The Gorge Guide

TiaxTiax Join Date: 2003-05-28 Member: 16802Members
This is a collective of various thoughts to help you be a better gorge.

1. Concerning building.
When your setting up several buildings its best to drop them all and then build (if you have the res). All structures build on their own, though at a slow pace. This means that, overall, you'll be done faster if you drop the structures faster. Each second you wait to drop your structure is a second that structure isn't auto building. The next step to fast building is to build each structure a little bit (so long as your not running to far). If you have 3 DC's next to each other you should build one up to half, then the next a little beyond half, and then the third a little beyond beyond half. The idea is you build (without running around) each chamber to keep them equal. The reason for this falls right back to the fact that buildings build on their own. If you complete one building completly then each second you spend building other buildings is a second wasted. If you build each and keep them equal then not only are you building but they are auto building.

Note: You must use your judgement at times. If you are near an enemy control area it may be wise to get that sensory done as fast as possible so that your other chambers are cloaked. And in the same area it may be unwise to drop 4 offense chambers at once because a marine may run around the corner and kill you then take out 4 unfinished chambers. Your best judgement will be needed when building in dangerous areas. Often times ill build one OC completly and then drop and build the rest using the method above. The one complete one helps protect me and them.

2. Concerning Hives
As with every other structure, gorges build hives. But what do you do when your hive location has a TF and 4 turrets within close proximity? Solution: drop a sensory chamber. The sensory chamber will cloak the hive so that, short of a marine shooting it or the commander pinging it, your hive will build and the guns and passing marines will not realize it. Obviously there are many players who would never pass by a hive without check and their are comms that ping often, however this strategy can occasionally work, even against them.

Ok the turrets are in visual range of the hive and as soon as you drop the hive the turrets and siege start shooting before it can cloak? Problem solved. Drop the sensory nearby but out of the turrets line of sight but still in range of the hive. Next drop an OC chamber between the hive location and the turrets then back away quickly and drop the hive. All turrets and siege will focus on that OC until its destroyed, giving your hive plenty of time to be placed and cloaked. These instances are the best because many marine and commanders don't bother to check a hive that has turrets watching it all times. Ive snuck up hives inside a marines relocated base using this method (though that was on a public game). This method, also works with other structures, besides hives. It is also very effective right before a rush. Turrets will focus on the OC instead of the skulks and aliens (initially) giving them plenty of time to attack.

3. Concerning movement chambers
Every gorge should, at some point in the game, use his bilebomb to take down enemy structures. Onii (?) charge, fades blink and throw acid, and skulks...well skulks don't use much energy for the most part. In public games the most underused chamber is the movement. To often do I see a line of offense, a line of defense, and a sensory or two protecting...yet no movements. While defense chambers replenish health, movement chambers replenish energy which can be VERY helpful for you and your other aliens. A fade could use all his energy to metabolize and then have the movement chambers refill him so he can heal much quicker. A gorge can get a near unlimited stream of bilebombs and/or web. Remember the usefulness of movement chambers next time your building your team a front line. If you don't have the space to build movements, build up. You can easily stack them by ducking and jumping on top...then building. Best yet, your aliens can quickly retreat to save their life or to get back to an endangered hive.

4. Concerning sensory chambers.
If you have the res, build a sensory network. Aliens often forget about a marines motion tracking until they are near a marine or a marines base. Motion tracking works everywhere. If your a gorge and walking along uncloaked, then drop a sensory nearby. Use your judgement to cover the maximum area with the least number of sensories. Remember, the farther your aliens can move while under cloak, the better chance you have of preventing marines from knowing where they are. Sensory chambers are NOT just to hide your structures or to hide aliens near enemies.

5. Silence is golden
Many gorges are tempted to go for adrenaline or celerity. While the choice is a personal preference thing mine is usually silence. The number one way that an enemy finds a gorge is by hearing the telltale walking sound or building. Silence masks them both. With silence I can sneak near an enemy base and build a sensory and several movements with them being none the brighter. Celerity may be good for retreating but silence helps you not even be seen so you don't have to retreat. Adrenaline seems useless to me now since a movement chamber or three can give you, pretty much, the same effect. Food for thought.


