Ok, the argument has been thrown back and fourth that some players have never seen the aliens win if they put the DC up at third hive.
Firstly, due to the belief that doing the [Sc/Mc][Mc/Sc][Dc] is akin to suicide, one of the gorges inevitably believes this, and in one of the two chances it gets will put up a Dc. And usually, if DC is NOT first, there will be one gorge who saves up 10 res to put up a DC the second the 2nd hive goes up. I am guilty of this myself. So right there the chances of getting a team even allowing 3rd hive Dc is miniscule. Just assuming that all things being equal, that any chamber order actually allows the aliens the same chance of victory (despite popular beliefs to the contrary, mine included), and the Aliens and Marines were 100% balanced (in both gameplay and skill), take that miniscule chance of DC 3rd occuring and divide it by half (for the 50% chance of winning). That may be why there are so few victories whitnessed with this chamber order; simply because the players refuse to do it.
Next, I will say that I have taken part in a Sc/Mc win not too long ago (mid november or so). And before anyone jumps me on this: The marine team was no more, or less, incompetant than the aliens. With this order, our tactics changed completely. Instead of bold offensive strikes on marine outposts, most aliens chose a silence/cloaking combo, ambushing groups of traveling marines from behind, re-cloaking and walking off to the side, so they wouldnt hit us by sweeping the area with an LMG clip. And when I went Onos, it was entertaining to walk up behind a group of marines, devour one, and gore the rest while they panicked for a second, although a gorge was more or less delegated to be my permanent travel companion; for healing purposes. Yes, it was much more difficult, time consuming, and teamwork was a must. And it was a little more stressing when a PG turned up outside a hive. But it certainly wasnt the impossibility that some of you claim it to be.
Check out my beautiful idea, I thought it deserved its own thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Check out my beautiful idea, I thought it deserved its own thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> We have a 5 page topic arguing about this idea in the beta forum right as we speak
<!--QuoteBegin--RabidWeasel+Jan 5 2004, 06:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RabidWeasel @ Jan 5 2004, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A suggestion I made way back when 2.0 was still called 1.1 was to make res towers heal stuff in their radius like a miniature hive (10-20 health a tick would be fair IMO). This has several uses;
It provides a logical counterpoint to marines' electricity - marines keep the aliens away through direct prevention, kharaa keep marines away through strengthening their defensive measures, be they scouting skulks or OC's.
It makes DC's much less important in the early game, since the nearest healing station is only as far as the nearest res node, negating the need for regeneration.
It makes static defences around resource nodes stronger, encouraging their use rather than the more popular 'plant a res and leave it' strategy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> j0
I always felt that this was a good idea.
The natural regen is pretty cool. Maybe at hive one it's only at level 0.5 of the actualy cara. With 2 hives at 1.0 and with 3 hives it would be 1.5 or 2.0.
Nah. Sorry if I missed anything in the posts before but it's already 4 in the middle of tha N!647.
i think everyone is missing the root of the problem which is regen ability, not the dc itself. obviously regen as a chamber upgrade has to be scrapped in any sort of solution.
BizZy_9mm_MessiahOld School MemberJoin Date: 2003-07-25Member: 18411Members, Constellation
I agree with you on all your terms about DC except for one. The gorge rushing. DC is not good, I repeat, NOT GOOD for gorge rushing or gorge gangs. You would need a MC to make a successful gorge rush, trust me I've done it lots of times and nothing compares.
<!--QuoteBegin--BizZy | 9mm Messiah+Jan 6 2004, 02:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BizZy | 9mm Messiah @ Jan 6 2004, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with you on all your terms about DC except for one. The gorge rushing. DC is not good, I repeat, NOT GOOD for gorge rushing or gorge gangs. You would need a MC to make a successful gorge rush, trust me I've done it lots of times and nothing compares. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Haven't seen a gorge rush in like... 3 months...
<!--QuoteBegin--_JP_+Jan 6 2004, 03:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_JP_ @ Jan 6 2004, 03:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> gorge rush is irrelevant. its one of those high risk things <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> but oh so satisfying
A few people touched on the idea but i feel MT is too strong against SC's and MC's except DC's.
