Rush (computer game)

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A Rush (of English in. Storm) referred Gamer jargon the strategy of an early, massive attack without regard for losses to overrun with the aim of unprepared opponents.

Real time strategy games

In a common rush in real-time strategy games, a player tries an attack in the early stages of the game with cheap or quick-to-build military units. If this strategy fails, it can lead to disadvantages in the subsequent course of the game, but if successful it can weaken the opponent's economy and / or defense, or even lead to his immediate defeat.

A popular example from the real-time strategy game genre is the so-called Zerg rush or Zergling rush from StarCraft (1998), in which a Zerg player relies on large numbers of zerglings very early in the game, the cheapest, the earliest and the fastest to produce Military unit that is available to him and tries to overrun the enemy with it.

There are also specific rushes within real-time strategy games :

Tank rush

A tank rush (in German about "Panzersturm", from the English tank for tank) describes in real-time strategy games a particularly early attack with tanks in order to surprise and overwhelm the opposing player.

This is usually associated with higher production costs and longer production time than would be the case with infantry units , for example, but a powerful tank unit sent into the field at the beginning of a game can mean the opponent is out of action, as it usually no longer has adequate countermeasures can take.

The term came up with the computer game Command & Conquer: Red Alert (1996), as it was the predominant strategy of Soviet players.

Tech rush

In tech rush ( tech , short for technology = technology), both the offensive and the defensive are severely neglected in real-time strategy games with researchable technology (see technology tree ) in order to gain decisive technological advantages as quickly as possible. The Tech Rush is prone to the Rush , but in the later course of the game it has decisive advantages if the game is successful. So the opponent can be defeated according to the reverse principle of class instead of mass with more advanced and significantly stronger units.

An early example is the so-called Chariot rush from the turn-based strategy game Civilization (1991), in which players explore specifically the wheel powerful chariot (Engl. Chariot to build) and then backward peoples to destroy very early in the game.

Proxy rush

The proxy rush is a strategy in which a production building is built close to or even in (a so-called " inbase proxy ") the enemy base at an early stage . The goal is to shorten the path of your own units to the enemy and to obtain an even greater mass than with normal rush . This rush is best known in StarCraft II . The so-called Two-Rax is popular , in which a Terran player builds two barracks near the enemy and quickly produces many cheap units, usually in combination with bunkers. The proxy rush can be combined with the tech rush . In StarCraft II, proxy tempests are mainly mentioned in this case . A Tempest is an expensive spaceship that is characterized by a long range. The ships are placed in such a way that they can attack the enemy base at the same time and protect their own space portal (the production facility in this case) and receive as little damage as possible.

In Command & Conquer: The Tiberium Conflict , so-called "invaders" smuggled into the enemy base can conquer enemy production facilities, with whose troop types the base can now be attacked from within. However, similar to the tech rush, this strategy is very risky.

Computer role playing games

In computer role-playing games , especially MMORPGs and action role-playing games , rushing is often referred to as leveling up weaker player characters by higher-level players through instances , quests , levels , etc. ( "rushing" a character to a certain level ).

Shooter

In multiplayer modes of first-person shooters and tactical shooters , the rapid, massive advance of all players on a team within a certain point on the map, regardless of losses, is called a rush . The aim is to achieve key positions on the map by means of numerical superiority and to assert this before the arrival of enemy reinforcements.

The opposite of rush in shooters is what is known as camping , in which you pause in one place like a sniper to kill the characters of opposing players passing by.

Rushes are generally viewed by gamers as an "honorable" way of playing in shooters, whereas camping is mostly frowned upon.

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