The Anti-siege Weapon
dsobsid
Join Date: 2003-02-28 Member: 14156Members
<div class="IPBDescription">Gorges arnt so useless afterall</div> This was a idea that had came to me once on ns_eclipse but realy got the use out of it on ns_tanith. As usual no one else on my team wanted to gorge so i gorge <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> (we had waste). I rush res and most pubby marines <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> are too stupid to attack or if they do have just horible aim... so after 3-4 res towers and some dcs i get a 2nd hive up(fusion). I then procced to build more res towers (i love res) and ocs to keep the marine from geting into siegein distance(covering cargo chem trans ect) and some ocs to stop jpers. Once the hives up i drop the movement and use it to go to waste to start building up there. At this time i hear the marines building in the lower section outside of waste in siegin distance twords west access. I take a peek down there around the corner and see a pg/tf/siege/turrets. At this point i ask my them why the #@$@ they never heard them building <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> and tell them to get down there and take it out asap.
This is when my plan comes into action. I built ocs at multi levels between waste hive and the sieges, but i only realy needed one. I then jumped on the closest oc to the siege. You see the sieges have a wide horizontal range but have 0 vertical range so by jumping on the oc i wouldnt get hit by the siege when it fired. At this point the comm had 1 siege up <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> and because i had lvl3 adren i was able to heal faster then the siege would hurt the ocs. At this point the skulks still hadnt take out that stuff and the comm got smart and built a 2nd siege <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> . This was too much even for my lvl3 adren to handle so i eventualy killed the ocs. But as soon as it killed 1 oc i would just place another oc and jump on it and build it. You build ocs much faster then the sieges can take down (infact you need at least 3-4 hmgers to take down a oc while a gorge is building it). And once it is up it has full life even if it was hurt while building. Because I had so many res nozels (like 6+) i was able to keep rebuilding the ocs for at least like 10 min while my team tried over and over to clear the base and eventualy faded and took it out.
The trick is to keep heal spraying once it is built to slow the sieges and rebuilding the ocs as soon as one dies (makeing sure to stay on the oc the whole time). As long as the comm doesnt have a crazy amount of sieges you should be able to hold off the sieges indefinatly as long as you have enough res.
This is when my plan comes into action. I built ocs at multi levels between waste hive and the sieges, but i only realy needed one. I then jumped on the closest oc to the siege. You see the sieges have a wide horizontal range but have 0 vertical range so by jumping on the oc i wouldnt get hit by the siege when it fired. At this point the comm had 1 siege up <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> and because i had lvl3 adren i was able to heal faster then the siege would hurt the ocs. At this point the skulks still hadnt take out that stuff and the comm got smart and built a 2nd siege <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> . This was too much even for my lvl3 adren to handle so i eventualy killed the ocs. But as soon as it killed 1 oc i would just place another oc and jump on it and build it. You build ocs much faster then the sieges can take down (infact you need at least 3-4 hmgers to take down a oc while a gorge is building it). And once it is up it has full life even if it was hurt while building. Because I had so many res nozels (like 6+) i was able to keep rebuilding the ocs for at least like 10 min while my team tried over and over to clear the base and eventualy faded and took it out.
The trick is to keep heal spraying once it is built to slow the sieges and rebuilding the ocs as soon as one dies (makeing sure to stay on the oc the whole time). As long as the comm doesnt have a crazy amount of sieges you should be able to hold off the sieges indefinatly as long as you have enough res.
Comments
I will keep this in mind
Why would you try to take out OC with 3-4 hmg marines, when one marine can take out that gorge who is building them? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I mean you couldn't have more than couple OC's up there while sieges destroyed those which was out of your heal spray range. One marine can take you out easily in that situation.
P.S. I would love to playtest 1.1 if i could...
i normally manage to get 2-3 of my team's fades killed though.
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Actually.. when a gorg builds something he automatically makes it go back up to full health if its hurt... In essence... its invincible.. if you keep tapping your build key.
Actually.. when a gorg builds something he automatically makes it go back up to full health if its hurt... In essence... its invincible.. if you keep tapping your build key. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Are you sure? Does it work for marines as well?
Hope they fix this in 1.1. Having structures spawn with X ammount of HP... and even if they are built damaged they retain that damaged total.
-OldManRipper
Seiges will always target the closest alien structure to it first, regardless what that building is. You can drop an OC in front of it and it will change its' targeting to that OC.