Multiple Gorges Early On
PATRichc
Join Date: 2003-01-19 Member: 12469Members
<div class="IPBDescription">Dispelling the myth</div> On our home UoT server lately, ={PAT}= has been enjoying a majority of wins over the Marines. There are only 3 members of ={PAT}= playing NS, but we have developed tactics which allow the rest of our team mates to do pretty much as they please.
Basically, two of us go Gorge early on in the game, usually Cotts and Butcher, while I remain Skulk. While I harass the marine team to the point of them hardly leaving their base, and choke their Resources at every opportunity, the two Gorges go around grabbing Resource Nodes.
Once a sufficient number of Res nodes are up, one Gorge would retreat to the Primary hive, and begin setting up WoL's on all routes to the hive (not just right near the hive itself), while the other would move to the next strategically safe hive.
Due to the 3, 4 or more res nodes, the Res would rise fast for both Gorges, and the 2nd hive would be up in no time. If the Marine team had managed to capture the 3rd hive by this point, Celerity/Regen Melee Fades would easily clear out that 3rd hive, and shortly afterwards, the 3rd hive would go up, with accompanying webs, WoL's and such defending each of the three hives.
By that time, defenses are pretty much obsolete, as the Marine team is on it's back foot. If the Fades hadn't already taken out the Marine base, Onos's would make an appearence, and make short work of the Fronteirsmen.
Now, time after time, while using this tactic, I hear people screaming "wtf?! 2 Gorges? You noobs". They continue this argument all the way up to the point where we have 3 hives up and they realise they can now go Onos, and then mysteriously shut up...
Some people need to realise, that the Kharaa resource system is not that insanely terrible that having more than one active Gorge means you will never, ever have enough resources to build a hive. True, if a new player goes Gorge but does not make full use of the Gorge's abilities (building res chambers and such), then this is a problem, but two active Gorges working together has proven time and again to be near unbeatable.
I hope there are others out there with similar experiences of this tactic's advantages, as there seems an endless supply of know-it-alls who know beyond all doubt that 2 Gorges is "for n00bs".
Basically, two of us go Gorge early on in the game, usually Cotts and Butcher, while I remain Skulk. While I harass the marine team to the point of them hardly leaving their base, and choke their Resources at every opportunity, the two Gorges go around grabbing Resource Nodes.
Once a sufficient number of Res nodes are up, one Gorge would retreat to the Primary hive, and begin setting up WoL's on all routes to the hive (not just right near the hive itself), while the other would move to the next strategically safe hive.
Due to the 3, 4 or more res nodes, the Res would rise fast for both Gorges, and the 2nd hive would be up in no time. If the Marine team had managed to capture the 3rd hive by this point, Celerity/Regen Melee Fades would easily clear out that 3rd hive, and shortly afterwards, the 3rd hive would go up, with accompanying webs, WoL's and such defending each of the three hives.
By that time, defenses are pretty much obsolete, as the Marine team is on it's back foot. If the Fades hadn't already taken out the Marine base, Onos's would make an appearence, and make short work of the Fronteirsmen.
Now, time after time, while using this tactic, I hear people screaming "wtf?! 2 Gorges? You noobs". They continue this argument all the way up to the point where we have 3 hives up and they realise they can now go Onos, and then mysteriously shut up...
Some people need to realise, that the Kharaa resource system is not that insanely terrible that having more than one active Gorge means you will never, ever have enough resources to build a hive. True, if a new player goes Gorge but does not make full use of the Gorge's abilities (building res chambers and such), then this is a problem, but two active Gorges working together has proven time and again to be near unbeatable.
I hope there are others out there with similar experiences of this tactic's advantages, as there seems an endless supply of know-it-alls who know beyond all doubt that 2 Gorges is "for n00bs".
Comments
"Dispelling the myth"
Nope, you haven't dispell anything. They are saying one gorge can get the resource nodes and hive up fast.
All you're saying is two gorges with more resource nodes work the same.
It's a bad strategy. Unless the marine team is filled with complete morons you will all be wiped out in the skulk rush leaving yourself open to the marines counter rushing and winning right there.
haha?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I doubt he was.
You are playing in an isolated enviroment with newbs.
BlueGhost
Once the skulks cap off, all resources go to the gorge(s). One gorge can do everything, and that is why having two is a BAD thing. At the start though, two gorges can get RTs up faster, as the two gorges get a larger chunk of the alien resource pie, as the skulks have not capped off yet. Once the skulks cap off, the gorges each get 1/2 of the team resources each, compared to one gorge getting all of it. Sure you can build in two different spots on the map, but that is pointless, and just slows down the second hive.
This was 1.04, yes?
After that, there are basically two options about when you should 2.gorge. If the marines are being very aggressive, and keep hitting your main hive, go gorge right after the second (maybe first) resource collector goes up. A few towers will be enough to keep out the rambos, and you'll still be able to have someone save for a hive.
The other option is to wait until the new hive starts building. This is the point at which the builders begin concentrating on defense, and now you have two hives, and thus can use two gorges. Once things are pretty well on their way, one gorge can dedicate himself to assisting the fade assault force with healing/webbing/forward building. The other can go cap the rest of the res nodes, and fill out your defenses a bit (like planning against the jetpackers).
One gorge works too, esp. if your main goal is a second hive as soon as possible. You just have to adapt depending on what the marines are doing, and choose whatever works best for each situation. Tactical versatility.
*Fondly remembers the days when 2-3 sieges were needed to overpower the intense healing of 4-8 DCs...*
But then again, that was just a little unfair for the marines. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
haha?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I doubt he was. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You are stunned. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not to mention slightly slow... It would be hard NOT to notice the sarcasm.