Rush (strategy of video game)

The rush , also called rush in French (although the term is used little), is a tactic used in the Video games strategic which consists in attacking the enemy or with ruer on a strategically interesting card field as soon as possible while making pass in the second plan the consolidation of its principal base.

In the strategy games real-time (STR) or in co-operative FPS, a rush is a fast attack conducted at the beginning of part. It is based on speed to submerge a not-prepared adversary. In the plays of combat, this style of play is called rushdown . This term also has a different significance in JDR on Internet where the player is based on the assistance of the other people more tested to reach normally inaccessible zones and to go up more quickly in power.

Strategy in real-time (STR)

To carry out a rush in the plays of STR, the player must focus itself on the fast production of small not very expensive units able to attack the adversary quickly. By doing that, this player sacrifices the creation of a base evolved/moved early in the play which makes it possible to have solid units in the medium term.

A missed rush can have often fatal consequences for that which launched it owing to the fact that this one has a base less advanced at this time than that of its adversary and the resources which it wasted in the production of the attacking units are as many resources lost for the construction of buildings and units more advanced. However, a successful rush disturbs the economy of the adversary considerably, until sometimes completely destroying it, which then prevents the defender from building other units and thus seals its defeat as of the first minutes of play. But in all the cases, a successful rush always slows down the adversary, even if it is able to push back it and leaves an time interval to the attacker to catch up with, to even exceed the economic level of the defender.

The rush term is often preceded by the name by the implied units sent to the load, English being the language of the Jeu on Internet. In the play StarCraft for example, a player Terran lance a Marine rush , a Protoss player launches a Zealot rush , and Zerg launches celebrates it 6 gling rush (6 zergling). The units are generally not very expensive, easy to produce and not very powerful vis-a-vis the units which appear later in the part.

For launching a rush, it is necessary to know where its adversary is by sending récolteurs to explore the chart, because to send its units to the bad place makes lose the temporal advantage. For this reason this strategy is not very used in the large charts.

Origins

The term rush was democratized in 1995 with Warcraft II and in 1996 with Command & Conquer: Red Alert. The players of Warcraft used the term grunt rush , the grunts étants the infantrymen of the Orc S. In Red Alert , the tank rush was a strategy often used by the players directing the Soviet forces.

The term was then popularized by the strategy of the Zerg rush , also called zergling rush , ling rush , gling rush , or 6 gling rush (because the number of zerglings sent was often of 6) in the play Starcraft (1998). When a part Internet of Starcraft began, the Zerg player could launch a rush more quickly than a player Terran or Protoss; the players considered that Zergs were the race most adapted to the rush.

After some rebalancings by the means of some rubber patches and the contribution of a extension which made as effectively the other races capable of rusher as the zergs, the term was also applied to them. It then diffused in the others STR.

Culture

When the first plays of STR appeared with the beginning of the year 1990, and that the rushes were discovered, this technique was regarded as a strategy of low level among the circles of players. However, a missed rush often led to the defeat of its initiator, which made a risky technique of it. Consequently, the rush became also a respected technique and one saw appearing debates ignited on many discussion forums. At the end of the years 1990 and the majority of the STR, the majority of the experienced players practiced the rush, and in 2005, this technique is still regarded as an acceptable strategy. In some plays like Galactic Civilizations , certain players found unjust to see the computer practicing this technique. In the first versions of StarCraft, the players had the possibility of leaving the part before 5 minutes without that not being entered as a defeat in the statistics of Battle.net when they saw that their rush did not function as they discounted it. This temporal limit was lowered in the following versions. In the first moments of existence of Warcraft III, certain players went as far as disconnecting the cable of their modem in order to preserve their meter of defeats. To cure that, the disconnection was then regarded as a defeat by Battle.net. Unfortunately, the immense success of the play brought the saturation of the waiters quickly, which involved inopportune disconnections for which the players were not responsible and who nevertheless were regarded as defeats. All these problems were then solved with the purchase of more powerful waiters.

In much of STR, strategies anti-rush were invented which rather transformed this technique into a simple means of pressure than a fast attempt at victory. However, when the attacker was accompanied by one or more allies or that the destabilized defender started to make errors, the rush could sometimes lead to the victory.

