Silver fox on gorges

Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
<div class="IPBDescription">Need some tips?</div>This is my outline for the alien classes.  There are other strategies and other tactics you can use, however some people have been having a hard time with the Kharaa, so I figured I’d try to explain my typical alien tactics.  Second up, is the Gorge.

The one thing you must understand about the Gorge is that it is not an assault class.  Do not use this class to attack marines, you will get hurt.  The closest the Gorge should get to actual battle is behind aliens that are assaulting the marine base, as a support class, using health and dropping chambers to aid your teammates with.

There are a few ways of starting the game off as a Gorge, however none are really the ‘wrong’ way and none are really the ‘correct’ way.  They all have their advantages and disadvantages.  For example, you could start off by first building Resource Towers to get your team more resources.  However, this means your saving Resource Points for a Resource Tower instead of building Chambers to let your team mates upgrade.  You could also build Chambers to give your teammates upgrades, but that in turn means resources are going to be coming rather slowly.  You may be thinking that you will just switch off, Chambers the Resource Tower then chambers and so on … this however is probably a bad idea.  It will make things come twice as slow then it would if you were to dedicate yourself to one task.  A good tactic is to have someone go Gorge building Resource Tower and someone going Gorge to build Chambers.  You could even have a third Gorge just saving up for a Hive, however any more then three Gorges and you’ll find your selves getting RP extremely slow.  Two seems to be the magic number of Gorges.

The Gorges weapons are basically support weapons.  To be any kind of effective in assaulting it takes a lot, and I mean A LOT of practice as a Gorge.  Stick with support for now.  The Gorges spit does a fair amount of damage, however it’s rather slow and costly.

The healing spray is what you’ll probably be using the most as the builder.  It’s used to heal any alien player and any friendly building, it also does damage to enemy players.

The webs should be used everywhere.  Seriously, everywhere – litter hallways with them.  If you don’t see “Too many webs”/”Web limit reached” – your not placing enough webs!  Don’t place them all in one spot either.  I like a ‘zigzag’ pattern down a hallway one the ground.  You don’t want the webs too high, because the marines will see them too easy.  Keep them low, about knee height.  The lower, the better with webs.  Also, create a nifty little trap using Offensive Chambers and webs.  What you do, is find a nice 90-degree corner, then place two turrets on one side of the corner – out of view so they’re only visible as your turning the corner.  Then, place two webs or so, side by side on the floor ‘on the corners’ so when the marine just rounds the corner, he’ll get stuck and the chambers will just tear him apart.  The more webs you put, the slower a marine will go when he hits them.  So, you could lay three or so webs in one place, one over the other, for a nice quick trap.  When a marine hits three or so webs, he slows to a crawl and cant attack you.  Webs are the builders Trump, at least I think so, use them – a lot.

The babblers are tricky … They take a lot of energy, so I wouldn’t recommend using them without adrenaline.  Basically, this three-hive weapon will make the builder sprout out little Skulk ‘bots’.  They aren’t too smart and they have very little health …  It’s more of a diversion I think then it is an attack.  Once you become more skilled at the Gorge try assaulting with them, but I seriously recommend using them only as a decoy till you learn the ropes of the Gorge.

Build Resource Towers.  Build a lot of Resource Towers.  It’s how you get resources and the more you have, the more RP will get and the faster you will get it.  If you have just the one Resource Tower the Kharaa start with, it will be a very, very short game for the aliens …  Resource Towers are the secret to victory.  The more Resource Towers you own, the more you control the game.

Chambers

This section is all personal opinion, but then again, so is most of these posts anyway.

Picking the right time to start building chambers is tricky.  As a general rule I follow, if there are no chambers 5 minutes into the game, the builder isn’t doing his job.  My tactic as a Gorge is to run out and cap one Resource Tower, then, go back to base and build some chambers, then save for two more Resource Towers and then finally the Hive.

