Gorge reveals some of his secrets
just gonna try and analyze strenghts/weaknesses of the chambers in NS 2.0
first, every building surrounding the sc is cloaked, meaning radar has to be used or marines have to establish their location the hard way.
second, personal cloaking, if properly used, can be downright devestating. at the start of the game it is rare to see marines with motion tracking, and if u can discourage them enough they'll stay in their base untill they develop it, costing them time (sent of fear has its uses, but early on I go for cloaking!)
third: aliens can MOVE while cloaked if in range of a sensory, not so small an advantage when in a desperate pitched battle at the hive for instance.
first, they can be used to give fast hive defense, if u spawn at the other hive, just use mc to get right in the fray
(if u keep ending up at the other two hives, u can wait untill they do attack the hive (which teleports u to the location of the hive under attack or try to get there on foot, in which case u might wanna consider celerity, even though u lose a little time gestating u will more then make up for it in the long run) This is the reason you might hear a lot the phrase : "be sure to put up a mc in every hive!"
second: some kick-booty skills , all three of them!
silence, when trying to move unnoticed
celerity, to get in close enough to put pressure on, speed is a weapon in its own right!
adrenaline, love this while Gorging or as Onos..
and third: they seem to regenerate like adrenaline while nearby
will heal you and any buildings nearby enough, invaluable when attacked by gl or hmg!
skills are aimed purely at survival, I like regeneration best, imo redemption can just as easily lose you a battle as save your life! (When you fail to kill the person who then goes on to put op a turretfarm, or u fail to destroy the tf when it needed only a slight nudge, that sort of stuff)
Choosing which building is needed at any given time is mostly a group decision or a decision forced upon you by the events at hand
Suppose u build the second hive, and u hear incoming there? I would then ask my teammate in other hive to build a movement chamber in the event I die.. mc's also transport u to unfinished hives if those fall under attack! The second hive can, when activated, be used to heed the call of the team..
Offcourse, if they do not attack for a while, wall them in as close to their comstation as possible, using a sensory to hide the extent of your forward frontline, and dc's when availlable to heal your construction. enough concentrated dc's give you the opportunity to go somewhere else. When hive 3 comes up a mc can be usefull to restock on adrenaline and to respond fast to "hive under attack" calls.
NOTE:DO NOT PUT A WALL UP ThAT'S TOTALLY INPENETRABLE BY EITHER ONOS OR FADE!!! BUILD 2 OC'S ON TOP OF EACH OTHER AT THE SIDE OF THE WALL THAT'S LIKELY TO SEE ENEMYS FIRST, LEAVE THE REST OF THE HALL MOSTLY 1 CHAMBER HIGH!!! (unless the corridor really has plaza-like dimensions!
If you are the only Gorge on your team , ask your teammates to cap resource turrets, then skulk again.
Build OFFENSIVE CHAMBERS at points that have a clear point of view and offer a lot of chances to hit opponents. don't build right behind the corner, preferably a few meters back to allow your wall to rattle their headbucket!
if it's a cloaked wall which their comm 'forgot' to ping, chances are he'll charge heedless of danger right in the fray of things. be creative, use heights to counter jetpacks, and be sure to cover a lot of angles !
and ffs, don't build around one rt like it's the last building standing.. when first gorging, put up res, then press c to locate next res , get there, repeat... the first defensive wall should be placed at a point that has seen regular marine company!
Hope this helpes someone, somewhere, to become a better, therefore happyer player!
Good Luck, Have Fun, and may the Skulk be with you !