The DC effect is one where aliens get the extra armour, HP, lives to tackle MT. But for MC silence is completely negated, celerity while helping doesnt stop the rine preparing for your attack and therefore you die early trying to close the gap and adren is useless to anything at first hive 'cept an adren gorge but MT would have that gorge dead easy.
SC loses alot of advantages to negate MT as its too costly to make SC networks. Cloaking aliens are spotted all too easily with a MT blip that hangs over your last position for a very long time, SoF well yeah you get MT too but who does it help more? the alien who has to get in melee range to win or the rine who sits in a corner waiting for the SoF skulk to try to make a move? And focus well closing the gap to get the high powered bite in against a rine who knows exactly where you are and where you are going to come from is quite an achievement.
DC just gives aliens the extra boost to handle the preemptive moves of rines who prepare for you.
Meh maybe im just babbling but MT completely stops the ability to close the gap without the rine noticing him.
<!--QuoteBegin--_JP_+Jan 6 2004, 02:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (_JP_ @ Jan 6 2004, 02:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i think everyone is missing the root of the problem which is regen ability, not the dc itself. obviously regen as a chamber upgrade has to be scrapped in any sort of solution.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Agreed. Either you make regeneration less effective and it'll be as in 1.04 (no one uses it), or you scrap it completely.
<!--QuoteBegin--BizZy | 9mm Messiah+Jan 6 2004, 02:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BizZy | 9mm Messiah @ Jan 6 2004, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with you on all your terms about DC except for one. The gorge rushing. DC is not good, I repeat, NOT GOOD for gorge rushing or gorge gangs. You would need a MC to make a successful gorge rush, trust me I've done it lots of times and nothing compares. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Take off your vet sig, you don't deserve it
In actuality, gorge rushes are best done with D chambers.
I know it's hard to understand/believe, but there is a reason.
While Movement gives unlimited healspray power, it doesn't actually make you tougher.
When you gorge rush, you must be able to take punishment.
Most likely when you attack, you are going to have to be able to withstand several of the following things:
- Mines - Shotguns
For gorges and skulks alike, there is only one solution:
- Carapace
You don't need unlimited healspray, you just need to be able to have enough healspray to outlast the marine's clip or a couple of shotgun shells.
So lets say you have a 10 pub man team, here is <b>the ultimate gorge</b> rush:
Keep in mind this takes tons of teamwork to use (with the no teamwork 'rambo' D chamber, lol what a stupid statement).
Basically, the 4 carapace gorges lead the charge, taking abuse, and probably some of them are gonna die. These carapace gorges focus on healing just each other, while they move in a big pile of gorgie power, and their only objective is to gain ground towards the marine base.
Next, you want the other 3 regen gorges to follow close behind these gorges... who only focus on healing the carapace gorges. The regen gorges have regen just to heal themselves, and so they can devote their healspray tanks towards the carapace gorges (who are leading the charge).
Next, the carapace skulks are in the back, and their job is to kill the marines and the base quickly. They wait for the carapace gorges to close in on the marines and the marine base, and once they are up close the skulks then leap over the gorges and rip apart the marines.
The bonus to movement chambers is that they require little skill (just hold down the +attack button), little coordination (just face towards other gorges), and the same upgrade for all (adren, celerity for skulks).
Really, you'd think that movement are best... but no.
I woulda gone with 2 cara gorges spitting rather than healspray and 1 regen gorge spitting, that way you take the rines a bit faster there is still enough gorges to maintain the healing though and once someone takes a bit too much punishment change to HS and heal your mate then spit again.
I find the extra range and kill power does make a difference.
But this is not a alien tactics thread its a chamber thread.
<!--QuoteBegin--Roger Dodger+Jan 6 2004, 09:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Jan 6 2004, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I woulda gone with 2 cara gorges spitting rather than healspray and 1 regen gorge spitting, that way you take the rines a bit faster there is still enough gorges to maintain the healing though and once someone takes a bit too much punishment change to HS and heal your mate then spit again.