In StarCraft, the rush is often accompanied on the clavardages by be-Asian Jargon such as “  Kekeke  ” and of the hoes Japanese style such as “  ^__^  ”. What attests success of the play in South Korea.

In the series of the Old off Empires, the developers made the rush very difficult by giving the possibility to the villagers of taking refuge in the forums. Another change was to make the villagers stronger, which made them less interesting to attack.

In this type of play, the rush can always be applied but only to disturb the expansion of its adversary.

Another means of avoiding the rush is to put all the players of agreement before the beginning of the part not to attack itself before a certain period of time. That can go 10 minutes up to 1 a.m. In certain plays with the turn by turn, the restriction can last several hours. That makes it possible to the beginner to take pleasure to play by leaving him time to establish its strategy.

First-person shooter (FPS)

Rusher in co-operative FPS with the same significance as in STR. The difference in this type in play is that one rushe strategic points of the chart, more rarely the starting point of the opposing side. In Counter-Strike , it can even happen that fast players tackle the enemy base while inexperienced players are still buying their equipment and are thus in the incapacity to counteract.

A team goes rusher an objective or a card field while hoping to eliminate the isolated players before the reinforcements arrive. In a play based on the rounds like Counter-Strike , the players often rushent with a mentality of “  that passes or that casse  ” at the beginning of round. In the majority of the other FPS, the players reappear continuously, which limits this technique. However, there exist exceptions, as in Unreal Tournament 2004 where in the mode of territorial control, the players must gather then to launch a rush organized to take by storm the last check-point which makes it possible to gain the part.

The opposite of the rush is the camp-site . The camper typically will settle in a dark corner of a chart and will move about it more to kill each enemy who will pass in front of him. To counter this technique, the very mobile players must look in all the recesses and be constantly with the mounting. It should be noted that this technique is impossible in Rainbow Six because of the detector of movement which indicates the localization of the close enemies precisely. The campers are generally insulted and scorned by the other players. Moreover, one camper is generally handicapped once it is located by a mobile player because the fact of not moving tends to blunt the reflexes and makes less reactive. Moreover, one motionless and squatted target is a target very easy to reach. That, in addition to the contempt surrounding this technique, tends to make it disappear.

In the FPS, the rush is regarded as a respected technique because to be effective, he asks for very an high level of control. In the contrary case, it is about a suicide, and the too bold player is recalled to the order by his team.

Roleplays multijoueurs with persistent universe

The rush is also a strategic term employed in the Mmorpg. The rush is launched by a deterrent force charged to submerge the adversary by the power and the number. This technique is often called “  Zergling  ”. Many players of World off Warcraft adopted the term of "   zerg rush kekekekekekekeke…   " for example.

In order to cure it, the majority of the companies of Mmorpg try to attach Zergling on the bases, even if they encourage the rush by amicable agreement. For that, they oblige the two camps to be balanced of number in certain zones of play like the arenas or the keeps or while providing the defenders of the effective weapons against the badly organized attacks.

Plays of combat

In the world of the plays of combat, the Rushdown is a style of play which is based on attacks aggressive and uninterrupted which aims at destabilizing the opponent by intimidating it by the visual effects produced by the sequence of the attacks. The goal is to use the nerves of the defender and to push it to make errors. The characters who excel in this strategy are called " perso rushdown". A rushdown comprises part of calculated risk.

To counter a rushdown, the defender can modify the power struggle and become him even assailing.

Some persos rushdown célèbres : Ken Masters, Ryu, Magneto, Mr. Bison, Balrog, Vega.

Roleplays multijoueurs

The rush can also be applied to the players who burn the stages of a traditional progression in a roleplay which can be played into co-operative on Internet. These players, when they begin a new part, are based on the assistance of friends more tested in order to reach zones of play normally too dangerous on their level where they will be able to increase in power in a way much faster than by the traditional circuit. However, the developers of video games try to the maximum of refréner this technique by a distribution of the Points of experiment in favor of the characters of elevated level or by putting barriers for the players of low level.

See also

  • Camp-site (strategy of video game)
  • Tortoise (term videoludic)

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