The thing you got to understand when you play as the Gorge is that he is a support class.  If you want to play by your self, that’s fine, just don’t be the Gorge.  The Kharaa needs a builder who is going to support them by giving them RP, upgrades, hives and so forth.

You team needs chambers to play effectively later in the game.  If they get no chambers they wont stand a chance against marines with Heavy Machine Guns and Heavy Armor.

It’s a matter of personal opinion on which chambers you should build first.  They all have very good values and no one chamber is a ‘bad choice’.  If someone tells you that, ignore them, they are an idiot.  If you’re not sure what to build or want your team mates opinion, ask them.  You can also take into account what kind of Chambers you would like as a Gorge and what would best help you.

Defense Chambers

Defense Chambers allow the Carapace, Regeneration and Redemption upgrades.  They also heal near by wounded aliens/buildings.  A good tactic is to build a small forward ‘base’ with three Defense Chambers and three Offence Chambers.  The Offensive Chambers provide some defense, while the Defense Chambers will heal wounded aliens who retreat from a battle around the corner.  Also, web the front of your mini base as well.  Any marines foolish enough to step into the area will get stuck and be torn apart.

Movement Chambers

Movement Chambers allow the Adrenaline, Celerity and Silence upgrades.  They also act as a teleporter for aliens that go back to the hive.  So, you can set a MC in the back of your mini base to allow a quick escape if the marines push into it and its about to fall.  Just use your ‘Use Key’ to activate one and boom, your standing next to your hive.  You can also place a few in strategic areas that are traveled by aliens a lot to enable them to get to the hive quickly if its under attack.

Sensory Chambers

Sensory Chambers get a lot of undeserved negative feedback.  They are wonderful chambers for even the first set.  They allow the Cloaking, Advanced Hive Sight and Scent of Fear upgrades.  They also make incoming marines visible on the hive mind while they’re still a very long ways away and they also play a nifty sound clip “The enemy approaches” when a marine sets one off.  Also, if a marine tries to save ammo and knife, or if a marine isn’t paying attention and walks into one, they become parasited, just like the Skulks parasite.

As a Gorge, you want to use upgrades that will better help you to do your job.  There are a number of opinions on what everyone thinks are the ‘right’ ones.  I’ll give examples of what I use.

When you build a SC, always get cloaking as a Gorge.  Always.  The other upgrades won’t help defend you in any way if the marines attack the place your building at.  If you have cloaking (even level one) get into a dark area and stay hidden till its safe to move.

I usually get Redemption as well.  If you’re about to die, it will transport you back to the hive so you can heal up.  Regeneration is nice, but it takes too long and Carapace is nice if you’re staying in the hive area to fortify it.  Redemption will do you little good if you’re at the Hive already and start getting attacked.

For Movement Chambers I usually either go with Adrenaline or Celerity.  Silence is kind of useless for a Gorge unless you plan on playing around near the marine’s base, which I don’t recommend, till you have a little more experience. Celerity will make you a very fast builder, able to get out of the way of danger in a single bound!  Well, not really, but it can really save your butt.  Adrenaline is best when you plan on using webs a lot and assaulting the marines.  Again, I suggest you practice as a Gorge a bit before you try assaulting.

Try to place Offensive Chambers in unusual places and around corners.  Anywhere were the marines wouldn’t expect it, that’s when you get the kills.  If you place them somewhere the marines would expect them, they’ll just be destroyed without too much trouble.  Always place webs with Offensive Chambers when ever possible.

Some Chamber combos I like to use,

Regen + Cloaking + Celerity = Phantom Gorge.  Place buildings under cover of Cloaking.  Retreat at blazing speed and regenerate your health while cloaked around the corner.

Adrenaline + Cloaking + Redemption = Assault Builder/Super builder.  Use healing spray up at the front lines to help out your teammates as they rip the marines a new one.  Place webs like mad and trap your pressures, then turn around and spit them to deal or give them a face full of babblers.  Teleport to the hive once you’ve taken a lot of damage, then get back in the action and finish them off.

