Gorge support tips.
Ben128
Join Date: 2002-06-21 Member: 808Members, Constellation
<div class="IPBDescription">A major kharaa advantage to use.</div>Gorges, while being the main building unit as play a very important support role. Namely in the fact they are a powerful medic in the feild and with webs can slow down chasers of a retreat.
A tried strategy of mine is to be outside a base with your attacking force, get a gorge or two there and then hit and run into the base two at a time. Does wonders so far. Like I said try it out and see what happens.
A tried strategy of mine is to be outside a base with your attacking force, get a gorge or two there and then hit and run into the base two at a time. Does wonders so far. Like I said try it out and see what happens.
Comments
-building tips- the first tip doesn't even really involve the gorge...it involves the skulk. use the skulk to get around..get in *really* odd positions..the pipes in the ceiling..little nooks & crannies...then evolve to a gorge and build to your little heart's (hearts'?) content.
-BUILD!!! that's the first thing to remember. kharaa have a major advantage at not having a centralized commander...meaning that we don't have to wait on one person to place things and get overloaded...but that DOESN'T(!!!!.) mean that you can't use teamwork..send 2 or more gorges to a hive point to get it started..have one build the hive, and the other two build defence and offence towers...and web when applicable
-BUILD MORE ######!!!! the hardest thing i've found about playing kharaa is starting with slow resource buildup...cover those resource nodes as fast as possible..the marines aren't half as fast as you are. throw up def. & off. towers as well..you can never have enough def towers...
-Use Movement Towers - hey..it's the first non-caps heading! insane, eh? anyhoo - not only are they good for upgrades, but something that may be overlooked is the fact that these little gems can be used for TRANSPORT!!! (i had to..heh). Yes, that's right...run up to one of these and use it, and it'll instantly transport you to the farthest base from your current position...handy to put these in all your bases so you can jump around the map as needed.
-As stated, use the healing power...you're much more affective at healing that Onos (from behind) currently raping 5 marines than sitting beside (or in front) of that Onos, spitting at those marines...common sense there.
-Last re-stress of the day - USE DEFENSE TOWERS!!!!!!!! Do you know how handy a def. tower is right outside of the enemy's base? or right outside that corridor with 6 turret guns? most marines don't build siege turrets, therefore we can build right up to their front door if need be..it's devastating enough to have an Onos and his friends rampage through a base...it's worse for them to retreat and come back a minute later fully healed.
-build multiple upgrade towers - just do this..it gives you the higher level upgrades...plus def and movement towers are just cool...i'm sure there's a place for sensory towers, but i haven't found it yet <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
-press & hold use at the objects you just built - this speeds up production...we all know how good speed is.
suppose that's it for now...
And don't let the bastages get any siege turrets near your base. It sucks <!--emo&:angry:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/mad.gif" border="0" valign="absmiddle" alt=':angry:'><!--endemo-->
Litter the map with these. Make every turn a struggle for marines... and control the resource nozzles with an iron claw. So they cant get any really dangerous things like seige turrets...
The gorge also has the ability to heal, making it an excellent support unit. Staying in the back lobbing acid spit at marines while healing wounded friends is one of the best places for a gorge... especially an upgraded one!
Webbing is prety good at covering a retreat too.
and with webs can slow down chasers of a retreat.
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Don't forget that webs can be used offensively as well....like around a corner within range of some offensive towers.
<run marine run STICK SPLAT SPLAT SPLAT SPLUT! thump>
-SandTyger
First, get into said room as a skulks and get into cover, you'll want plenty of extra resources too. Make sure there's some building room in the cover.
Then proceed to build 1 or 2 defense chambers, then get right up to the edge of your cover, and build an offensive chamber in view of the turrets. Start building it right away, and the turrets can't kill it until you're done building. Immediately get working on another offensive chamber a little farther out using the previous chamber as cover. The first chamber may die beforehand, so you'll want to heal it a little. Once you have two chambers up, you can choose to sit back in heal the chambers, or build more chambers to speed up the process.
Those offensive chambers will fire on the turrets, often times distracting them enough for a fade to sit behind them firing acid rockets or bile bombs. If you build enough off chambers and defensive chambers, you can actually leave the chambers to do the work on their own, while you go deal with pressing matters.
I've cleared many rooms this way, even rooms marines thought they'd completely sealed off. I suspect this tactic will be more useful once the resource bug allowing turret farms is dealt with.