Defence Chambers: Hurry Up!

Error404Error404 Join Date: 2002-11-19 Member: 9353Members
<div class="IPBDescription">Don't bother with Offense Chambers</div> I was playing on a public server the other day, and I noticed that it was already late-early game and we hadn't even had any defence chambers built yet. I noticed that we had lots of offence chambers in the empty hives, so I asked the gorge why we didn't have defence yet, and whoever was gorge said to me (as if I was stupid or something), 'saving up resource points for a new hive'.

Meanwhile, marines were attempting to rush the first hive. Because nobody had any carapace, we were dropping left right and centre. The spawn times were incredibly slow, and at any one time there were probably 4/12 skulks defending.

The marines were running past the few offense chambers that were around and began shooting down our hive with LMGs.

So put up 3 Defence Chambers please and fast!

Comments

  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Naaaaaaaaah...

    I usually go for 3 RT's, *then* 2 DC's (under the hive I will build next, or our main hive if it has been attacked). I don't build a single OC until second hive is well on its' way. 2 DC's is enough, since the change between lvl2 and lvl3 carapace is minimal for Skulks, so I'd rather get the second hive up 40 seconds earlier. If the skulks are really getting their butts kicked I may build a DC earlier.

    Oh, and why are the silly gorgs still putting OC's out in the open (and spread out)? Use them to block doorways or put them around corners where the marines will have to pass them by CLOSE, they suck at range.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Stoneburg+Dec 20 2002, 12:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Dec 20 2002, 12:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I usually go for 3 RT's, *then* 2 DC's (under the hive I will build next, or our main hive if it has been attacked). I don't build a single OC until second hive is well on its' way. 2 DC's is enough, since the change between lvl2 and lvl3 carapace is minimal for Skulks, so I'd rather get the second hive up 40 seconds earlier. If the skulks are really getting their butts kicked I may build a DC earlier.

    Oh, and why are the silly gorgs still putting OC's out in the open (and spread out)? Use them to block doorways or put them around corners where the marines will have to pass them by CLOSE, they suck at range.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'd suggest that it is safer to invest in some defenses at strategic chokepoints before 2nd hive is built .. or you will never build it if you meet good marines.

    As to why you place single OC's in open spaces - they deny the marines the ability to sneak-build their sieges, as they will have to kill the OC to build anything in its sight .. which gives you warning.

    They are not intended to kill.
  • Sgt_PFoxSgt_PFox Join Date: 2002-11-01 Member: 2872Members
    Best way I've found is 1 gorge, 3 nodes, then hive, then movement, then defense.

    You don't need offense chambers with a decent skulk screen, and silence is a whole lot more useful than carapace.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    edited December 2002
    In my opinion atleast carpace is more usefull than silence, most marines wont hear you anyway if your good and if they do carpace can take a few bullets.
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Silence is useless on metal surfaces. It's nearly impossible to ignore the skulk incoming then, regardless of upgrades. *CLANKCLANKCLANK* just isn't stealthy.
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Level 3 still makes it totally silenced ;0
  • MirshaMirsha Join Date: 2002-12-20 Member: 11233Members
    Offense chambers can be sex if you are a gorge as you can dump one down and hide behind it to stop the marine killing you. If he shoots it it won't die as you build it and you can heal, once it's up ad running switch to your primary weapon and marines fall quite easily.

    My prefered strategy is 2-3 resource nodes, then defense chambers then hive, though I can see why defence chambers shouldn't be needed (if you take damage charge into someone and die to get your free health topup) but on public servers where aliens don't tend to work as teams a defence chamber can help a good skulk stay alive long enough to cause merry mayhem and on puclib servers you really do ely upon the good players.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    edited December 2002
    From experience, I've found that the sooner that Kharaa upgrade skulks to carapace by building defence chambers, the more chance they have of winning; this is especially so in larger games with 8 or more players a side.

    I've usually found that in a game with good players, the marine team will early on attempt to take 2 hives as soon as possible. Initially, skulks will stop the first few rushes, but the slower spawn rate will eventually make it difficult for all the skulks to slow the marines down <b>and</b> cover the initial hive <b>and</b> the building hive at the same time.

    The only way to stop the marines from taking two hives early on in the game, is to get defence chambers up so skulks can upgrade to carapace and last longer, putting less stress on spawn times. This also makes sense as a good commander finding his team is unsuccessful will begin to upgrade weapons or armor, making it even harder for an un-upgraded skulk to go against more than 2 marines.

    <u>A Typical In-Game Convo</u>

    Skulks: Where are those defence chambers gorge?
    Gorge: I'm saving up for the second hive, send a few skulks over here to help me guard.

