Give gorge cyst again ?

GertjanGertjan Join Date: 2011-08-30 Member: 119151Members
<div class="IPBDescription">yes!?</div>I would prefer that the Gorge has the possibility again to plant the Cyst. He can spread alot of infestation and make it harder for marines to build structures everywhere? The comm does not want to build cysts everywhere and 'lose' teamres. If the gorge have cyst again he can spread as much as possible, with hes personal res, so the marines will not be able to build everywhere.

I know it was like that in the beginning.

Why would you guys say yes or no ?

Comments

  • DaphistoDaphisto Hive Janitor Join Date: 2002-11-16 Member: 8917Members, Reinforced - Shadow
    I'm up for anything that will make the gorge more interesting to play as.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    I think it causes too much overlap between the comm and the gorge, not to mention that allowing him to place cysts won't make him any more interesting. Then there's also the issue of cyst costs, planting cysts with p.res isn't really a good mechanic when the khammander uses T.res.

    They definitely need to make the T1 gorge more useful or just a lot more fun to play overall, but giving him cysts is not the way to do that. Make him a proper combat engineer, make him tankier so he can actually take on a marine 1vs1, give him some more hydras, give him a new structure, reduce some of the energy costs on healspray, bellyslide, etc. All those things are good options.
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Cysts lower performance so it would not be ideal to have gorges putting a million on every inch of the map.

    I wish they'd just remove them completely so we can all get +20 fps mid to late game. Want optimization? That's the big one.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    Gorge Cysts cause a lot of problems with breaking chains and confusing the Khamm.
    They are not needed, gorges are busy with assisting lifeforms, building barricades and bile bombing already.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited October 2012
    I'd like the gorge to be able to spew a blot of temporary infestation that could support fast dropping of harvesters and forward chambers like crags and shades.

    Or just give mini chambers to the gorge. plz.

    Make it so fast alien expansion requires a Gorge again, instead of the usual skulk rush to distract the slow infestation spread.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited October 2012
    <!--quoteo(post=1991237:date=Oct 14 2012, 05:46 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 14 2012, 05:46 PM) <a href="index.php?act=findpost&pid=1991237"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think it causes too much overlap between the comm and the gorge, not to mention that allowing him to place cysts won't make him any more interesting. Then there's also the issue of cyst costs, planting cysts with p.res isn't really a good mechanic when the khammander uses T.res.

    They definitely need to make the T1 gorge more useful or just a lot more fun to play overall, but giving him cysts is not the way to do that. Make him a proper combat engineer, make him tankier so he can actually take on a marine 1vs1, give him some more hydras, give him a new structure, reduce some of the energy costs on healspray, bellyslide, etc. All those things are good options.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A good gorge can do massive damage against marines.
    Spit is very powerful, and is not to be underestimated.
    A good gorge can take on a marine 1v1.
    Potentially you are able to do damage to marines without them getting the chance of hurting you much.
    That is because spit being a projectile, and marines guns are hitscan.
    It requires prediction and good movement from the gorge. But I think the gorge is in a good place in that regard atm.
    Gorges only get killed when they are trapped or make a major mistake, they have lots of HP and can tank ALOT, especially with carapace.
    At least until jetpacks are out, bellyslide is the lifesaver of gorges.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A good gorge can take on a marine 1v1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    A marine can take out a gorge faster than a gorge can take out a marine, even at armour and weapons 0. Granted this may not be the case if you're hiding behind clogs or constantly taking pot shots, but that's not really a true 1vs1 situation. In addition, belly slide costs quite a bit of energy, it's not really possible to heal and/or spit AND bellyslide afterwards or during. When I say 'take on a marine' 1vs1, I mean REALLY take on a marine. You pay 10 p.res, not even counting the p.res for hydras that are currently needed to assist you, the base marine pays nothing, yet generally has no trouble fighting you.

    There's no reason why a single gorge should have to run from a single marine, even if caught in the open, provided he's not just standing still soaking up all the damage. With slightly cheaper heal-spray and a little more base HP or armour, I think the gorge would already be a much more interesting 'combat engineer' than he currently is.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Gorges only get killed when they are trapped or make a major mistake, they have lots of HP and can tank ALOT<!--QuoteEnd--></div><!--QuoteEEnd-->
    No they can't lol. <a href="https://docs.google.com/file/d/0B7sQQuIO-9Tba2x0WWJmRWdLX3M/edit" target="_blank">https://docs.google.com/file/d/0B7sQQuIO-9T...WJmRWdLX3M/edit</a>
    In what universe is being able to take 29/50 bullets, at W0 even, 'able to tank a lot'?


