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  • Rushing
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  • Rushing is the most common and basic tactic in FPS games. Rushing is when one focuses on advancing in a quick manner trying to get an open window for his team to flank. Offence is as agressive as it gets and Defence is minimal. Rushing is best when the person catches opponents off guard while Flanking. This tactic is best used with assault rifles or sub-machine guns with the majority using sub-machine guns, most notably the M12.
  • These high level items are generally not used as it is not worth the risk; most high level rushers will use lower level armour such as rune or black dragonhides or none at all.
  • Rushing in Impossible Creatures is a tactic that involves mounting an early attack against an opponent, usually with the intention of putting them out of the game altogether. It is most often used in 1v1 battles to achieve a swift victory, but is less effective in combat when the player has more than one opponent. This is because rushing in the early game requires a lot of resources to have a chance of success.
  • A successful rush will gradually increase the assigned dwellers' Happiness by 10%, while a failed rush will decrease it by 10% within 1 minute- unless the dwellers are reassigned before the 10% are reached. It was possible to reach 0% incident risk when rushing with dwellers with very high SPECIAL. However, a new update makes it impossible to reach 0% incident risk regardless of high SPECIAL.
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dbkwik:fallout/property/wikiPageUsesTemplate
dbkwik:oldschoolrunescape/property/wikiPageUsesTemplate
abstract
  • Rushing is the most common and basic tactic in FPS games. Rushing is when one focuses on advancing in a quick manner trying to get an open window for his team to flank. Offence is as agressive as it gets and Defence is minimal. Rushing is best when the person catches opponents off guard while Flanking. This tactic is best used with assault rifles or sub-machine guns with the majority using sub-machine guns, most notably the M12.
  • These high level items are generally not used as it is not worth the risk; most high level rushers will use lower level armour such as rune or black dragonhides or none at all.
  • A successful rush will gradually increase the assigned dwellers' Happiness by 10%, while a failed rush will decrease it by 10% within 1 minute- unless the dwellers are reassigned before the 10% are reached. The chance of a rush failing will increase after each rush attempt by 10% each time, and will not reset until the game has been exited or a moderate length of time has been passed. Before rushing, be sure to equip dwellers with weapons in case of an incident occurring. Only production rooms may be rushed, training cannot be rushed and neither can the storage room, the living quarters, the vault door or any elevator. It was possible to reach 0% incident risk when rushing with dwellers with very high SPECIAL. However, a new update makes it impossible to reach 0% incident risk regardless of high SPECIAL.
  • Rushing in Impossible Creatures is a tactic that involves mounting an early attack against an opponent, usually with the intention of putting them out of the game altogether. It is most often used in 1v1 battles to achieve a swift victory, but is less effective in combat when the player has more than one opponent. This is because rushing in the early game requires a lot of resources to have a chance of success.