    <i>A while later...</i>

    Gorge: I've just built the second hive, marines are approaching! hive isn't ready yet!!
    Skulks: Marines are outside our first hive!
    Gorge: Get some guys to the second hive quick, the marines killed all the skulks guarding it.
    Skulks: We're in the spawn queue.
    Gorge: FFS get over here.
    Skulks: Theres too many of them, we're dropping like flies.
    Gorge: I'll start building defence chambers.
    Skulks: Too late dude, we've lost.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • NupiNupi Join Date: 2002-12-16 Member: 10898Members
    edited December 2002
    Ah, well its a good thing to build defense chambers quickly, even to your hive.. i agree on that, because building these gives a bonus to your whole team but, i wish people on public servers would understand their meaning, and would start using the upgrades (some dont even use them ever), and that they would stop moaning "build offense towers!" or "What are you doing??".

    This little moaning happened to me today, ns_eclipse, others went to rush so i thought to evolve into gorge, and build 3 defense towers under the hive..
    then i was being flamed by my entire team, ahh..the *heat* was over the scale. If i have misunderstood the whole thing, correct me but i think 3 DC are good thing to build first, then OCs. MCs are vital too. Some people only build 1 or two but wouldnt the upgrade effects be more stronger if you have built 3 of them?..thats how i have always understood the whole upgrade system.


    Most wanted list:
    -----------------------
    2nd hive goes up: people start to scream for DC
    3rd hive goes up: MCs are extemely hot within aliens :]
    Sensory chambers are very rarely asked for..if ever.

    But what if we had build DC -chambers in the beginning, wouldnt that be great?.
  • dumbodumbo Join Date: 2002-11-13 Member: 8373Members
    DC chambers early:

    + skulks can get carapace which increases their chances of winning vs 1+ marines massively
    + the skulks can heal quicker [it doesn't really matter where the DCs are]
    + you get components for a wall-of-lame, or healing for the hive etc.
    + skulks live longer, reducing the crippling effect of the respawn queue on larger servers
    - you spend resources that could be spent getting RTs to increase future resource income
    - skulks spend resources, and it takes them longer to max out
    - skulks are 'dead' for shorter periods of time, taking more resources from the pool

    IMHO, vs good marines on large servers, the DCs should be considered the foundation to build the second hive upon...
    - if you do not have those chambers, then you will not be building the hive.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    OCs before the 2nd hive is up is a pure waste...
    Saying they could be used as defense is pointless, as marines just kill them in small numbers, or just run by them. You do not have enough res to cover all the chokepoints, so why bother wasting res by trying to patch it?

    Initially, dumb gorge builds one OC, where he is going to put in a RT.
    Marine shows up. Gorge tries to hide behind OC. Marine jumps it and kills the gorge in less than a full clip of lmg. The marine backs off into a corner and kills the OC. Complete waste of money by the aliens...

    Smart gorge builds a DC instead.
    Marine shows up, gorge dances all around the def chamber, all the while shooting the marine. If the marine is smart, he will go for the def chamber first, but even then, the gorge has a much higher chance of winning versus that marine than if he had an OC.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Yes good points, I've got a few more rants to get of my chest..

    First one..

    <b>Gorges who say 'Can't spend resources on building Defence Chambers, mUst save for Hive!'.</b>

    REPLY: <b>ITS YOUR JOB</b> TO GET THE RESOURCES, STOP MESSING AROUND AND CAP THOSE RESOURCE NODES!

    I often think theres some confusion, when the whole team say to the gorge, 'Get those Defences up', and the gorge starts wasting resources by building Offence Chambers.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Canadianmonk3y+Dec 30 2002, 11:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Dec 30 2002, 11:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Smart gorge builds a DC instead.

    Marine shows up, gorge dances all around the def chamber, all the while shooting the marine. If the marine is smart, he will go for the def chamber first, but even then, the gorge has a much higher chance of winning versus that marine than if he had an OC.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good Advice, all gorges should read this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Error404:+Dec 30 2002, 11:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Error404: @ Dec 30 2002, 11:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Good Advice, all gorges should read this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Just came off a game of nancy...
    Marines rushed and took subspace before we could stop them.
    I went gorge and went down to the crew locker area RT.
    The rest of our team did not notice the marine or two that snuck into our hive and built some turrets.
    By then I had 3 def chambers down at the RT, and the hive went down.
    The marines spread out to look for me, and one finally found me.
    -1 marine.
    They rushed in twos and threes, but they could not kill me faster than my def towers could heal me.
    Eventually, one or two had the grand idea of attacking the def chambers. I finally lost one, but the hive went online at unnamed hive, and skulks started gushing out.
    We eventually won the map.

    If I had chosen anything BUT carapace, we would have lost.
    Regen is useless for a gorge, and redemption is too faulty to work well.