    You are grossly exaggerating the capabilities of a gorge and most players will agree it's definitely not a fun class to play at T1 currently.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1991337:date=Oct 14 2012, 08:48 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 14 2012, 08:48 PM) <a href="index.php?act=findpost&pid=1991337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A marine can take out a gorge faster than a gorge can take out a marine, even at armour and weapons 0. Granted this may not be the case if you're hiding behind clogs or constantly taking pot shots, but that's not really a true 1vs1 situation. In addition, belly slide costs quite a bit of energy, it's not really possible to heal and/or spit AND bellyslide afterwards or during. When I say 'take on a marine' 1vs1, I mean REALLY take on a marine. You pay 10 p.res, not even counting the p.res for hydras that are currently needed to assist you, the base marine pays nothing, yet generally has no trouble fighting you.

    There's no reason why a single gorge should have to run from a single marine, even if caught in the open, provided he's not just standing still soaking up all the damage. With slightly cheaper heal-spray and a little more base HP or armour, I think the gorge would already be a much more interesting 'combat engineer' than he currently is.

    You are grossly exaggerating the capabilities of a gorge and most players will agree it's definitely not a fun class to play at T1 currently.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well the gorge is NOT a combat class, you are supposed to kite marines and outplay them if you're in combat as a gorge.
    The gorge is not supposed to take out marines 1v1, especially not in open areas, those are deathtraps for gorges, they need cover.
    But it is quite possible for a gorge to still take on a single marine trying to bust his way through the gorges defenses.
    That is what the gorge is for.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    The devs have repeatedly stated that the gorge is the 'combat engineer'. So how is that not a combat class? And if he is not a combat class, then what is he? He's hardly a builder class, unless 10 clogs and 3 hydras constitute being 'a builder'. He's a healer I suppose, a ###### one with asthma, with poor combat capabilities and 2 measly structures.

    The gorge is essentially a jack of no trades. I used to love the gorge in NS 1, but in NS 2 he's just dull to play.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    <!--quoteo(post=1991331:date=Oct 14 2012, 02:39 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Oct 14 2012, 02:39 PM) <a href="index.php?act=findpost&pid=1991331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A good gorge can take on a marine 1v1.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If the marine is bad maybe, but if the marine is of equal skill then a gorge in the open is a dead gorge.
  • FappuchinoFappuchino Join Date: 2012-10-10 Member: 162008Members
    edited October 2012
    <!--quoteo(post=1991337:date=Oct 14 2012, 10:48 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Oct 14 2012, 10:48 AM) <a href="index.php?act=findpost&pid=1991337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A marine can take out a gorge faster than a gorge can take out a marine, even at armour and weapons 0. Granted this may not be the case if you're hiding behind clogs or constantly taking pot shots, but that's not really a true 1vs1 situation. In addition, belly slide costs quite a bit of energy, it's not really possible to heal and/or spit AND bellyslide afterwards or during. When I say 'take on a marine' 1vs1, I mean REALLY take on a marine. You pay 10 p.res, not even counting the p.res for hydras that are currently needed to assist you, the base marine pays nothing, yet generally has no trouble fighting you.

    There's no reason why a single gorge should have to run from a single marine, even if caught in the open, provided he's not just standing still soaking up all the damage. With slightly cheaper heal-spray and a little more base HP or armour, I think the gorge would already be a much more interesting 'combat engineer' than he currently is.


    No they can't lol. <a href="https://docs.google.com/file/d/0B7sQQuIO-9Tba2x0WWJmRWdLX3M/edit" target="_blank">https://docs.google.com/file/d/0B7sQQuIO-9T...WJmRWdLX3M/edit</a>
    In what universe is being able to take 29/50 bullets, at W0 even, 'able to tank a lot'?


    You are grossly exaggerating the capabilities of a gorge and most players will agree it's definitely not a fun class to play at T1 currently.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yikes, I'm sorry, but this is a pretty horrible piece of reading right here. Even the gorges design should be more than enough to indicate that a pot-belly pig alien is not going to be something that is combat efficient. I mean that seems painfully obvious. Besides, there are countless FPS's that have support classes, and they have no right to do what other classes do better.
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    I still SO badly want the gorge to be able to put down ad hoc infestation, without any cyst being required, by simply heal spraying the ground or something similar. It would be so great for encouraging gorges to set up forward bases, or to set up a defensive bunker around a key location. Imagine a gorge ran directly to a res node, heal sprayed it a couple of times, and you had infestation covering it. You could then drop the harvester without ever having to spend the res to expand there. Sure, the Gorge would need to spend time maintaining the infestation, and would be vulnerable because of it, but it would at least be a choice.

