3 Gorg Power

DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
<div class="IPBDescription">ultra capping alien gorges</div> I just tried this strat. On a team of about 8 kharaa, three go gorg VERY EARLY GAME.
1. First one goes straight to another hive, secures it with very few chambers and d chambers, then caps the nodes around it.
2+3. second and third go around with a few skullks, capping nodes around.
Rest of team attacks marines as a distraction and to make sure they dont push to a hive. Though in the beggining its hard for the gorgs to get min to build stuff, after 5 mins into the game cash just flows in. With this strat, you get an early hive and tons of res and scattered defense.
After youve capped most of the nodes, two gorgs go fade, and you have a power offense team.
Make sure it happens quickly though. and you need teamwork to protect hives and stuff. Make sure you build movement as second for quick hive defense.

Please post feedback and critiscm. I know the idea of multiple gorgs recieves lots of flaming, but it worked.
Thank you.

Comments

  • MelkorMelkor Join Date: 2002-12-18 Member: 11068Members
    This works. I was alien on the Cofr server and my team did this on nancy. All 3 gorges ran to mess hall and most of our team went with them.
    We got a res in mess first and then d chambers. Before the d's are up you have the 3 gorges healing, and when the d's are up they heal through the wall into aux gen(or is it aux comm?) We ended up keeping the marines in their spawn and slaughtering them with the biggest onos rush I've ever seen.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    Unless all three of those gorges is capping res at the start its going to slow you down. I know for a fact 2 gorges is faster than one but supposedly I've been told that 3 gorges is definatly not a good idea.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    Even assuming this is faster than regular gorging, which I doubt it is, sacrificing 2 skulks to have 2 more gorges is hardly what I would call wise considering how hard the marines own the early game.
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    I dunno... the alien res income at the start is already painfully slow. A few flaws i can see with this:
    - you could probably expect at least 1 gorge to die with only 5 skulks in the early game unless the marines are incompetent.. that 13 res + whatever he sucked from the other gorges during that time is sorta lost
    - if the comm tech rushes, capping another node or 2 should be easy with fewer skulks, you could be in deep **** with jp/hmg very soon
    - the initial hive will be vulnerable in the first few minutes at least with less skulks around

    Unless you're doing a rush like Melkor said, which does work quite well if the gorges know what they're doing, i'm thinking 2 gorges is enough..
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    2 gorges is an option. 3 gorges=death

    Do you have any idea how LONG it will take before you get your first RT up? So say there will be 3 skulks guarding gorges 2 and 3. So that leaves 2 skulks to harass the 6 marines outside of base. For like the first 6 minutes your skulks will be without level 3 carapace. Good luck harassing the marines with your 2 skulks. Oh and with 3 gorges the marines can get JPs shooting your hive before you put down your first RT.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    <!--QuoteBegin--|ds|meatshield+May 19 2003, 07:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ May 19 2003, 07:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh and with 3 gorges the marines can get JPs shooting your hive before you put down your first RT. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Err lets not exagerat tooo much here. It takes 50% longer to drop the first rt in a 6 on 6.
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    You guys were really lucky. The rines must have been in a rut. All the comm had to do was sweep a hive and you would have failed. Not to mention the risk of an unguarded gorge. Sure it worked for you, but it has a high potential of screwability. May I also inquire as to which map this was used on?
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    sounds like you left your first hive undefended. This is a BAD idea asn marines (FINALLY!) are getting wise to the fact that pressuring the aliens initially is the way to win.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    Musta been a very inexperienced Marine team, heh.

    Any good Marines woulda had those three gorges dead in a second.
  • MelkorMelkor Join Date: 2002-12-18 Member: 11068Members
    When I played on the team with 3 gorges we did rush and hold mess hall on nancy. Between the healing from the gorges and the d towers(along with a res in mess) we held that area only losing one of the gorges(can't remember if another took his place). The first res and d chambers didn't actually take that long. Our starting hive was port which the marines never got near on account of our holding mess. The little vent to aux command(or gen?) and the healing through the wall right by nn meant the marines were screwed.
    In that case 3 gorges did work though now that I think about it 2 would have just as well.

