The Best Build Order That I Have Found...
SniperSkunk
Join Date: 2002-11-07 Member: 7644Members
<div class="IPBDescription">But requires some good teamwork.</div> Start out with JUST ONE PERSON going gorge. This is where the teamwork comes in. The last thing you'll need is some f00l n3wb going gorge and slowing things down too much.
That person saves and drops TWO additional resource towers. While he's saving, the skulks do their best to prevent the marines from moving too far from the base.
After the two resource towers have been built, one more person goes gorge (For two maximum). The original gorge saves for the 2nd hive (Notice how he's not built any defenses? This lets him save his RP for that much-needed hive), the 2nd gorge caps as many more resource points as he can, then works on defenses. (This early in the game, 3 o chambers backed by 2 D chambers should hold the marines for a few minutes, which should allow skulks time to get to any problem areas) Once the 2nd hive goes up, both gorges work on getting defenses up. Get 3 movement chambers ASAP. Giving the fades Carapace/Regen, and Adrenaline, will help you immeasurably.
Once the 3 moves are up, the hives have been secured with O and D chambers (Always build two defensive chambers underneath a hive! If that hive comes under attack, the chambers will help heal it constantly, and give you more time to get there and defend it.), then the fades should scout the third hive point and make sure it's clear. If it's not, they should clear it now. Having one gorge up on the front lines healing and building D chambers to heal the fades (If that hive isn't seige-cannoned, that is. If they have seiges up, just work on webbing to trap any marines who try to charge the fades, and heal spray to keep them alive. I recommend adrenaline to gorges all the time, heal spray and webbing use a LOT of energy), is essential. Once that third hive is yours, the marines should be toast.
That person saves and drops TWO additional resource towers. While he's saving, the skulks do their best to prevent the marines from moving too far from the base.
After the two resource towers have been built, one more person goes gorge (For two maximum). The original gorge saves for the 2nd hive (Notice how he's not built any defenses? This lets him save his RP for that much-needed hive), the 2nd gorge caps as many more resource points as he can, then works on defenses. (This early in the game, 3 o chambers backed by 2 D chambers should hold the marines for a few minutes, which should allow skulks time to get to any problem areas) Once the 2nd hive goes up, both gorges work on getting defenses up. Get 3 movement chambers ASAP. Giving the fades Carapace/Regen, and Adrenaline, will help you immeasurably.
Once the 3 moves are up, the hives have been secured with O and D chambers (Always build two defensive chambers underneath a hive! If that hive comes under attack, the chambers will help heal it constantly, and give you more time to get there and defend it.), then the fades should scout the third hive point and make sure it's clear. If it's not, they should clear it now. Having one gorge up on the front lines healing and building D chambers to heal the fades (If that hive isn't seige-cannoned, that is. If they have seiges up, just work on webbing to trap any marines who try to charge the fades, and heal spray to keep them alive. I recommend adrenaline to gorges all the time, heal spray and webbing use a LOT of energy), is essential. Once that third hive is yours, the marines should be toast.
Comments
[EDIT] But that was a very good explanation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
[EDIT] But that was a very good explanation. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Problem I see is when two or more people start out by going gorge ASAP, it slows the resources down far too much too fast, the hive goes up faster but the team's resources are going up slower, meaning much more time spent waiting on the RP to go fade. By making certain that people know they need a steady source of income first, and the faster the gorge gets resources, the faster he can build more towers, which gives you more resources earlier on (And more resources over time, which equates out to more resources in the end).
1. One player (which we usually work out via voice comms in the first 10 seconds of the match) goes gorge and heads to the first resource nozzle, escorted by one Skulk.
2. Usually 3-4 skulks will head to the marine base and attack (if they're turtling) or ambush/parasite (if they're moving out). That keeps the resource flow reasonably high for the gorge, while slowing down the marines. (It also means we always have a backup group of Skulks in case the marines mow down our assault group and start moving in on our hive, because respawning hurts.) The rest of the skulks (minus one) will head for the hive the gorge picks as our expansion hive and keep it secure (patrolling nearby corridors for marine scouts). That last skulk (sometimes 2) will roam, visiting all three hives and wandering all over the map in case the marines try something sneaky.
3. As resources come in, the gorge will get 3 resource nozzles (so we have 4 total). By the time he builds that last resource chamber, the resources are pouring in so fast that by the time he hits hive 2 he has at least 60 resources.
4. Hive 2 goes up. While it's building, the gorge fortifies hive 2. People start upgrading to carapace here (the gorge usually gets redemption). Once hive 2 is fortified, the gorge will drop a movement tower at each hive, do some fortifying of hive 1, then head out to start fortifying choke points or hotspots. More movement towers around the map, as well.
5. First fades start appearing. Things get unpleasant for the marines. (They nearly always have hive 3 by this point, so often we'll start in on their base.)
Most games on our server end with the aliens only having 2 hives; I think I've seen an Onos once in the last three days.
We will sometimes have 2 gorges once Hive 2 is started, but almost never before then. We virtually always have Fades before the marines have HMGs.