Clog pole>Glog wall
ns2isgood
Join Date: 2013-04-16 Member: 184847Members
I've noticed a lot of people still build the standard clog wall where they put 4-5 clogs floating in the air across an entrance, like so:
...and this is the worst clog setup in my opinion, unless you have multiple gorges that create a true wall where they just put piles of clogs (15-20). These Gorge setups provide the least amount of benefit for protecting you and the teams structures, and here is why:
1. Shooting 1 clog destroys your mini clog wall, as one side of the wall falls. These clogs walls are always shot down with little to no effort.
2. Rebuilding after half the wall falls is clumsy. You have to destroy certain clogs that fell, or you will just destroy your other mini wall as your clog inventory spots overlap.
2. It's almost always easily jumped over or crouched under, which defeats the purpose of being a wall blockade.
3. It provides you no cover of defense when Marines breach past your wall with little to no effort.
4. It blocks higher life forms mid and late game, "clog blocked" if I may.
...and this is why I believe the clog poles are more useful. Here is an example of a clog pole setup:
...so why is this better?
1. Marines typically don't shoot these types of setup because they provide no resistance to their path. "But isn't that the point of the clog?". Yes, but in the clog wall setup, you usually give resistance for 5 seconds while they shoot down 1 clog. Once it's breached you have no cover. Which my next point...
2. It gives superior cover and creates many angles to hide yourself and objects. Once a few marines come in shooting, you have a maze of clog poles you can snake in and out of while backup comes or aliens bros are cleaning up. It makes killing you a lot harder running in and out of view, opposed to running around a big wide open room. Make sure it's spaced enough where you can perfectly fit between all of them. I typically like to throw hydras on the back of the clog pole as you can see in the image above. This will deal damage as the Marines are chasing you around your little maze. You're essentially forcing them into your hydra pit range if they want to kill you. If you can get the commander to drop you a whip or two hidden around the poles, it becomes a very strong setup.
Pole snaking -
3. Super easy to rebuild your clog pole set up, as the clogs just drop in place if one is destroyed.
4. Won't block higher life forms and creates less of a choke point for all life forms.
5. Much better for setting up traps to lure marines into.
More images:
Hydras setup
Onos view, plenty of room to fit on left
Top down view
This is thead is just my opinion and from experience playing Gorge for many hours.
Yes, pole snaking sounds like a stripper move.
This exact setup shown won't work on every map. You must readjust and position depending on hallway/corridor/entrance.
...and this is the worst clog setup in my opinion, unless you have multiple gorges that create a true wall where they just put piles of clogs (15-20). These Gorge setups provide the least amount of benefit for protecting you and the teams structures, and here is why:
1. Shooting 1 clog destroys your mini clog wall, as one side of the wall falls. These clogs walls are always shot down with little to no effort.
2. Rebuilding after half the wall falls is clumsy. You have to destroy certain clogs that fell, or you will just destroy your other mini wall as your clog inventory spots overlap.
2. It's almost always easily jumped over or crouched under, which defeats the purpose of being a wall blockade.
3. It provides you no cover of defense when Marines breach past your wall with little to no effort.
4. It blocks higher life forms mid and late game, "clog blocked" if I may.
...and this is why I believe the clog poles are more useful. Here is an example of a clog pole setup:
...so why is this better?
1. Marines typically don't shoot these types of setup because they provide no resistance to their path. "But isn't that the point of the clog?". Yes, but in the clog wall setup, you usually give resistance for 5 seconds while they shoot down 1 clog. Once it's breached you have no cover. Which my next point...
2. It gives superior cover and creates many angles to hide yourself and objects. Once a few marines come in shooting, you have a maze of clog poles you can snake in and out of while backup comes or aliens bros are cleaning up. It makes killing you a lot harder running in and out of view, opposed to running around a big wide open room. Make sure it's spaced enough where you can perfectly fit between all of them. I typically like to throw hydras on the back of the clog pole as you can see in the image above. This will deal damage as the Marines are chasing you around your little maze. You're essentially forcing them into your hydra pit range if they want to kill you. If you can get the commander to drop you a whip or two hidden around the poles, it becomes a very strong setup.
Pole snaking -
3. Super easy to rebuild your clog pole set up, as the clogs just drop in place if one is destroyed.
4. Won't block higher life forms and creates less of a choke point for all life forms.
5. Much better for setting up traps to lure marines into.
More images:
Hydras setup
Onos view, plenty of room to fit on left
Top down view
This is thead is just my opinion and from experience playing Gorge for many hours.
Yes, pole snaking sounds like a stripper move.
This exact setup shown won't work on every map. You must readjust and position depending on hallway/corridor/entrance.
Comments
As far as walls go, I usually use towers. Make 2 towers 3 clogs high (or 3 towers for a wide door). If any clog is shot the tower simply falls down one space. Repairing it is as simple as putting a fresh clog on top of the stack. The downside is that it doesn't support a gorge exit, but then any space a gorge can fit through a marine can as well.
