Third Hive Down
relsan
Join Date: 2002-11-01 Member: 3720Members, Constellation
<div class="IPBDescription">EEK! The marines took a hive spot early!</div> Help! The marines played it smart and rushed one of the hive spots before any of us gorges had 80 rp to build one! They got the resource node and started setting up turrets while I was there as a gorge. By the time some skulks came to assist they already had the sentries up and the rest is downhill from there. Any one have any ideas of what to do if the marines take one of the hive spots before you can set up? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Comments
Fade and Lerk will probably be your most useful classes. Read up on Fade and Lerk guides.
My favorite combination in this situation is fade / gorge. The gorge builds two defensive towers outside turret range then starts to offensive tower. The fade whittles down turrets at range with acid rockets until only 2 or 3 turrets are left. The gorge should be healing both the fade and structures. Once you're down to a couple of turrets, the fade can run in and melee the remaining towers, falling back when needed.
If marines show up, have the gorge web them (that ability is one of the most useful in the game, imo, especially when used offensively) and let the fade and the towers finish them off.
The only situation this won't work very well is if the marines are actively guarding the location in force -- then you're going to need more backup, like a lerk using umbra.
Saying 'any of us gorges' is a bad scene already, unless you're playing in a big game. For the first 5-10 mins of a game, I find it very useful to have only one gorge, no matter how big your team is. Gorges get 3x the resources that regular kharaa get, so your personal resource pool (as the only gorge) will climb very quickly this way. It'll give you oodles of funds to drop a few defense and offense chambers in your start hive, then start a trek to another hive location. Let the rest stay as skulks for a while and harass the marine expansions.
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Chances are you've got a lot of money available if you're planning on making another hive. Use this money to make def chambers just outside the turrets' sight/range, then drop offense chambers while in sight/range. The def chambers will (hopefully) keep you and the offense chamber alive while building it. Once the offense chamber is done, it will slowly pick off those turrets one at a time. Keep making offense chambers to defend the hive room, then go start the hive once the turrets are out and you've got the funds.
Keeping the actual marines away from the room is important! Let your team know you need them to protect this room, and they will (hopefully) ambush any marine attempt to take back the room. If you're fighting for a hive location you'll most likely be going for the 3rd, so your team will have the necessary chambers to get the essential upgrades.