I find the extra range and kill power does make a difference.
But this is not a alien tactics thread its a chamber thread.
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Err... no
Medspam will wreck any attacks from gorges, so the gorges must focus on just staying alive and hurting marines at the same time with their heal spray, meanwhile the skulks move in for the kill.
NS 2.01 is a game of resources, both denying, controling and destroying them. The only way to stop maries from rampaging across the map plopping elec'd RTs around at will is with regen fades. Nothing else comes fast enough or quickly enough. Being able to cloak is useless once the RT is setup, and that's all that really matters.
I'm sorry, 2 skulks and 1 gorge is a tremendous people investment, and is far more vulnerable to a marine attack.
<!--QuoteBegin--e.Nadagast+Jan 5 2004, 10:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Jan 5 2004, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe a solution would be to have passive regen for all alien lifeforms. The % can be tweaked or it can be made to be out of combat only (for example, 5 seconds after you get hit, regen kicks in). Take out regen and add another DC upgrade and you'd be able to go any one of the chambers. I also think that MCs should speed up RoF or movement or something (in the area around them, like DCs healing and sensories cloaking) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This idea has some potential, but I think early lerks would go from annoying to nigh-invulnerable area denying machines (adren/cara + passive regen for spore spamming justice!)
Check out my beautiful idea, I thought it deserved its own thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> We have a 5 page topic arguing about this idea in the beta forum right as we speak <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> w00t (bump!)
<!--QuoteBegin--Ballisto+Jan 5 2004, 01:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ballisto @ Jan 5 2004, 01:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Without regen, higher lifeforms have to run all the way back to the hive, and they'll die quickly. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Without regen you can not go hand-to-hand combat "mano y mano" - one to one. Point is to kill marines before they notice you and even take down enemies without taking any damage to yourself. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
So if you need regen to survive, please practice, but don't come down telling that this is "only option" to win. Lazy one. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regen is what lets that fade knock down electrified rt after rt (you have to stop to heal at some point). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Sloppy marine team I have to say, if they let one fade to terrorize their RTs. Without teamwork (gorge) it is very slow to crust RTs. And with a gorge around you don't need the regen. <b>Remember, this game is balanced to work as TEAMWORK.</b> So soloing RTs shouldn't be the way to play. Empty nodes should be reused after "freeing" them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regen is what gives that onos health and saves his butt as he runs away. Regen lets that lerk in the vent stay there and sporespam the entire game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Back to 1st chamber issue. By the time you'll get onos, there should be hive nro 2. If not then you are wasting your resources. DC must be 1st or 2nd to gain that last hive (or crush marine base).
For your information: I was in a pub game yesterday. I decided to try marines for a change. One newbie sat in CC and 3/4 our team were noobs. We died shamefully under SC. Marines were running solo on hallways. Sad sight. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--QuoteBegin--Forlorn+Jan 6 2004, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 6 2004, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Roger Dodger+Jan 6 2004, 09:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Jan 6 2004, 09:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I woulda gone with 2 cara gorges spitting rather than healspray and 1 regen gorge spitting, that way you take the rines a bit faster there is still enough gorges to maintain the healing though and once someone takes a bit too much punishment change to HS and heal your mate then spit again.
I find the extra range and kill power does make a difference.
But this is not a alien tactics thread its a chamber thread.
- RD <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Err... no
Medspam will wreck any attacks from gorges, so the gorges must focus on just staying alive and hurting marines at the same time with their heal spray, meanwhile the skulks move in for the kill. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Forlorn is right. Even without medspam the most effective way to kill a gorge is to close in with him. Sure it sounds suicidal with healspray, but one LMG clip can kill a gorge, and you can only land all your shots at about 5 feet away. End with a pistol. Once I started doing that I died from gorges MUCH less often and have killed MANY more.
Comments
Firstly, due to the belief that doing the [Sc/Mc][Mc/Sc][Dc] is akin to suicide, one of the gorges inevitably believes this, and in one of the two chances it gets will put up a Dc. And usually, if DC is NOT first, there will be one gorge who saves up 10 res to put up a DC the second the 2nd hive goes up. I am guilty of this myself. So right there the chances of getting a team even allowing 3rd hive Dc is miniscule.