    One time a gorge tried to pull that on my marine team.
    I ran up and started knifing the DCs, while the comm spammed health.
    That is the only way to beat def towered gorges, unless you have backup... :/
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    I'll counter the def chamber idea with this..

    Make 2 movements first..

    +they need motion tracking to find you if you choose silence, as they sure wont hear you.
    + celerety makes you a very hard target to hit if you dont just run right at marines.


    It honestly depends on the map, on hera, you wanna make a offensive tower in processing right off, as if the marines rush in there, your skulks will get owned if the marines are anything close to decent shots.. The marines will either see or hear you coming long before you get to them, give them something else to worry about (the o-tower)..


    I realize imagination is hard to find in online games, but this is similar to a hvy metal start in SC, back in 1.04 or 1.05, people laughed at making mech only, until people saw it work in games, then they loved it, same works here. There is a certain alien counter to each marine opening, once people start to understand that, they understand the game is fairly balanced now..
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Yes movement can work, but MT largely negates silence, and celerity is just plain useless...
    At least you do not shoot yourself in the foot like you do with sensory.

    Carapace is much better at taking down marine outposts, especially processing. Who cares if they can hear you? You will be dead anyway if you go silence, but the more damage you can take when you jump out of that vent, the better off you are.
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    edited December 2002
    to get processing, ya, def is better, but in that case, you are better served getting an offenvie chamber in there, and a defensvie in the hive, then move out and expand..

    cloaking is not useless, you just need to be patient and wait for them to come to you to use cloaking correctly as a skulk.
    edit: celerety isnt useless, you move 2 or 3x faster, use that to your advantage..
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    I did not say anything about cloaking, which is still useless, but that is beyond the point...
    Celerity IS uselss. The TINY amount of speed that you move faster with does not help.
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    OMG!1 Celerity ownz ... it gives you tons more speed, you can run circles around 3 marines and kill them all ... if you dont know how to use it, it dosent mean its useless <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

    BTW Fades with celerity will own you get something like 60-75% speed of an unupgraded skulk with a fade ... and them calwz own 80 dmg <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Ive rushed 3 marines once ... 2 normal and one heave but with nades ... i killed the 2 marines and ran away WITH 110 HP then healed and killed nadeboy ... I was going zig-zag btw ...
  • ShuflYShuflY Join Date: 2002-11-15 Member: 8760Members
    edited December 2002
    First, if you play Gorge, or commander for that matter, having a build order that is set in stone is a terrible idea. You need to be prepared for more that one situation, as there is no way to know what the marines plan on doing. Are they going to rush the hive you spawned at? Are they going to take an empty hive? Are they going for some early resources or turtling in their base? Each of these situations could have a different strategy that would be more benificial to the alien team than a vanilla, pre-made build order.

    The skulk, more than anything, is a scout. If you are the gorge, you should be asking the skulks constant questions about what the marines are doing, where they are moving, you should be reminding your skulks to parasite everyone, it is more usful to have a marine parasited than to kill him in most cases. As the gorge, you are responsible for getting your team's upgrades. You are not there to build offence chaimbers all over the map, your first priority should always be on the teams upgrades.

    If your team is doing a good job at keeping the marines at bay, keeping them distracted and away from your spawn hive and where you are expanding to, then there is obveously no reason to get any upgrade towers at this point. Keep getting new resource nodes, and get that second hive up. If the marines are rushing the spawn hive, or are proving too difficult to keep contained in a single area, it is time to give those skulks a fighting chance, defence chaimbers so they can take more damage, or movement chaimbers so they can be more sneaky (don't do this in a pub game unless it is okay with most of the players, if you get them movement first and they don't know how to use it right, it will be a waste.)

    There is no reason to build offence chaimbers before the second hive is being built and there are 3 of your chosen upgrade chaimbers built. If a gorge has built offence chaimbers before this point, they are either inexperianced, or are selfish and not working as a team player.
  • TerseTerse Join Date: 2002-11-23 Member: 9748Members
    I think it really depends on the team. I like playing Gorge, but I don't build any chambers until someone says "Hey, we need carapace, we're getting screwed". At that point I'm either saving up for the hive or on the 3rd RT, so I can drop 3 chambers in short order.

    Sure, it slows down hive production, but I count on skulks to save my pudgy butt. They give me resources and don't go gorge, I give them what they ask for.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--_Superi0r_+Dec 30 2002, 05:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_Superi0r_ @ Dec 30 2002, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->OMG!1 Celerity ownz ... it gives you tons more speed, you can run circles around 3 marines and kill them all ... if you dont know how to use it, it dosent mean its useless <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And then you get sliced by the single marine with a tiny bit of aim.
    Celerity sucks. Nuff said.
    Maybe if it actually made marines miss the skulk, it MIGHT be useful, but at the moment... No...
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