    There actually is nothing wrong with two gorges if(big if here) <b>both</b>know what they are doing. Two gorges allows one to focus on res while the other gets d, or allows each to focus on different areas of the maps.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    <!--QuoteBegin--Melkor+May 20 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Melkor @ May 20 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Two gorges allows one to focus on res while the other gets d, or allows each to focus on different areas of the maps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    not good either. if your going to have two gorges they better both cap res at first of your slow down is going to be bad.
  • DocterJDocterJ Join Date: 2003-04-09 Member: 15357Members
    the strat was a little slow in the very beggining, but with some skulks keeping the rines busy, we soon started pumping out rest towers. your res income goes up and up very quickly.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    IF the skulks can keep the marines busy. You're spreading your limited forces way too thin with 3 gorges. That's 3 almost defenseless players you have to protect, possible at different locations on the map, leaving you with little attacking forces. Marines are just too strong early game to have 3 gorges be viable.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    Melkor, we are learning on the CoFR server that the only possible way for an alien victory on nancy is the 2-3 gorge tactic in mess hall. Otherwise rines take MH and the game goes downhill from there 90% of the time.

    I have seen a few exceptions.
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    Marines holding mess hall is not even close to the end of the world. Unless maybee your first hive is subspace. That could become tricky.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    lol yeah it worked real well last night, I loved it hearing 2 gorges 1 skulk 2 d chambers in tyhe corner. I got so excited as a comm, of course it took 2 passes to take em down(there werent alot of regs on my team) IT was great for the aliens to lose 2 gorges a rt and 2 or 3 d chambers at the beginning. Although 3 gorges sitting next to eachother healing would be pretty damn scary. Personally skulks camping mess and outide noname on the other side is effective enough while one gorge gets res and d's. And yes 2 gorges can be slightly faster than one but 3 is much slower. you lose almost an entire minute with 3 gorges from 2 while trying to get up that 2nd hive. 2 is like 5 seconds faster than 1. Of course thats 6v6 and death rate of aliens can greatly affect timing, like shave of 2 minutes or so. one gorge if the aliens are dying properly will have a hive started before 5 minutes into the game.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    edited May 2003
    I haven't seen this strat for a long time - since the early days of NS. I wouldn't be so bold as to say it's never going to work, because obviously it did but lets just take a look at the numbers.

    You have 8 aliens, so I assume 8 marines,
    3 go gorge, one gorge goes alone to a hive, the other 2 take 2 skulks and go res hunting. This leaves 3 skulk to 'keep the marines busy'
    Those three skulks have to deal with 7 marines, (one is in the chair).

    Skulk rush 3 vs 7? Doesn't seem like it's going to be much of a success.
    Ambush? How are three skulks going to cover all directions the marines could go?

    So what happens if the marines are of equal killing skill to the skulks? What happens if the marines split, 3 at base, 2 go left, 2 go right.... or if 1 stays at base and 6 go to relocate to a hive.... or lmg rush... or any other half decent tactic?

    It seems this tactic will only win if the marines dont have :-
    1. a commander
    2. a clue
    or if the marines are:-
    1. muppets
    2. afk

    Next time I'm playing against a group of clueless afk muppets without a commander I'll try this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    in 1.1 this might be a good tactic.
  • big_fat_c0wbig_fat_c0w Join Date: 2002-12-30 Member: 11595Members
    actully on some maps this could be a vaild tactic..,, it depends mainly on the amount if exits marins have from thier base.. (for example caged and nancy) on eclipse how ever it wouldn't work.. basicly u need a very good skulks and a actully a bad comm.. i mean after u realize that there are only 3 skulks that are killing u send marines in groups .. anyhow.. i wouldn't go for this tactic in a pub server..
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    If there's only one exit it's easy. You send 1 marine as bait to run and the others cover him.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--big fat c0w+May 29 2003, 03:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (big fat c0w @ May 29 2003, 03:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i mean after u realize that there are only 3 skulks that are killing u send marines in groups .. anyhow.. i wouldn't go for this tactic in a pub server.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    AFTER you realise??? Your marines should ALWAYS be going in groups!

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Mathematically, it's faster, true. After all, a larger percentage of gorges getting res really helps with a large number of Khaara (esp. to offset mad marine advantages in large games). However, the loss in skulkage, as people have said, hurts really bad.
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