3 Def Or 2nd Hive?
Heist
Join Date: 2002-11-09 Member: 7922Members
<div class="IPBDescription">Opinions</div> Rush 2nd Hive or 3 def chambers?
My gorge strat is move to second hive ASAP (always only one gorge). Drop RT then three Def chambers (make sure you get redemption). Then another RT (if available) then save for the hive. By this time the skulks have all capped (make sure you keep them that way... NO LERKING) and your resources are coming quickly. The carapace for the skulks is a lifesaver and allows them to keep the marines out of the second hive area. By the time the hive is up the skulks need only 11 resources to get to 44. Then you have 4 - 5 fades. This almost always works for me. I haven't really seen a marine strategy that can top it (other than luck and/or great marines)
Just wanting some opinions from others.
My gorge strat is move to second hive ASAP (always only one gorge). Drop RT then three Def chambers (make sure you get redemption). Then another RT (if available) then save for the hive. By this time the skulks have all capped (make sure you keep them that way... NO LERKING) and your resources are coming quickly. The carapace for the skulks is a lifesaver and allows them to keep the marines out of the second hive area. By the time the hive is up the skulks need only 11 resources to get to 44. Then you have 4 - 5 fades. This almost always works for me. I haven't really seen a marine strategy that can top it (other than luck and/or great marines)
Just wanting some opinions from others.
Comments
For the same reason I try not to build any offense towers before the second hive is started. Just as a commander needs to rely on his marines more than turrets a gorge should be able to rely on his skulks to protect him. Hiding near a pair of D chambers should give the gorge enough time to either kill any attackers or for backup to arrive. And if not, you can always hope that redemption saves you.
Oh, and I was just wondering.. does motion tracking pick you up when you are in one spot turning around in a circle? How about when you are evolving?
No, it does not pick you up on motion tracking because you are not really moving.
But anyways, I played gorge since v1.00 and stopped playing gorge since v1.03 came out. (Mostly because there were more people willing to go gorge and actually knew what they were doing.)
My strat was usually this:
#1 Get an RT asap.
#2 Ask what chamber people wanted and built 1 of them. (Back then, most people either said "I don't care" or "Sensory chambers" <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> )
#3 Get another RT.
#4 Build 2 more of the chamber from #2 if asked. If not asked, skip this step.
#5 Save for hive.
#6 Build hive.
#7 Build at least 3 OCs near the hive entrances (not under or in the hive room like most people do.... for what reasons? I have no *bleeping* idea.)
#8 If #4 was skipped, build the other 2 chambers. (If DCs were first, place accordingly. Places NOT to put the DCs are behind the OCs but rather DCs should be put around a corner NEAR the OCs.)
#9 Wait for hive to finish and then build the next 3 upgrade chambers accordingly. (DCs 2nd if SCs first/MCs 2nd if DCs first/DCs 2nd if MCs first.) While building, web the *bleep* out of the place.
#10 blah blah.... whatever is needed...
Also, yea, I have been seeing "lazy" gorges too.... but I don't mind. I've learned to live life to its fullest without carapace, so carapace just keeps me from having to wait in line to respawn. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
5-6 RTs capped (!!)
2nd hive
3 DTs
D up 2nd hive
D up 1st hive
3rd hive.
spam OTs in strategic areas.
when 2nd hive goes up, skulk can get to fades ASAP
3 MTs,
one mt in other hive.
and after that we all go onos and finish them off. Or go babble them to death.
5-6 RTs capped (!!)
2nd hive
3 DTs
D up 2nd hive
D up 1st hive
3rd hive.
spam OTs in strategic areas.
when 2nd hive goes up, skulk can get to fades ASAP
3 MTs,
one mt in other hive.
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I cannot see any way that a team could possibly win with that build order, unless the kharaa out-classed the marines by a huge margin....
Is this for 1.04? or voogru? or am I missing something?
its' usually around 4 RTs capped actually + 1 in base at start.
and the team i gorge for usually wins say, 90 percent. maybe i'm always against n00b rines? or playing with really great skulks?
the strength of this strat is that you can D up that newly buildnig hive ASAP AND your old hive AND block off choke points.
i also don't play on 32 person servers. 18 server is my limit. so that's probably it.
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they really are seconds within each other.
i could do 3 dt then hive.
the point is the 4-5 RTs before anything else.
i suppose on a big server (32 person say), with good marines mowing down skulks constantly, then maybe 3 or 2 DT before hive.
could you extrapolate on your argument? if we take out the personal attack, which says nothing to your points. you have just stated an opinion,without any further argument to back it up.
Resource towers (as many as i can get).. usually I get 3-4
(I build the last resource node AT the hive i'm going to take)
then I drop a D chamber under the hive (it heals when it gets hurt) and 2 others.. then i put up the hive (when res builds up) then I defend the second hive OC's..
i don't build any D chambers, really, as, the more OC's, the better, for now. I'll build up D chambers to heal the OC's later in the game
after hive is done, MOVEMENT
i use the movement to go back to hive 1, and i build 2 more movement chambers there, and i setup defense at hive 1 (then i usually do D chambers until my team secures another hive, or if i have other places to defend)
Sometimes i'll change it up depending, if some players really want carapace early, i'll build one before any other resource towers.... and if they're REALLY good players, i'll build only 1 at the hive, then i'll setup the second hive, and then more D's as the res flows
Kilmster is [TE] (Sorry, do not know website address), I believe at least from his previous sig image.
[TE] is one of the top NS clans at the moment. He knows what he is talking about. Clan matches are MUCH different than pub play. Your team will get slaughtered if you dont get a DC before anything else. Capping more than two RTs before saving for a hive gives the marines more time to save up for HMGs or jetpacks before you get your second hive online, along with the only way for you to fight the marine tech.
So to recap:
2 RTs before a hive MAX.
DCs are ESSENTIAL asap.
I know what I am talking about, as I regularily play in pugs (pick-up-games), which is a group of random vet players vs another group, or a clan. I also sometimes ring for my favorite clan, [TAKEN] (www.x-tower.com/taken), but since I am unavailible for play on weekdays, which are also default clan match times, joining any clan would be pointless for me.
If you want to see some really scary skill going on, head on over to <a href='http://www.shambler.net/' target='_blank'>http://www.shambler.net/</a> (home of [sYn], the top US clan, and now, apparently, top world clan). Download their replays, and watch.
Are your skulks getting OWNED? Is your current hive frequently under assault? At least one (although three are usually preferred) def would be helpful to heal the hive and give the skulks a chance against a better team.
If they're doing roughly even or just thrashing the marines theres no point.
Also: If your skulks are getting owned but your hive is NOT under attack then I suggest putting down an OT and DEF together somewhere to make a 'warning' or chokepoint that's vital to your opperations of continued existance.