Gorgs Revolt!
Melatonin
Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
<div class="IPBDescription">and build your own damn def towers</div> im sick of ending up gorge all game cos no one else will do (usually cos theyre too busy saving for that one wave of fades/oni that will surely save our team!!!!111)...
on the same note, im getting annoyed by the large amounts of requests i get to build this, build that, even if im the only gorge!
res is SLOOOOW these days, we need more than one gorge to keep up a decent rate of expansion (especially early on when we need those tastey res nodes).
i guess to sum up, dont b*tch me to build DCs here, there and everywhere when you could probably do it yourself, and also go gorge anyway just once in a while so i can be the one saving up for fade or onos....
whats the 'offical' number of gorges per alien team in 2.0 anyways? (as 1 was 'offical' for 1.04)
on the same note, im getting annoyed by the large amounts of requests i get to build this, build that, even if im the only gorge!
res is SLOOOOW these days, we need more than one gorge to keep up a decent rate of expansion (especially early on when we need those tastey res nodes).
i guess to sum up, dont b*tch me to build DCs here, there and everywhere when you could probably do it yourself, and also go gorge anyway just once in a while so i can be the one saving up for fade or onos....
whats the 'offical' number of gorges per alien team in 2.0 anyways? (as 1 was 'offical' for 1.04)
Comments
My gameplan goes like this.
Find RP as skulk, gorge and drop RT, go back to skulk.
Eat Marines until I have either 25 res if we need more RT's
or 45 res if we need a hive. If a hive is almost built and I have 40 res I gorge and drop 3 chambers.
Of course I'm flexible, if I have res and we need something I make it.
But the 2.0 'gorge' should actually spend most of the time as a skulk to collect res from marine's corpses.
I feel the gorge should get incentives for building etc possibly after u build a certain amount of structures, all structures after that get discounted so it encourages someone to stay gorge. When res is this slow it is very boring to stay gorge without risking ur butt on the battlefield.
The problem is people feel increasing res for gorges will create more problems but what if buildings got discounted for being a veteran gorge that has built alot.
I know now i dont gorge for people much anymore as u miss out on all the fun. I know if i ever get onos and i have a gorge with me i stomp and try to get him to kill the rine as i feel i owe him something for working for us.
POWER TO THE GORGES!! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.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&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
- RD
no problem at all now.
*sigh*
Some will never learn.
1 Lerk
1 Skulk saving
2 Gorge/Skulks
2 Gorges, ganged up
The lerk is a neccesary area denial unit, which also moves around fast to provide support, and costs the marines a lot early on. The saving skulk will get you an early fade, which is extraordinarily valuable (though, more often, they just keep saving for onos, silly wabbits). The gorge skulks get the flow to secure areas after the mini-gang secures new areas (by moving together, they get up defenses faster, and heal each other, and generally get to be cool). Imho.
On the flipside, however, I was on the marine team once and, despite having a completely newbie comm (literally) who dropped 3 armouries right at the beginning, we won because NO ONE on the alien team would go gorge! So, pubs = random.
1) If your team is wise enough to go gorge, drop a res node, go skulk again so you GET some res to spend... and 2) which chamber you go with first.
Since usually people go sensory first, I have a little worries about designated gorging as going into a new, non SC covered area is very risky. Especially since we are pubbing here and no one would ever think to cover you ;-). If we get DCs first, though, I feel more than comfortable running around with my redemption on. Of course, it doesn't matter what chamber we get first if we only have 2-3 res nodes... but then we'll probably lose anyways, right?
So I say, teams SHOULD have 2 designated gorges for a 6-10 person team, and 3 designated for more. That's not to say no one else can go gorge, certainly I think it's a boon to have 1/2 your guys stay skulk most of the game because they are dropping chambers and ocs and perhaps hives. Team should have these designated gorges only if the kharaa play SMART though, and people drop res nodes. When they don't... marines can bring the pain if they are smart, real fast.
Generally you don't die, you can cover rear attacks, catch the odd rambo and sometimes spot a sneaky marine rush. I don't like to build at the front lines because you get severely nub Oni running towards you and HIDING behind you as you build a sensory/off tower.
You die, the towers die, and they claim that their 100 point onos is worth more than your gorge. Who builds their hive? Who puts the defences up? Who puts DT/MT near the enemy base during the endgame?
Nowadays I'm more confident of skulking and lerking, so I tend to rush the base every now and again to push myself up some res. Works a treat, especially if you go skulk near your recently built defences.
IMHO once you get to about 75 res as an Onos, and people are screaming for defence, you need to consider losing 50 to go gorge and get some towers up, as opposed to running at the marine base and getting totalled over and over.
Besides, if you're so uberleet you'll get those res back in no time, considering at endgame we may as well own the map.