If your interested in trying some of these out give it a shot on the Covert Oral server. This clan run server is one of the better in my opinion. Many CO members are admins and can handle problem people, and when none are around you can take some screenshots or other form of proof and head over to www.covertoral.com to post and have the person banned. Also the people who activly play on the server tend to lean toward the organized type rather then the 'rambo do their own thing' type. If no ones in the server sit there for 5 minutes and see if others join, they usually will and you'll have a game going in no time.
Sorry for the shameless plug but, for the record, its not even my server and im not in their clan <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> (IP of the server is in my sig)

Comments

  • BOOBOO Join Date: 2003-07-28 Member: 18504Members
    edited August 2003
    that is good.

    SILENCE IS GOLDEN for gorges.

    ialso not how fast you build but alot of it is were you build. OCs should be spread out. <u>and set in a good firing line.</u> i like placing OCs right behind things or around corners. even if they are cloaked. cause then it wont start shooting till they run around the corner. and that gives them less time to react. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    "and of course dropping DCs by your OCs. and if you have SC put one of those near too. im hoping that that is common sense though". <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    in 2.0 though its important to cap RTs. and keep them. i like having one gorge skulk till they have enough to drop a hive. while i gorge and take most of the RTs before the rines do.

    Gorging ns_nothing has to be the HARDEST thing. its very marine heavy map if you dont gorge it right. i have some nice screenies of sweet ways to protect the hives in that map. since all the hives are hard to keep. its a fun map. i enjoy it. but i still think the map should be balanced more. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Battle gorges---> laugh if you want too.
    but 2 gorges heal spraying a rine at the same time are hard to kill. cause it hurts the rine and heals the other gorge. not that you would wanna go around doing that. but if you happen to be attacked by a rine. and you have another gorge by you. thats what you do.

    what you said about cloaking a hive even with the seiges right there
    im glad someone else realized that. you would be surprised of how many people dont know that.
    i pull that on the marines all the time.but you have to make sure you get the upgrades for that hive quick. cause marines catch on quickly when they realize your using a level of weapon you shouldnt have...without the hive or hives they took. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    and you covered alot of what i was gonna say. since most everything else i would hope to be common sense. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • TiaxTiax Join Date: 2003-05-28 Member: 16802Members
    Ah yeah, forgot about building placement. On that same note be smart about where you place your OC's. If a marine sees a cloaked OC and they kill it, you can be sure they are gonna look for your DC's, movements, and sensory nearby.

    If you got a few chambers near an enemy base to provide cloaking, energy, and healing to your units...it may be best NOT to put OC's. Its a toss up really. I often find that hidden chambers work better then chambers with OC support when near an enemy base.

    Regarding Offense Chambers
    When placing consider not making a flat line, instead stagger them sort of like this:
    O--O--O--O
    --O--O--O--
    By using angles and such a tower wall like this is harder to jump over (or run between) and it can shoot marines to the left and right with 2 chambers rather then one. You could even stagger them further and move two of the top center chambers down a bit...then you'd have 3 shooting to the left or right and the full 7 forward and back.

    Regarding Elevators
    Try not to ever block elevators with chambers. This can actually hurt your team more then it can help. Marines can get around a blocked elevator many ways, including the use of phases and waypoints. Your alien team has to walk and often times the extra distance just gets them lost or late (late being they show up to the combat to late and its already over). While it may seem like a good idea to block an elevator or door so a marine can't use it, its typically not wise.
  • BOOBOO Join Date: 2003-07-28 Member: 18504Members
    edited August 2003
    one side note also...
    in hallways it drives me nuts when people like put a wall of DCs in the middle of a hallway -_- hard to get by.

    when i do heal area. by a marine base. i line a wall of DCs against a wall. and stack them. making less of a hinderance to the people your trying to help. when they are trying to work fast to take a base down and get stuck in a pile of DCs. depending on where and how many res i have ill stack them 2 high to 3 high in a line as close to the wall as i can get ---> like this
    |O
    |O
    |O

    but stacked on top of each other of course.

