My Gorge Strat

DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
<div class="IPBDescription">WHAT WORKS WELL FOR ME</div> Standard play for ME when I'm the first Gorge. Get 3 Res Nodes. This including your starting Res Node will bring your total to 4. Save for and put up the Hive. Once the Hive is going up, drop 3 Defensive Chambers. First thing after completion of the second hive is to drop 3 Movement Chambers. Then put up Offensive chambers to secure the second Hive. Then use a Movement Chamber to return to the first Hive and use Offensive chambers to secure this Hive. This should get you and your team off to a good start. The only time I change this is if my team is getting spanked. Then after my 3 Res Nodes and Before the Hive, I will drop the 3 Defensive Chambers. Hopefully this gives your Skulks the boost they need to stop the spanking. This is just what I do, and It seems to work well for ME. Other strats or ideas may work well too.

Comments

  • Noble_FadeNoble_Fade Join Date: 2003-02-24 Member: 13931Members
    if you wait for a 2nd hive before you put defensive chambers, your going to get owned by jp's, because your skulks wont be able to fight the upgrading marines, thus they hold their res points, tech to jps, and take out your hives
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    this is similar to most gorge strats except the DC after 2nd hive thing
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--KhazModan+May 21 2003, 02:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KhazModan @ May 21 2003, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this is similar to most gorge strats except the DC after 2nd hive thing <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yep , dropping DCs only after the hive ? ouch... sounds like a martyrdom - friendly strategy.
  • ZanidZanid Join Date: 2003-04-03 Member: 15158Members
    remember, during the time you are doing this all the marines will stay in their original base totally unarmed while keeping well away from other nodes.

    That and every skuls on the team will gladly make a living barrier for you because they have nothing better to do. also, flayra will come to your house and give you money.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    I guess the guys I play with must be better than what your use to. Building like this gets our second hive up when the Marines are still teching up. The base rushing by packs of my skulks usally keeps the Marines busy for the first 7-10 minutes. And like I said, if my team is getting spanked the DCs go up before the second hive.
  • IceIce Join Date: 2003-03-29 Member: 15008Members
    I sometimes do the dc's after the first rt. I try to get someone else to save for a hive when I'm the starting gorge and I've got 2> rt's up. While the saver is in a vent somewhere, I cap more nodes and build oc's and dc's to hives and important positions. An universal building order isn't a possibility. You always have to be able to adapt.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--Stakhanov+May 21 2003, 05:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ May 21 2003, 05:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--KhazModan+May 21 2003, 02:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KhazModan @ May 21 2003, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> this is similar to most gorge strats except the DC after 2nd hive thing <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yep , dropping DCs only after the hive ? ouch... sounds like a martyrdom - friendly strategy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I will usually plop down a few dc's just to help my skulks...
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Any strat as rigid as this is just plain wrong. Actually it is not a strat, it is a building sequence, a sequence I might add, that would earn Aliens a humiliating defeat against a decent Marine team.

    My strategy is...

    Build whatever the Marines allow me to.


    If the Marines are truly sucking, yes, I might go for 3 RT's before D or hive, or I might go for 6 RT's and then start both hives and drop a sensory chamber.

    More often then not Marines are too good and aggressive for me to get more then 2 RT's up before it is either drop D or get wiped out. Sometimes you have to have 3 gorges and 3 D chambers up before the first RT. Sometimes you have to drop 2 OC's and a D at every RT you build to be able to keep it for more then 30 seconds.

    I'm sure someone can calculate what is the quickest way to get a second hive with any given number of players, and I am just as sure that this will be totally irelevant against any other then a totally inept team. You do whatever the Marines let you do, until 3 D go up they have the advantage "on the field" and you try to adapt to and exploit whatever they do.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Stoney is another time completely right :)
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    The best gorg strategy imo, are just outlines of your goals. So far there are 3 types of gorg outlines that my team goes by. *Rush 3 dc's get 2 gorgs and lerk rush* *1 gorg builds rsr then another gorgs for dc's with rsr expansion and hive defense followed by second hive and hive defense* *rsr, dc's, rsr expansion, quick hive* These type of outlines kind of represent your general goals and leave flexability in for any type of changes you need in the process.
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