Movement Chamber 1st?
Kid-A
Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">novel? also other point.</div> All that seems to get posted on this forum is some n00b who cant even see the same topic on the front page saying 'Sensory chamber 1st'. So I propose a different strategy.
Movement chamber 1st. I think it will be alot more beneficial at the start. Put 2 move chams in 1st hive then move to your 'hive to be' and put one in there. This means defending your new, but not yet defended hive is alot easier. Also imho the movement upgrades are superior to sensory upgrades. Yeah so you've got cloak but silence is similar. Also celerity and adreneline are much more offensive. Even as a skulk I run out of energy taking down structures so adren might be some use, although obviously celerity will be what most people want.
My other point people keep saying 'Build chamber XX' first. My personal gorge statergy means I don't even make a tower until my second hive is growing. Then I choose which chamber to put first depending on the hive locations. People seem to forget this. Put whatever chamber you value most with the furthest/easiest to defend hive. And as the two 1st hive goes up quite quickly this whole build order discussion might be a bit pointless. At the very least the combination of chambers should be considered.
Movement chamber 1st. I think it will be alot more beneficial at the start. Put 2 move chams in 1st hive then move to your 'hive to be' and put one in there. This means defending your new, but not yet defended hive is alot easier. Also imho the movement upgrades are superior to sensory upgrades. Yeah so you've got cloak but silence is similar. Also celerity and adreneline are much more offensive. Even as a skulk I run out of energy taking down structures so adren might be some use, although obviously celerity will be what most people want.
My other point people keep saying 'Build chamber XX' first. My personal gorge statergy means I don't even make a tower until my second hive is growing. Then I choose which chamber to put first depending on the hive locations. People seem to forget this. Put whatever chamber you value most with the furthest/easiest to defend hive. And as the two 1st hive goes up quite quickly this whole build order discussion might be a bit pointless. At the very least the combination of chambers should be considered.
Comments
Although, as a gorge, I usually slap an MC near any 'healing spots' or dangerously close to spawn RP's, just so injured aliens (or me as Gorge, if I get caught building by more than 1 or 2 marines) can quickly escape back to a hive....
BlueGhost
Adrenaline allow the gorges to have almost unlimited Healing, and getting back to the hive is simply a matter of building a Movement Chamber wherever you are. If you get enough gorges healing each other, maybe a lerk thrown in for good measure, and plenty of resources to spend, its possible to swarm a marine base.
No D chambers allow for the hive to get killed a lot faster, and without carapaced skulks to fend off the attack.
I am well aware of the def 1st reasons but this is supposed to be a break from everyone saying 'omg sensory 1st is teh 1337!!!?1!!?1'. And also suggest some new tactics.
Motion chambers are workable. Silence is GOLDEN - but as with cloaking, it's needs three chambers to be effective. Silence-1 is just too loud. Celerity-1 isn't as good as carap-1, unfortunately... but silence-3/celerity-3 is at least comparable to carap-3. (well, as of 1.04e, carap-3 sucks for skulks (9/14/16/16), so maybe its time to start thinking movement early...).
But the best thing about motion over sensor is that you have an upgrade that's usable in the midgame, unlike sensory which is ONLY useful in the early game.