    hives like power silo that are open and hard to get a JPer out of, its best to just keep them from getting in the hive in the 1st place...in the long halls by power silo. if you place a DC OC wall at the far ends of the hallway it, doesnt effect the structure limit in the hive.
    i stack DCs to the ceiling leaving a hole at the top,if you want to. for your fellow aliens to get through. if you do that web the hole really good. or you can just put an MC in the hive for other larger aliens to get out that way. anyway. if you dont leave a hole put one OC up there too. like this
    @ = DC (stacked 3 high)
    <span style='color:red'>@</span> = stack of 2 DC putting an OC on top is optional)
    O = OC
    |O--O|
    |--O--|
    |@<span style='color:red'>@</span>@|
    |--O--|
    |O--O|

    anyway i found that a good way to make a hall JP proof. though that can be taken down by GL. which is a disavantage. that and blocking the hall to larger aliens. if you jump enough you might be able to get through. but its still annoying. but it DOES keep JPers out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> and with hive like powersilo. its better to keep them out then try to kill them why they are in.

    or another way to keep JPers away. but it is not fail proof. and is a kill to the structure limit in the area. is just dropping OCs in a line down the hall. all the way down it. cause JPers cant fly over that with out getting owned . but sometimes there are lucky ones that get through. if anyone else knows any good set up tactics im always open to new ideas.

    i like the one you posted up there. cept its always important to consider GLers. those are the killers of aliens structures. and you can make it harder for them. by spreading out. and setting them in the right areas. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> but if there was a flawless way to gorge an area. the game would have to be changed somehow. cause that would just not be fair. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

    also yeah like he said above. ill second that. IT IS IMPORTANT to put SC and MC in hidden locations...but don't make MC so hard to find your team, cant find them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> someone did that to me once. but SC you can put those in some good spots. on top of things, under, behind,...don't just put them anywhere, cause they are cloaked.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    Aren't there already many similiar gorge duplicate guides
  • UnknownUnknown Join Date: 1970-01-01 Member:
    <!--QuoteBegin--SinSpawn+Aug 16 2003, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SinSpawn @ Aug 16 2003, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aren't there already many similiar gorge duplicate guides <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    didnt even check...i just saw this one and put my 2 cents in. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    i find it best to place the ocs so that they all fire at the same time, giving the marine less time to react, and more time to die. lol. you can do this by looking through a cloaked oc and lining up the center of the oc with the edge of the wall. (ocs work better around corners due to marine range advantage). then, using the corner, place the oc so its center fires at the same spot. you will have to place each successive oc farther back, and it may look ridiculous, but it will work well. when the marine rounds the corner each will fire at the same time, hopefully killing the marine before he has time to realize what is going on. placing them straight across a hallway or room means that ocs will be able to be fired upon one by one. placing them at a slant will force the rine to engage all of the ocs at the same time. just some advice.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    here's a pic. please, don't be jealous of my artistic ability. if you practice it will come. the red things are ocs and the blue lines their line of fire. notice the blood on the wall (its the details that set off my art). of course, this has some flaws. like the rine not being in the middle of the hallway, but it is signifigantly better than the straight line approach.
    oc.jpg 10.3K
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Remember that a shotgun butchers all chambers. Do not put chambers close to corners, do not put them close to things people can use as cover. I personally have been able to pop around corners or clip chambers using an LMG and persistence.

    Put them at the end of long, empty corridors. Shotties will not reach, and that leaves them with LMGs or pistols. LMGs are inaccurate due to spray, and they won't be able to pop round corners or boxes and hose from short range - not at an effective range anyway.

    Granted your chambers might not hit them either, but thats the chance you take for effective area denial. Chambers are deterrents - they stop people from entering areas, because they will die. Just like landmines. You may never kill someone with your chamber but you can be certain that they will never kill your chamber.

    This generally hold the marines up more, and forces them to spend time looking for a way round, rather than important things like killing your hive.

    When you can web, web corners effectively. This means marines round a corner, get webbed, and suffer chamber fire. Again, good area denial, only with the added advantage of a few kills. This can be devastatingly effective if you "lure" them to your webs. Heal at the def chamber (or regenerate) while the marine gets shot up, then re-web the area and catch another.

