Gorge revamp

PaniggPanigg Join Date: 2006-11-02 Member: 58212Members
edited May 2012 in Ideas and Suggestions
Problem: Gorge in NS2 lost his main purpose of building structures and hives. Both are taken over by comm.

The gorge in NS1 was the primary builder. He was responsible for building res nodes, hives, offensive and defensive structures. He also doubled as a supporter and on max hives was quite the threat.

In NS2 the gorge is being degraded from primary builder to somewhat of a support builder, while not getting anything in return.

Let's break it down:

NS1:
Squishy, slow, important class that places structures, hives and heals teammates, good for attacking enemy bases with bile bomb... so basically good at everything, but easily killed if caught off guard/alone -> Amazing balance for a support class.

NS2:
Squishy, still slow, even with slide, rather unimportant class, that can help expand, but really doesn't have to, places defensive structures that only last long if augmented by com structures, heals teammates, no other offensive abilities.

So... we've gone from pretty much the most important and therefore most squishy class, to the least important but still incredibly squishy class that has no offensive or building breaking capabilities.

Suggestion: Give the com the gorge buildings, make gorge a proper combat support.

Random idea for abilities: Replace spit or building - Bile Vomit - You vomit infestation that lasts for a couple of seconds and lets you slide on it to make you more mobile. Marines are slowed if they step on it and are slowed and get reduced vision if you vomit on them. Close to medium range, low damage. Buildings affected by bile vomit stop working. (or maybe just work slower for the duration)

Comments

  • PistachioPistachio Join Date: 2005-05-26 Member: 52481Members
    What would be wrong with a gorge being able to build all the same structures as the comm, only at the cost of their own res? The commander would then have the building "big picture", and the gorge would be able to focus more. For example, in NS1 gorges were absolutely integral to late game assaults on marine base, because they could set up shop in the next room where all your defensive, healing, and energy needs would be met. Even with good comms, it doesn't happen the same way in NS2. Before, the gorge was in the thick of it, and they had an important perspective on the battle that you can't get from being in the comm chair.
  • PaniggPanigg Join Date: 2006-11-02 Member: 58212Members
    Hmm that could actually work well. Have to think about that for a while.
  • binieckibiniecki Join Date: 2012-04-28 Member: 151255Members
    Yea i miss the gorge from NS1. I loved playing as this character but in NS2 it seems very limited compared to its old counterpart. I get that adding the comm factor to the aliens makes it easier for commanders to transfer from one race to the other but I takes from the overall experience that was achieved in NS1. I was quite disappointed with NS2 when I found the gorge had been limited so much. I like the idea of giving gorge the ability to build all structures with individual resources. It would bring the wanted feel of NS1 to NS2 for all the players that loved this lifeform like myself.

    When i first played NS2 it took a couple hours to get comfortable with building with the comm. I also agree that you don't get the same feel for the game from this view. Its hard at time to be able to comprehend how other players maneuver the maps to know where the best placement for structures is. Gorge being able to run the map and get a first hand experience played a big role in NS1.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited May 2012
    Giving gorges more building is basically the death of alien comm, which a number of people hope for, but that the devs don't want at all.

    So if we keep the alien comm, I think the combat way is the only way for the gorge:

    - Being a "build assistant" is pretty boring, you don't get to choose what to build where, but you still need to hold "build" key for ages.

    - Being purely defensive (dropping hydras and clog) will probably be less efficient than skulking, because a decent offensive skulk is the best defense (dead marine don't get to kill your harvesters).

    - Offensive/support gorge is the only remaining option.
  • PaniggPanigg Join Date: 2006-11-02 Member: 58212Members
    Something else shot trough my head yesterday. Increase gorge power based on number of hives/tech upgrades.

    It means, if you get a crag/shell/shade etc. in place of the current buildings, you get activatable abilities.

    For example, if you activate the shell ability, any alien near you is healed, crag: more armor, shade: stealthed etc.

    Turns gorge into a mobile building. This would need to cost a fair amount of energy, upwards of 70% of max energy I guess.
  • PistachioPistachio Join Date: 2005-05-26 Member: 52481Members
    I really think the gorge could remain a primary builder and not ruin the role of an alien commander. All that needs to be done is limit the amount of structures a gorge can build. It could work like this - gorges can only build structures that the alien comm has already built and can only have one of each built at a time(maybe this would change with the amount of hives). Or they could have a quota that could be met with any structure. For example, their primary structure quota with one hive is two buildings. That could be two crags, two whips, two shades, etc. And increase by one for each consecutive hive. Hydras, mini cysts, and clogs already work this way. Why not primary structures? This would allow the gorge to maintain its role as complete combat support, but limit it to one battleground at a time. I fail to see how this would move in on the commander's responsibilities.

    And doesn't this fit into the "alien commander as a gardener" role that UW has been proposing? It would allow the alien comm to continue managing the overall map, and leave split second decisions in the heat of battle to be made by those that are fighting it.
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