Just assuming that all things being equal, that any chamber order actually allows the aliens the same chance of victory (despite popular beliefs to the contrary, mine included), and the Aliens and Marines were 100% balanced (in both gameplay and skill), take that miniscule chance of DC 3rd occuring and divide it by half (for the 50% chance of winning). That may be why there are so few victories whitnessed with this chamber order; simply because the players refuse to do it.
Next, I will say that I have taken part in a Sc/Mc win not too long ago (mid november or so). And before anyone jumps me on this: The marine team was no more, or less, incompetant than the aliens.
With this order, our tactics changed completely. Instead of bold offensive strikes on marine outposts, most aliens chose a silence/cloaking combo, ambushing groups of traveling marines from behind, re-cloaking and walking off to the side, so they wouldnt hit us by sweeping the area with an LMG clip.
And when I went Onos, it was entertaining to walk up behind a group of marines, devour one, and gore the rest while they panicked for a second, although a gorge was more or less delegated to be my permanent travel companion; for healing purposes.
Yes, it was much more difficult, time consuming, and teamwork was a must. And it was a little more stressing when a PG turned up outside a hive. But it certainly wasnt the impossibility that some of you claim it to be.
typical quote of the team when someone drops sc first
Check out my beautiful idea, I thought it deserved its own thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Check out my beautiful idea, I thought it deserved its own thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
We have a 5 page topic arguing about this idea in the beta forum right as we speak
However this is a good thing, since it will now recieve recognition from the Dev team, since Vets PTs and CMs are the ones arguing about it in there.
It provides a logical counterpoint to marines' electricity - marines keep the aliens away through direct prevention, kharaa keep marines away through strengthening their defensive measures, be they scouting skulks or OC's.
It makes DC's much less important in the early game, since the nearest healing station is only as far as the nearest res node, negating the need for regeneration.
It makes static defences around resource nodes stronger, encouraging their use rather than the more popular 'plant a res and leave it' strategy. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
j0
I always felt that this was a good idea.
The natural regen is pretty cool. Maybe at hive one it's only at level 0.5 of the actualy cara. With 2 hives at 1.0 and with 3 hives it would be 1.5 or 2.0.
Nah. Sorry if I missed anything in the posts before but it's already 4 in the middle of tha N!647.
Haven't seen a gorge rush in like... 3 months...
but oh so satisfying
The DC effect is one where aliens get the extra armour, HP, lives to tackle MT.
But for MC silence is completely negated, celerity while helping doesnt stop the rine preparing for your attack and therefore you die early trying to close the gap and adren is useless to anything at first hive 'cept an adren gorge but MT would have that gorge dead easy.
SC loses alot of advantages to negate MT as its too costly to make SC networks. Cloaking aliens are spotted all too easily with a MT blip that hangs over your last position for a very long time, SoF well yeah you get MT too but who does it help more? the alien who has to get in melee range to win or the rine who sits in a corner waiting for the SoF skulk to try to make a move? And focus well closing the gap to get the high powered bite in against a rine who knows exactly where you are and where you are going to come from is quite an achievement.
DC just gives aliens the extra boost to handle the preemptive moves of rines who prepare for you.
Meh maybe im just babbling but MT completely stops the ability to close the gap without the rine noticing him.
- RD
Agreed. Either you make regeneration less effective and it'll be as in 1.04 (no one uses it), or you scrap it completely.
Take off your vet sig, you don't deserve it
In actuality, gorge rushes are best done with D chambers.
I know it's hard to understand/believe, but there is a reason.
While Movement gives unlimited healspray power, it doesn't actually make you tougher.
When you gorge rush, you must be able to take punishment.
Most likely when you attack, you are going to have to be able to withstand several of the following things:
- Mines
- Shotguns
For gorges and skulks alike, there is only one solution:
- Carapace
You don't need unlimited healspray, you just need to be able to have enough healspray to outlast the marine's clip or a couple of shotgun shells.