    WoL - If you can't walk around it, don't build it. Onii can't jump as well as you, and Onii will do more offensive damage than you. So always have a path. Rarely, if ever, will a marine be able to get past a WoL even if you've left a door. If marines have no way to pass a WoL, then they'll not pass it. If you leave them a gap, then some fool is going to try to pass it, and that makes him fodder.

    Off chambers - should not be in hives. Put them at the entrances, or long corridors nearby. That means the marines have to go through a hail of chamber fire. This WILL slow them, means they can't seige too close, and also means they're not right on your doorstep. It also means they can't chase anyone who attacks them - because they'll run right into the OCs.


    Sensory networks - contrary to advice, do not spam sensory. Place them in important places, such as hives, choke points, and near enemy bases - as well as routes between these. Don't put them in plain sight, and don't put them beside other chambers. If the other chambers get shot at, chances are the sensory gets revealed.

    Good places for sensory are inside crates, behind crates, on struts, between separate struts, under walkways, in vents if there's space, etc.

    Def/Mov chambers - these are your friends in late game. They regenerate people and allow faster attacks. Put these in choke points, hives, and outside bases, but make sure they're cloaked and relatively out of the way. Keep them somewhere that aliens can get to, but also somewhere that marines will have to work hard to get to. That means NOT at base entrance, but YES at a corridor away.

    Upgrade Chambers in general - TRY to build three of each type at hive if you have spare res. Why? Because if one hive goes down, at least the other two will have all the upgrades. Def chambers go close to the hive, so that healing is rapid. Move chambers go somewhere near hive thats EASY TO FIND for aliens. Aliens rely on move chambers to get from hive to hive. Do NOT hide them, because if you do then your alien friends will take longer to move from base to base.

    ALWAYS ask the teams opinion on what chamber goes up first. Go with the majority. If only one person gives an answer, ask if everyone agrees. If there is still no other response, use your judgement. Is this person a good player? Is his opinion valuable? Is he only looking out for himself?

    Be very wary of putting a chamber up on the word of ONE person, because one person does not make a team....



    Finally, know when to gorge, and when not to. If you have no res, change to skulk, and make a few kills. Rack some res up. Then go back to gorge. Or if you prefer, go lerk and do more support damage. If there's a vent near the enemy, enter it as lerk/skulk and switch to gorge so that you can bilebomb or acid spit the buildings beneath. Use web to trap marines near your vent. Work with another lerk as a team, healing him and bombing/spitting while he spores any resistance.

    Listen to the team, and know when to help and when to ignore. There should never be a situation where you have nothing to do. Let redeeming onii sit about, let skulks hover near choke points waiting for kills. Gorges should be on the move, building, healing, destroying enemy turret farms from vents and ledges. Keep busy, stay useful!
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    One thing about putting chambers in vents..

    For goodness sakes, don't do it in a tight vent that doesn't have a way around it.

    Was playing on the map that has Sewer Hive, and some gorge had gotten into the vents and dropped sensories right at the corners of where they went vertical. Unfortunately, he'd left us no way to get past the stupid things. Which meant that a good portion of our teams' mobility was lost, which in turn meant we lost when marines started attacking a hive, and the spawning skulks had to take the long way around past/through a couple of their turreted areas in order to be able to get back to the fight.

    There was much cursing.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    noo... when your out of res you go find a pack of skulks and ATTACK with them... provide healing and stuff because at the worst the rines will focus on you (get pwned by your teammates) and you will die... and you were gonna PAY 2 res to evolve into a skulk.
  • BOOBOO Join Date: 2003-07-28 Member: 18504Members
    about it being easier to take chambers down, when cover around a corner is provided. in hive put them out in the open. but in hall ways that can be hard. in certain maps. i cloak a bunch of OCs around a corner. and drop a load od DCs behind them. if you put enough OCs and they all fire correctly the guy should be dead or close to it. if not. all structures are vounerable to any attack. there are corners everywhere. and if you put them farther away from the corners, then GLs will take them out. so i guess its more of a kill or be killed. thats how the game is suppose to work.
Sign In or Register to comment.