I feel confident that I have the most hours in gorge since the release of NS2 (can't be completely sure, of course), and throughout this time I've tried many different types of clog walls (including these pillars you're posting) and find that building two 4clog-high towers with a small hole in it is the best way to clog a doorway without blocking it completely. Clearly onos can't get through this, but you shouldn't be building clog walls off the floor by that point in the game (will expand on this later.)
http://i.imgur.com/fLRl7OV.jpg
This blocks the entire mid/left side of the door. For the marines to get through the doorway, they must crouch through the hole and move forward slowly as you hit him with a minimum of three 3 spit (90 damage) and your hydras hit him twice (for 60 damage total). Now if they wanted to get through without crouching by destroying clogs, they are forced to shoot a minimum of two clogs. To get over the towers, you need to shoot the top two clogs otherwise you can't jump onto it. To get through the right side, you must shoot both 'overpass' clogs (they aren't attached to each other, one to the left and one to the right).
Now, when jetpacks come out you should adapt to counter those.
http://imgur.com/a/qrtlT
I build them from the ceiling because it is a lot easier to destroy two clogs at the top of a tower and fly over the wall than it is to break through this wall, unless you break minimum of three clogs (when mature that's like 3 rifle mags? and a whole lotta noise.) At this point in this game I don't think it's really useful to try and clog up doorways with jetpacks/shotguns/GL/flamethrowers, I think it's better to put the clogs around your upgrades.
Your pillars definitely are better than the first screenshot you posted, though. It'd also work better in Nanogrid than mine (unless you have another gorge) because you can only block one side. edit: a good point brought up by a friend is that when my friend and I play gorge, we aren't very keen with the 'run away and heal yourself' gorge playstyle (which looks like these pillars are), we'd rather just kill the marine.
Thank you for posting this.
I always shoot the left or right one - its a 50% chance the whole thing falls and then i just walk over it.
Although.. I am not sure those pesky nests need to be further improved on, hehe.
Never had anyone do that and I've been using this setup for a long time. Even then, a nicely placed whip and being shot by hydras will pull your attention away from wanting to do that, or you would die quickly.
Yeah, but we come to the issue of clog blocks. This is essentially a death sentence for a higher life form with low hp fleeing from chase. The rabbit hole is also pretty much an easy giveaway for which direction the aliens will go to enter and leave, which will lead to very easy kills. There is practically no prediction for the Marine in this scenario, just aim at the hole and wait. This is a huge choke point and I generally like to avoid that. Imagine 2-3 people at the same time trying to use the hole.
This is a great idea, but I generally give up clogging when JP come out and just focus on bile rushes. The AA weapons just annihilate clogs effortlessly, it's usually not even worth the effort if they keep hitting it. If I happen to come across the area and the clogs are down, I will just throw it up quickly. I can see this being real useful though and going to give it a shot sometime, thanks for posting it.
Part of this setup is that it has the option to be used as a safety net for the gorge to fall back on if need be and that is why I demonstrated that aspect. Every time I play this game I always see the same thing happen every few matches, Marine jumps or shoots clog wall, gorge runs around in circles in a wide open room and dies because he has no one to help. If you want to rambo gorge and go ham, go for it, this setup shouldn't have any affect on your playstyle.
Because they're lazy as hell. All you gotta do is spam clog key and move your mouse from left to right - a semi wall-looking thing created! Wohoo! :P
When I'm making clog walls I never think how they WILL work, I always think how INTIMIDATING they look, because I know as soon as marines figure out "hey there's actually 5 of us and we can just run in and insta-pwn everything" -the game is already lost. My only hope is scaring them off long enough to get backup. :P
Sadly, there is some truth in there.
Then again, many clogs I see in game are... poorly placed. Go experiment, fun fun!
the other thing I see people doing in nano is placing all three hydras above the power node. This allows Marines to block line of sight with all of them by standing behind the RT. I prefer to drop them evenly spaced around the room so chip damage happens no matter where they are standing.
What if marines just crouch?
And if they have shotties?
In a basic 2x3clogwall, rines still get in after shooting 1 clog. Just like in wallclogging.
That pole strat need gorge presence, allthought its really nice. No gorge and rines just walk in.
If i do poles, i do it like Moultano.
It is also helps 'shorter' lifeforms (skulks and gorges) to evade some of the bullets in case of direct fire. It doesn't cover you whole, but a good portion of your body, and ten clogs can be spread on a big area, allowing you to maneuver or maximize chances of escape. One note: the further away are marines, the more effective is this setup. Next to completely useless when marines are close.
I will try to get a picture.
Then they eat three spits from the gorge and one or two hits from the hydras, just around 150 damage.
Not ideal, Marines can jump over either side, but it limits them to 1 at a time, and blocks LOS to the res nodes from the hallway. Late and mid game I would expect some of the wall to be busted down allowing higher life forms easier mobility, but for first gorge in it should slow marines down enough to let skulks get the jump on them. I think the idea of "walling off" nano is really only viable with skulk support early game. Once you can get some support structures, a whip or two, crag, shift etc. Swtiching to the columns for snaking might make more sense.
http://cloud-3.steampowered.com/ugc/3335217813928980229/735F36D5F1615665A4CA756D9F67012C3AE43E49/
If so, hell to the yes.
A little planning ahead and map awareness goes a long way.
Ball court on docking is a great spot to try this. 2-3 high depending how likely they are to get shot. Your "pole snaking" idea comes into play here too . Another spot is between containment and turbine on refinery. Two great spots to allow gorges to pressure in otherwise risky areas.
one time an onos tried hit left right left right right right left right left left, and i was just changing paths behind the harvester since he cannot fit around the back, so he must back out to run to other side all while im axing the harvester trying to avoid an attack took like over a minute with the crag in their base but i got it at the end haha wish i recorded!