So lets say you have a 10 pub man team, here is <b>the ultimate gorge</b> rush:
- 3 carpace skulks
- 4 carapace gorges
- 3 regen gorges
Keep in mind this takes tons of teamwork to use (with the no teamwork 'rambo' D chamber, lol what a stupid statement).
Basically, the 4 carapace gorges lead the charge, taking abuse, and probably some of them are gonna die. These carapace gorges focus on healing just each other, while they move in a big pile of gorgie power, and their only objective is to gain ground towards the marine base.
Next, you want the other 3 regen gorges to follow close behind these gorges... who only focus on healing the carapace gorges. The regen gorges have regen just to heal themselves, and so they can devote their healspray tanks towards the carapace gorges (who are leading the charge).
Next, the carapace skulks are in the back, and their job is to kill the marines and the base quickly. They wait for the carapace gorges to close in on the marines and the marine base, and once they are up close the skulks then leap over the gorges and rip apart the marines.
The bonus to movement chambers is that they require little skill (just hold down the +attack button), little coordination (just face towards other gorges), and the same upgrade for all (adren, celerity for skulks).
Really, you'd think that movement are best... but no.
I find the extra range and kill power does make a difference.
But this is not a alien tactics thread its a chamber thread.
- RD
I find the extra range and kill power does make a difference.
But this is not a alien tactics thread its a chamber thread.
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Err... no
Medspam will wreck any attacks from gorges, so the gorges must focus on just staying alive and hurting marines at the same time with their heal spray, meanwhile the skulks move in for the kill.
NS 2.01 is a game of resources, both denying, controling and destroying them. The only way to stop maries from rampaging across the map plopping elec'd RTs around at will is with regen fades. Nothing else comes fast enough or quickly enough. Being able to cloak is useless once the RT is setup, and that's all that really matters.
I'm sorry, 2 skulks and 1 gorge is a tremendous people investment, and is far more vulnerable to a marine attack.
This idea has some potential, but I think early lerks would go from annoying to nigh-invulnerable area denying machines (adren/cara + passive regen for spore spamming justice!)
Check out my beautiful idea, I thought it deserved its own thread. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
We have a 5 page topic arguing about this idea in the beta forum right as we speak <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
w00t (bump!)
Without regen you can not go hand-to-hand combat "mano y mano" - one to one. Point is to kill marines before they notice you and even take down enemies without taking any damage to yourself. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
So if you need regen to survive, please practice, but don't come down telling that this is "only option" to win. Lazy one.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regen is what lets that fade knock down electrified rt after rt (you have to stop to heal at some point). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sloppy marine team I have to say, if they let one fade to terrorize their RTs. Without teamwork (gorge) it is very slow to crust RTs. And with a gorge around you don't need the regen. <b>Remember, this game is balanced to work as TEAMWORK.</b> So soloing RTs shouldn't be the way to play. Empty nodes should be reused after "freeing" them. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regen is what gives that onos health and saves his butt as he runs away. Regen lets that lerk in the vent stay there and sporespam the entire game. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Back to 1st chamber issue. By the time you'll get onos, there should be hive nro 2. If not then you are wasting your resources. DC must be 1st or 2nd to gain that last hive (or crush marine base).
For your information: I was in a pub game yesterday. I decided to try marines for a change. One newbie sat in CC and 3/4 our team were noobs. We died shamefully under SC. Marines were running solo on hallways. Sad sight. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I find the extra range and kill power does make a difference.
But this is not a alien tactics thread its a chamber thread.
- RD <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Err... no
Medspam will wreck any attacks from gorges, so the gorges must focus on just staying alive and hurting marines at the same time with their heal spray, meanwhile the skulks move in for the kill. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Forlorn is right. Even without medspam the most effective way to kill a gorge is to close in with him. Sure it sounds suicidal with healspray, but one LMG clip can kill a gorge, and you can only land all your shots at about 5 feet away. End with a pistol. Once I started doing that I died from gorges MUCH less often and have killed MANY more.