Adrenaline + Cloaking + Carapace = Base defense.  Stay back and fortify the hives.  Use near by Offensive Chambers and Defense Chambers to slow the marines assault to a screeching halt.

Be careful building forward bases and make sure there isn’t a Siege near by.  They will blow you away the second you drop any kind of building.  Search the area or have a teammate quickly search the area and make sure it is safe to build.

Also, heal your teammates.  Always heal them.  If one is running by and doesn’t look hurt, heal them anyway.  There is nothing more annoying to an alien then being in front of a builder and having them just ignore their wounded teammate.

This is all I can think of to comment on the Gorge.  If you have any questions regarding the Gorge and the Gorge only (for now), please, post them here and I will try to help as best I can.

More strategies coming soon, hope to have all aliens and basic strategies covered, as well as a general alien strategy, as opposed to a specific class.

Comments

  • The_Last_Great_AdventurerThe_Last_Great_Adventurer Join Date: 2002-10-28 Member: 1684Members
    Personaly when the game starts I run around as a Skull until I hit the full 33 resources. I time it so I'm near a resource Node when I hit 33. I then evolve to Gorge and knock myself down to 21 resources and have 22 by the time I hatch to build the first resource tower. This is important because technicly you have to wait for 35 resorces to build resource towers anyway(13 to go to Gorge and 22 for the tower) so instead of runing around near defenceless for a min or 2 you can harass Marines as a Skull.

    Just the way I do it.
  • FatSephyFatSephy Join Date: 2002-11-02 Member: 4349Members
    plus you get to the nozzles faster as a skulk <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • HaydukeHayduke Join Date: 2002-11-02 Member: 5048Members
    Thanks for the in-depth guides silver fox. This is the kinda stuff they should've put in the manual.

    Not that I'm complaining. The manual is great.
  • vesentacvesentac Join Date: 2002-11-01 Member: 3281Members
    Btw, please try not to have a lot of people go gorge initially in a round. It really detracts from the resource pool.

    If you build defense chambers, build in a clusters. Your fades and onos can recovered in a few short seconds and attack the enemy again.

    bump bump
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Actually, I disagree.

    Don't group your buildings together.  All marines have to do is place one Siege and all your RP goes down the crapper really quick.

    Spread your buildings out.  A Siege will still eventually kill them all, however it will take alot longer if the buildings not being shot don't take the splash damage.

    As for Defence Chambers - they have a very large area effect.  So you can spread them out and still have multiple heal.  I like to place mine in a sort of circle, along with Offensive Chambers, that way all a alien has to do is stand in the center and he'll still have some defense while healing.

    I dub it, The Circle of Protection.
    <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    Silverfox plays too much Magic: The Gathering ^_^

    Squishy is definately the alien class I play the most. I just suck at combat so I'd rather support them.

    A few things to note is that while you do get to a res node quicker as a skulk, staying skulk till you get a lot of resources isn't that great of an idea. Why? Because you get resources FASTER as a gorge. That's right, the rate that you take resources in is more. So unless you need skulk to get you where you're going, it's best to just go gorge asap.

    Another thing to remember about gorg-ing,  check the scoreboard before you go gorge! Nothing is worse than having the entire team's RP (not to mention attack capabilities) go down the toilet because a player goes gorge without first realizing there are already 3 of them.

    Later in the game strategies:

    You should have all hives pretty well fortified by now. By fortified I mean a ton of offensive turrets, webbed, and having clusters of 3 defensive chambers both near the hive (to heal it and newly redeemed players) and your turrets (so they last all the more longer). Build a movement chamber and then teleport to the next hive. Rinse, lather, repeat, till all 3 hives are complete.

    Things to keep in mind when building offensive turrets: When RP is plentiful, put down as many as you can near the hives. You can use them as roadblocks of sorts too. Just remember not to make them too close together, because you don't want to cause a mobility problem for your teammates.