    One of the most annoying aspects of being an alien commander is being unable to build in a location, not because you don't hold the location itself, but because you can't find a safe route to cyst. The ability to get infestation anywhere on the map would be a much needed strategic weapon, and who better to manage such a thing than the combat engineer?
  • KeldornKeldorn Join Date: 2012-05-05 Member: 151587Members
    A small structure that generates infestation without requiring a cyst chain would be nice. And to take it further, it would be nice if it could be upgraded to something else along with it, creating small outposts for aliens.
  • B1llyB1lly Join Date: 2004-02-18 Member: 26653Members
    edited October 2012
    <!--quoteo(post=1991565:date=Oct 15 2012, 07:34 AM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Oct 15 2012, 07:34 AM) <a href="index.php?act=findpost&pid=1991565"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still SO badly want the gorge to be able to put down ad hoc infestation, without any cyst being required, by simply heal spraying the ground or something similar. It would be so great for encouraging gorges to set up forward bases, or to set up a defensive bunker around a key location. Imagine a gorge ran directly to a res node, heal sprayed it a couple of times, and you had infestation covering it. You could then drop the harvester without ever having to spend the res to expand there. Sure, the Gorge would need to spend time maintaining the infestation, and would be vulnerable because of it, but it would at least be a choice.

    One of the most annoying aspects of being an alien commander is being unable to build in a location, not because you don't hold the location itself, but because you can't find a safe route to cyst. The ability to get infestation anywhere on the map would be a much needed strategic weapon, and who better to manage such a thing than the combat engineer?<!--QuoteEnd--></div><!--QuoteEEnd-->

    i like this idea, perhaps a different kind of infestation too: a sticky one. this way, jet and jumping marines will be afraid to enter an infestated area, thus making the gorge a really support class, and also flamethrower more important:

    you heal, you slow down, you bomb structures. if the rines don't use flames they have problems.

    Perhaps also a new ability to "parasite" structures to slow them until repaired.
    you parasite an ip -> it is slower to rebuild marines.
    you parasite a rt -> the res flow is lowered, or even bringed back in part to the aliens

    etc
  • ImbalanxdImbalanxd Join Date: 2011-06-15 Member: 104581Members
    edited October 2012
    <!--quoteo(post=1991581:date=Oct 15 2012, 08:50 AM:name=Keldorn)--><div class='quotetop'>QUOTE (Keldorn @ Oct 15 2012, 08:50 AM) <a href="index.php?act=findpost&pid=1991581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A small structure that generates infestation without requiring a cyst chain would be nice. And to take it further, it would be nice if it could be upgraded to something else along with it, creating small outposts for aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think connecting this gorge generated infestation to a structure would give it too much "permanency". I prefer the idea of the infestation being connected directly to the gorge. Only the gorge can keep it alive, and if the gorge goes, so does it.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    the reason why gorges are so weak is to prevent gorge rush being a 100% chance of victory tactic.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    I'd like to see the gorge be able to use it's own pres to build any structure the commander can. ###### the overlap. Maybe also be able to spew infestation so that these things can be build in forward locations outside the cyst chain, and places unreachable by cysts. Often i'm gorging in strange places, like the rafters in shipping hive on tram and in cargo on veil, as well as the vents outside drill repair on tram (can bile bomb power node and set a trap for marines that come in after you). This way I can build a shift, or a shade, or a crag in an odd, but strategic location, away from sight in a vent somewhere or up on top of something high up where the marines cant get to.

    Doesn't anybody else miss finding cool places to drop alien structures, to protect upgrades or whatnot. Like, on eclipe in ns1, the first thing lots of people would do was drop an mc/dc/sc in the vents by computer core and by the res it connects to. Now, because the only way to drop such structures in ns2 is through the top down commander mode, lots of these places are unreachable. Imagine a relentless swarm of aliens constantly spawning from a shift inside nanogrid in veil. That would be cool. Unfortunately, we're limited in that we can't do these things. And although allowing gorge to build structures is creating overlap with the alien comm, the drawback is small compared to the freedom of structure placement.
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