Gorge revamp
Panigg
Join Date: 2006-11-02 Member: 58212Members
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)
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
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.
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.
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.
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.