    Speaking of Offensive Turrets, you hear a lot of talk about them being useless. This is hardly the case, the are VERY useful, if you keep in mind what they are intended for. They are *not* meant to keep marines out forever and ever. They are more like speedbumps: they slow the progress of the marines towards your hive. And you'll probably get at least 1 kill from every group of marines that wanders into them.

    You see, marines can't shoot at your hive or other chambers when they are being shot at by offensive chambers: they die quick if they don't take care of the problem. Also if the marines are sieging the hive, the siege will take out chambers (of any type) before moving on to the hive. So lots of towers both keep the marines at bay and delay the effectiveness of sieges, giving you valuable time for your teammates to run in from behind and save the day.

    About building forward bases, they are wonderful to have when the alien team is making a coordinated attack. A good Fade backed up by a good Gorge who is healing him and building defensive chambers is like Death's Messenger to marines. Add a lerk providing umbra into the mix and the marines may as well forget about anything.

    [edit]
    One more strategy for fortifying a resource node:

    When you find a node outside of your base and  put a tower on, for heaven's sake don't just leave it like that. They are completely defenseless against marines, and if it is a squad of marines hitting it the tower will die before your teammates can respond.

    What i like to do is put up offensive turrets slightly out a bit and around the RT. If the node is out in the open where it can be shot at from any direction, encircle it with OT's. But if the node is against a wall (most are), then it is quite wasteful to put an OT at a spot where it will only fire once the RT is already dead.

    After you get OT's up around the RT, use the space you left between the OT's and the RT (you remember, the space I told you to save!) to drop 3 defensive chambers. More than 3 is wastefull because the healing effect doesn't stack more than 3. If you can, put the defensive chambers in the back behind the Tower, so that they are the last to be shot at.

    While a setup like this won't stop a good squad of marines, it will definately set them back. Your teammates will have much much more time to respond to the attack (not to mention the element of suprise they'll gain on the marines who are concentrating everything on your turrets), and you will probably get a marine or two from your turrets alone.
    [/edit]

    I may add more strategies later, but its 5:23am, and I'm tired. :P



    <!--EDIT|DOOManiac|Nov. 03 2002,07:20-->
  • HavoKHavoK Join Date: 2002-11-01 Member: 3698Members
    Thanks for the feedback playtesters!  I Gorge alot, and appreciate it.  :)  It feels really good building your team to victory!

    The main problems I see other builders make (I have to take a break from building SOME TIME) is that

    A)  4-6 players go Gorge right at the start.  And everything I hear says that they will all get resources slower because there are so many Gorges!  Spread the word!  Less Gorges!  Aliens seem to do MUCH better if they have 1-2 builders at the start, with the rest being harrassment or defending skulks.  Keep the marines busy in the early game.  It will pay off later!

    B)  Many builders build 1 Evolution Chamber and forget about it.  If you are going to build them, build at least three!  And I prefer a good many of each as backup.  Three at each hive at least!  Particular for movement and sensory chambers that nobody seems to wanna build.

    Also, I've found that if you are going to be an offensive Gorge, never forget webs!  If there is one area highly contested, put up some webs during a break in the action.  The marines will run into them thinking the area is still clear.  Newly spawned skulks can rip webbed heavies apart.  Heck, peep around the corner and web right smack in the middle of combat.  :)
  • ChronChron Join Date: 2002-11-03 Member: 6185Members
    oh, btw, a comment on placing the sensory chambers to detect the enemy....

    It would be nice, but it shows marine structures, so you don't know if its a unit or a turret, and it plays the 'neat little sound effect' CONSTANTLY if there is a structure(not sure if you were being sarcastic on that, though). So I hear 'the enemy is approaching', or whatever it is, 500 times. By the 501st time, I tune it out.
  • DoctorJuiceDoctorJuice Join Date: 2002-02-13 Member: 212Members, Constellation
    Gah I always tell people that lots of gorges are bad at the beginning, but they always call me n00b and tell me I don't know what I'm talking about...

