many times. Good luck, Spartan.

> 2533274812017904;9:
> Quit whining, start kicking -Yoink-. Impossible is nothing, so is defending jr rush. Done it many times. Good luck, Spartan.

sir yes sir!

Rush is and has always been a viable part of rts games. Do.t see any reason to nerf. While I do aggree that the banished catch the short end of the stick when it comes to early game units, but I’ve held off plenty of rushes as both unsc and banished, infantry rushes and v rushes. It’s not that hard guys.

Well it took some experimenting but I think I’ve found a way to deal with it. However it doesn’t really put you ahead like it should. The problem here is that he can rush, and still eco well enough behind it…

Heros and tech 2 rushes. I usually have two antivehicle turrets if i see a rush. Atriox chosen with the first upgrade and healers makes easy work of jackrabbits. Also brute hammer units can chase and stun them too, it works well defensively. I havent lost to jackrabbits since the update, just to brute jumpers. The best counter for brutes is your own, with a hero.

> 2535460122134428;13:
> Heros and tech 2 rushes. I usually have two antivehicle turrets if i see a rush. Atriox chosen with the first upgrade and healers makes easy work of jackrabbits. Also brute hammer units can chase and stun them too, it works well defensively

Just curious, why anti vehicle turrets? I thought marines and jackrabbits are both infantry? I’ve been building anti infantry unsc turrets they usually do a lot of damage

> 2533274871557759;12:
> Well it took some experimenting but I think I’ve found a way to deal with it. However it doesn’t really put you ahead like it should. The problem here is that he can rush, and still eco well enough behind it…

Get your units out gathering the moment they are created. Start out further gathering and work ur way back. If u keep 4 grunts together they can hurt a single jackrabbit they see. Denying them any resources is buying you time. Just build brute hammers and make sure to jump on them to stun and slow them. Best to counter attack and not let ur guys get circled out away from ur base.

> 2533274800681207;7:
> Pretty much it is build jack rabbits or lose that is the meta lol
>
> and Cutter is by far the most powerful leader please nerf him.
>
> Especially if you are covenant 0 answer for early jack rabbit

Um, grunts mines work wonders actually, learn your faction please. And Cutter is not even close, he gets wreck by the new leader, badly, and his infantry has a hard time standing toe to toe with Decimus if they both run the infantry rush. Which both specialize in, eventually not only do the grunts and Rangers overwhelm Cutter but do to boundless siphon and fury passive abilities Decimus infantry becomes superior to Cutter’s. Cutter is a mid teir leader

Whining about dumb things ruins Games lol

> 2533274812017904;9:
> Quit whining, start kicking -Yoink-. Impossible is nothing, so is defending jr rush. Done it many times. Good luck, Spartan.

Why don’t you comment on the kinsano rush thread?

People there think it’s impossible to stop.

> 2533274793142590;6:
> Problem is when they drop kodiaks after u have made turrets to hold rabbits and u are sieged to dead before u can mass t2 units.

Thats why u dont turret up like a scrub. You should know that :slight_smile:

<mark>This post has been edited by a moderator. Please refrain from making non-constructive posts.</mark>
*Original post. Click at your own discretion.

> 2533274871557759;1:
> Why on earth did you make the scout rush viable again? There is no viable counter to it besides doing it yourself. The only hard counter to it is in tech 2. Even if I fast tech to tech 2 I can’t get any hunters out in time to prevent damage. I don’t even want to play anymore. Every time I go to hit play on ranked 1v1 I find myself hoping its against another banished player.
> You fixed this problem by upping how good marines were and by nerfing the scout, and everyone cheered and was happy. Then you go ahead and reverse it. Great job. Games die when high level game play in non-existent/boring. Well jack rabbit rushing everyone is boring. Congrats.

If you want 3 hour long turtle games, find a partner and play customs
Bye :wave: