combating op gorge walls
deathshroud
Join Date: 2010-04-10 Member: 71291Members
i think most would agree that 2 gorges can potentially lock down an important entry way with adrenaline early on in a game. by the time marines get GL its usually to late to turn the game around.
my suggestion is to bring back the rifle GL, but with 1 shot for 5 res, so marines have to pay 5 res per grenade. the marine commander pays 10 res for the GL so it can be purchased from the armory. this would allow marines to clear gorge walls effectively without having to nerf anything and costing marines res
my suggestion is to bring back the rifle GL, but with 1 shot for 5 res, so marines have to pay 5 res per grenade. the marine commander pays 10 res for the GL so it can be purchased from the armory. this would allow marines to clear gorge walls effectively without having to nerf anything and costing marines res
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my suggestion is to bring back the rifle GL, but with 1 shot for 5 res, so marines have to pay 5 res per grenade. the marine commander pays 10 res for the GL so it can be purchased from the armory. this would allow marines to clear gorge walls effectively without having to nerf anything and costing marines res<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually this is part of the meta game essentially.
clog walls are even according to the wiki
Shock Absorb
Damage to health threshold: 50
Description: The Clog can absorb massive damage and reduce it to set amount. Shock absorb allows Clogs to be extra resilient against explosives.
Basically clogs are designed to be anti GL.
However they are weak to flame throwers and even Welders.
flamethrowers let you burn through them.
Jetpacks let you go over them
If you cover 1 or two Marines with Welders you can breach it fairly easily.
But in general, I see marines just standing there shooting at random Hydras or Clogs, with the Gorges outhealing their damage output rather easily. And even if they manage to down the Hydras, the marines do not advance and just stand there shooting at Clogs :(
Once they have a shift nearby it does become quite the conundrum though :P
2+ gorges holding off an area also means there are 2 less skulks running around. You can push elsewhere and force the gorges to disengage from their wall. Marines have better mobility than gorges so your team should be able to clear out that clog wall and any hydras before the gorges return.
One reason I think gorge walls are so effective is the tunnel vision players get when encountering one. You get the notion that you need to take down this wall no matter the cost and will keep banging your head against it until it falls. Meanwhile aliens are off securing the map while marines are bogged down by clogs.
the GL attatchment would be there to fire over the wall in an attempt to kill the gorges/ hydras. But being far cheaper than the GL for the commander and available early game, just epxensive at 5 res per shot for the marines so it isnt spammable.
Theres your combatting op gorge walls.
or axe the bottom one until they drop down and have space to jump over. :P
Rofl good work ######ing over the team
1) 'baww gorge wall trapped us from leaving out of side of base' - Well aren't you stupid for allowing them to setup on your doorstep.
2) 'baww 2 gorges can work together to make immortal wall when skulks are distracting us' - So... aliens are working as a team and beating you? Cry more.
3) 'baww we lost game because we couldn't break a wall until tech up' - So you all got distracted like lemmings instead of flanking, jumping or just ignoring the wall. Congrats.
The revolutionary tactic of jumping over the wall and shooting the gorge is very powerful. They are slow and big. Hydras before maturation are extremely weak. Gorges run out of energy fast when under pressure. Simply ignoring the gorge wall is often the best choice when its well dug in and doubled up. They have now wasted 2 players while you have ignored them and capped the other side of the map.
<!--quoteo(post=2050841:date=Dec 24 2012, 04:19 PM:name=bERt0r)--><div class='quotetop'>QUOTE (bERt0r @ Dec 24 2012, 04:19 PM) <a href="index.php?act=findpost&pid=2050841"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well the Wall of Lame is back in ns2. Cheaper and harder to kill. In fact I didn't know grenades do less dmg vs clogs, I mean what good are gls for? You cant kill hives with gls because of whips and they are even bad vs clogs... In both cases, the flamethrower is better. What's the purpose of a gl? Dragging out marine turtle games on one techpoint?<!--QuoteEnd--></div><!--QuoteEEnd-->
GL still annihilates gorge walls if all shots connect, and you are not alone. Its only when gorges have whips to bounce the grenades that they can endure a skilled GL marine. The explosions also tend to kill the gorge, or force him to retreat.