    Then we proceed to lose...
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    A good thing to remeber is that grenades blow up whenever they hit anything alien.

    You can use off chams and babblers (you'll want full adren) as grenade decoys. If you're lucky the marine may even blow himself up trying to shoot your babblers.
  • makit3dmakit3d Join Date: 2002-11-02 Member: 3768Members
    Gorge <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> offensive strategy:
    The gorge can use the OC's as a tool for clearing a hallway of marine <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->'s.
    Place a oc at the corner, standing behind to build (or use the wall as protection if you build the OC close enough). It won't take any damage until after your finished.
    Once built create another immediately, further into the hallway staggering your OC's. The most I've used is three and three make quick work of the situation.
    The marine <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->'s will attack the first one you built and the second will remain virtually untouched.
    If the first one goes down, build it again. Once you start building the <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->'s will target the new one. It doesn't take long to rid yourself of a few and this method can take out 3 <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->'s rather quickly (relatively).

    If you have someone with you use your healing spray while you build (yea, two keys/buttons at once). It will help them stay alive while you work. Just turn a few degrees and they will get sprayed while you continue to build the OC. My mouse wheel is used for building making it easy to heal and build at the same time using one finger.
    I've had to use this method often enough when I needed a resource point or was surrounded in an area and needed to escape.
    Your screwed if the marines show up unless you have backup.
    If your in a bind this can help. Its not perfect, but when your alone its about all you have.
  • KarriNKarriN Join Date: 2002-11-03 Member: 6617Members
    Nice, nice tips. About the off towers not being stuff to keep the marines out forever... they just MIGHT be. When the place and the circumstances are right. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    My best example comes from just an hour ago. I was playing the map Hera, that has 2 openings from the marine base, one is a dark tunnel that has a grid door leading to it, and the other one is another long tunnel that has a view to space or something. One hive loc is called Ventilation System. Anyway, at the end of the see-thru tunnel (the general area is called Hera entrance and reception, I think) the marines find an elevator that goes upwards to the reception area, which has a resource nozzle. Before the map at hand, I'd told our alien troops to keep Gorges at max. 2 in the start, and we had some good Skulks who had been aiding the Gorges wonderfully by keeping marines at bay.

    For some reason, when I got to the reception area to scout, the mariens still hadn't attacked there. So after finding out we had some 2 nodes already and the 2nd hive was soon gonna be on it's way I mutated to gorge, and started building off chambers right next to the lift (the upper floor, that is, of course). Once I had 2 towers up, a single marine showed up. Luckily a 1337 Skulk player just arrived and we the poor guy was chomped to death. Anyway, I continued with fortificating the upper floor of the lift area with a def chamber, and at one early stage I was able to pop the res tower on the nozzle as well. In the end I had 5 or 6 off chambers blocking off the entrance between the lift and the reception room, and 4 def chambers all healing away at the off chambers.

    I mutated to Skulk and went to the ceiling, behind a corner next to my beautiful defense. Then came the next 2 marines, the first one had probably finally convinced someone they need to take those defenses out. I hear footsteps, hear the lift - WHAM WHAM WHAM. My towers start hammering away, and I jump from the ceiling. The poor guys didn't know what hit 'em, my towers killed the other one and I ate the other one. 30 secs after these guys, a single scout (probably someone who had just joined the game) came along and came up the lift - WHAM WHAM WHAM - the guy was kinda startled, I guess, since he accidentally jumped off the lift to the floor below - and to his death. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> The next 2 guys couldn't defeat my fortification either even though they were armed with HMGs.

    The point here was that the elevator and the corner of the 2nd floor was protecting most of the towers of direct fire, the def chambers were healing the off chambers and each other AND if the marines came up the lift, they were so close to the towers they were shortly dealt with. Find these spots in the maps and use them - this single defense point freed ALL of our forces to the other entrances to our hive and other hives for the rest of the game, as the poor marines couldn't gather enuff resources to develop nade launchers.

    -Karri
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