<mark>This post has been edited by a moderator. Please do not post inappropriate content. This includes thread titles.</mark>
*Original post. Click at your own discretion.
Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.
A well planned Jack Rabbit early game will never aim to kill the other player.
Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.
Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
It is a tactic that literally has no downside because all anti-armor units are at T2.
For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
EDIT: If you are blind or didn’t even read the entirety of the post this is coming from a 1v1 perspective.
So help me god if you state opinion coming from team war experience I will go ballistic.
> 2533274820968979;1:
> Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
>
> Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
>
> **IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.**A well planned Jack Rabbit early game will never aim to kill the other player.
>
> Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
>
> **IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.**Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
> It is a tactic that literally has no downside because all anti-armor units are at T2.
>
> For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
>
> ***************************************************
> EDIT: If you are blind or didn’t even read the entirety of the post **this is coming from a 1v1 perspective.**So help me god if you state opinion coming from team war experience I will go ballistic.
This is so getting locked the second a mod glances at it. Man you really don’t know what offends people do you?
> 2533274820642782;2:
> > 2533274820968979;1:
> > Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
> >
> > Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
> >
> > **IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.**A well planned Jack Rabbit early game will never aim to kill the other player.
> >
> > Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
> >
> > **IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.**Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
> > It is a tactic that literally has no downside because all anti-armor units are at T2.
> >
> > For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
> >
> > ***************************************************
> > EDIT: If you are blind or didn’t even read the entirety of the post **this is coming from a 1v1 perspective.**So help me god if you state opinion coming from team war experience I will go ballistic.
>
> This is so getting locked the second a mod glances at it. Man you really don’t know what offends people do you?
It might not, who knows. Though it is a rush.
> This is so getting locked the second a mod glances at it. Man you really don’t know what offends people do you?
You successfully offered nothing to the conversation while also becoming offended by the truth, takes talent. You also aren’t even ranked in 1v1s, why are you here?
> 2533274972430429;3:
> > 2533274820642782;2:
> > > 2533274820968979;1:
> > > Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
> > >
> > > Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
> > >
> > > **IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.**A well planned Jack Rabbit early game will never aim to kill the other player.
> > >
> > > Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
> > >
> > > **IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.**Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
> > > It is a tactic that literally has no downside because all anti-armor units are at T2.
> > >
> > > For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
> > >
> > > ***************************************************
> > > EDIT: If you are blind or didn’t even read the entirety of the post **this is coming from a 1v1 perspective.**So help me god if you state opinion coming from team war experience I will go ballistic.
> >
> > This is so getting locked the second a mod glances at it. Man you really don’t know what offends people do you?
>
> It might not, who knows. Though it is a rush.
Look at thread name…
> 2533274820642782;5:
> > 2533274972430429;3:
> > > 2533274820642782;2:
> > > > 2533274820968979;1:
> > > > Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
> > > >
> > > > Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
> > > >
> > > > **IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.**A well planned Jack Rabbit early game will never aim to kill the other player.
> > > >
> > > > Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
> > > >
> > > > **IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.**Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
> > > > It is a tactic that literally has no downside because all anti-armor units are at T2.
> > > >
> > > > For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
> > > >
> > > > ***************************************************
> > > > EDIT: If you are blind or didn’t even read the entirety of the post **this is coming from a 1v1 perspective.**So help me god if you state opinion coming from team war experience I will go ballistic.
> > >
> > > This is so getting locked the second a mod glances at it. Man you really don’t know what offends people do you?
> >
> > It might not, who knows. Though it is a rush.
>
> Look at thread name…
Oh that, yeah, if only the OP changes it to something more suitable, then it should stand without getting banned.
> 2533274820968979;1:
> Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
>
> Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
>
> **IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.**A well planned Jack Rabbit early game will never aim to kill the other player.
>
> Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
>
> **IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.**Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
> It is a tactic that literally has no downside because all anti-armor units are at T2.
>
> For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
>
> ***************************************************
> EDIT: If you are blind or didn’t even read the entirety of the post **this is coming from a 1v1 perspective.**So help me god if you state opinion coming from team war experience I will go ballistic.
I mean… I play 1v1, as banished, and don’t use the rabbits. And it works fine for me. The moment you hit tech 2 yourself you can retake map control and it works out fine. If you play smart jackrabbits aren’t that much of a problem.
I would say, however, that the energy cost on rabbits should go up, to force more commitment away from tech from the rusher.
> 2533274820968979;4:
> > This is so getting locked the second a mod glances at it. Man you really don’t know what offends people do you?
>
> You successfully offered nothing to the conversation while also becoming offended by the truth, takes talent. You also aren’t even ranked in 1v1s, why are you here?
Well ok then. I have argued basically what you argued on other threads without sounding pompous and was informed of the contrary. So I am converted in that from what I have heard rabbits are OP to some extent.
The truth never offends me. It’s the title that might offend others and get this thread locked bro. I’m just telling you to watch out.
I have a life outside wars that doesent allow me to play that much. I am here because I like to talk wars and wars 2. And like to argue points I know have no merit (not yours, just some others like “team players are ruining the game”).
> 2533274924073601;7:
> > 2533274820968979;1:
> > Most of the complaints about Jack Rabbit “rushes” are misdirected. It is not an all-in tactic, stop calling it a rush.
> >
> > Similarly, those defending Jack Rabbits and their perceived “rush” are not striking at the core of the issue.
> >
> > **IT IS NOT THE “RUSH” ASPECT THAT IS THE PROBLEM.**A well planned Jack Rabbit early game will never aim to kill the other player.
> >
> > Anyone saying, “just build turrets and tech on one base” either does not play 1v1s at all, or their lack of game knowledge regarding this issue is beyond asinine.
> >
> > **IF YOU LOSE MAP CONTROL IN THIS GAME YOU WILL NOT WIN AGAINST A SIMILARLY SKILLED OPPONENT.**Map control is the only reason the Jack Rabbit “rush” is a thing. There is no economic downside because you don’t have to make a production building in order to build Jack Rabbits. This means that as soon as map control is gained you can cut production and tech, while the other player is stuck on one base with little to no mini-bases.
> > It is a tactic that literally has no downside because all anti-armor units are at T2.
> >
> > For people still wanting to defend Jack Rabbits, play some more 1v1s and realize that the easiest thing to do in this game is also the most effective. This game is a strategy game where there is only one effective opening.
> >
> > ***************************************************
> > EDIT: If you are blind or didn’t even read the entirety of the post **this is coming from a 1v1 perspective.**So help me god if you state opinion coming from team war experience I will go ballistic.
>
> I mean… I play 1v1, as banished, and don’t use the rabbits. And it works fine for me. The moment you hit tech 2 yourself you can retake map control and it works out fine. If you play smart jackrabbits aren’t that much of a problem.
>
> I would say, however, that the energy cost on rabbits should go up, to force more commitment away from tech from the rusher.
At this point I’m convinced cost adjustments won’t change anything. A redesign of the unit is most definitely needed.