Saving For Second Hive

Error404Error404 Join Date: 2002-11-19 Member: 9353Members
edited March 2003 in Kharaa Strategy
<div class="IPBDescription">The Dangers & Stupidity</div> <u><b>The Dangers of Saving Resources for a Second Hive</b></u>


This is a rant, I'm fed up of playing on servers where the team will sacrifice Level 3 upgrades just to get a second hive up quickly. Saving up for a second hive without a full level 3 upgrade requires a serious amount of coordination that you won't find on any public server. It requires a different style of gameplay to get a second hive up quickly than a patiently waited one.


<b>Carapace Level 3</b>


On large servers (9-a-side plus), saving up for a second hive without a full Level 3 Carapace upgrade is dangerous for the following reasons...

1] Although the resources will flood in as your team die faster to unupgraded marine weapons, you'll get larger spawn queues. Large spawn queues means that most of your team will spend most of their time inactive, allowing marines free reign over much of the map.

2] Skulks will spend most of their time travelling back and forth from the start hive to heal to avoid large spawn queues, and for what but a few HP and armor points!!

3] Fingers-crossed they don't shotgun rush!


<b>2 Hives - skimping resources</b>

The main argument for getting two hives quickly is the teching up of aliens, but getting the 2nd hive quickly does not mean you'll automatically win the game. Lots of players still think that the 2nd hive up fast is the magic key to winning. These are reasons why it isn't...

1] You'll get the second hive up, but your team are still going to have to wait for res to go Fade. Although getting the second hive up quickly in an earlier version NS might have been advantageous, the higher price of a Fade now, means a long wait.

2] Once the new hive is up, you'll probably want to start building the second set of upgrade chambers AND the remaining first set, PLUS get Offense Chambers up, no doubt this will be a considerable drain on your resource pool, slowing down the availability of Fades.

3] In the meantime, while you are building all these chambers, both your hives will be open to attack, since there are no obstacles to slow down the marines getting close to your hives, they can phase close-by if not inside the actual hive and shoot it down.


<b>A Slow Win is Better than No Win</b>

Getting the second hive up quickly at the expense of early upgrades does not mean you'll defeat the marines any faster. Natural Selection is a tech war, both the marines and kharaa want to tech up as quickly as possible, so why not take the fastest and cheapest upgrade which is a 3 chamber one. The benefits of an early 3 chamber upgrade will immediately benefit the whole team.

I see lots of games where the Gorge is just hanging around doing absolutely nothing after taking a couple of resource towers to get enough to build a hive. This is already a waste of one player who could be quite useful in the team. More often than not, this gorge is quickly shot down without any upgrades. The Gorge should be intelligently making strategic decisions, if the hive is being constantly rushed and attacked, then they should begin building defence chambers and/or a couple of offence chambers, the new hive will just have to wait.

I've played Gorge plenty of times, and I've learnt to be careful with resources, but when you find that more than half your team are in a spawn queue, you may have to build OCs to compensate. A few OCs placed in good positions can weaken rushing marines enough to make them less of a threat. A third of your team in a spawn queue can quickly accelerate to three quarters of your team dead.

The more secure the start hive is, the more skulks that can concentrate on getting a second hive and harassing the marines.


<b>Expand</b>


Expansion is another thing lacking in many games. In games where resources are skimped, most of the chambers exist mainly inside the hives. Expanding as far out as possible from the hive, leaves less opportunities for marines to phase near or outside a hive and begin seiging it. I've been in games where Kharaa have been winning with 2 hives, they take the 3rd hive too, then lose, why? .. because they left their first 2 hives undefended and weak as the gorges save up to build another hive. The priority is to secure what you have already, something that marines usually do well.

It's better to have a slow game then no game at all. You might take longer to get the 2nd or 3rd hive when securing the areas around them, but once those hives are up, your team won't have to worry about defending and can focus on evolving and attacking. Expansion does not mean just taking hives, it involves securing your territories.

Expansion is also psychological, it tells the marines that you own this territory and they'll usually think twice before going there. The more the map you own, the more demoralised the marines will feel. If there is a clear route to all your hives (usually a sign of resource saving for hives), then they'll keep attacking and attacking, they won't give you room to breathe if they're any good, and trust me, you will lose 1 if not 2 of those hives. Apart from keeping the enemies at bay, expansion also makes your team more confident, they won't feel like they are wandering too far away from home.


<b>In Practice</b>

How many times have you played a game, where you have quickly gotten 2 hives, then lose one of those hives almost immediately afterwards? And then in a bid to get that hive back, your gorges spend massive resources to try to OC rush back in? Wouldn't it have been better to have fully secured that second hive in the first place than have wasted 80 resources to build something thats going to be shot down anyway?

The Gorges job is to get resources, and they should do whatever it takes to get those res nodes, that includes giving his team a Level 3 upgrade to help him do that and building offense chambers to keep areas clear. I see lots of games where the Gorge caps 1 node and calls it a day. The more nodes you cap, the more res you can give to the team to evolve, and the more res you can spend building OCs and DCs. The more OCs and DCs you have, the slower the marine team, and the more gorges you can have.

What I'm basically saying is 'DON'T SAVE for a Hive' but 'EARN your Hive', that means actively going out capping as many resource nodes as possible, making lots of res while securing areas from marines. Then you won't have to wait to put your second hive up. Saving for a hive is playing defensively, going out and earning your hive is the way to play <i>both</i> offensively and defensively. Get tons of resources, and your team will love you.

Even if the marines attack those RTs you put up, then its better than them attacking your hives, and you know that you are stalling them for only 22 res, which is a bargain for peace of mind.


<b>Conclusion</b>


Don't wait around for the res to come to you, but go to the res.

Spend the extra resources to benefit the team as quickly as possible.

Play offensively as Gorge, and your team will too.


<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
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Comments

  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    You cant win a large scale game by rushing the second hive.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Yay!

    Even decent marines will own un-upgraded skulks the majority of the time. Throw in a weapons or armor upgrade and you're screwed. The window for carapace is somewhere between putting down your first res and putting up the hive. Before the first res will screw your economy, and after the hive (as stated) will screw your game. Right before the hive works fine if the skulks are at least holding their own the first few minutes, and the hive will still be plenty early. Upgrades need to come earlier the better the marines are.

    Level 1 carapace doesn't really make you live longer, it just makes your death more expensive (3x).
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    I must say there are a lot of good points...maybe one or two small things I dont agree with but thats just different play styles. I am finding myself getting more and more annoyed with other gorges the more I gorge. I often see people grabbing 2 nodes then running to save. 2(3 with starter) nodes is NOT going to support your teams resource needs especially after that second hive drops.
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    all praise Error, for he is correct. So often I see gorges obsessing over the second hive, and we lose everything because we had insufficient upgrades, not enough res, or whatever. The hive isn't going anywhere. Make sure that you can keep that hive as well as building it.
  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    Sometimes saving up for a 2nd hive could be a could thing. I remember once on tanith and I was gorge, I managed to put up 5 resource towers, then 2 def, then the hive. Since we were getting so much resources, I was able to give my team the remaining upgrades and they faded very quickly after the 2nd hive went up. The only problem I can see in this now is that this was in a low player game. That completely changed the way resources were distributed to myself and my team. I can agree totally that saving for a 2nd hive vs getting upgrades is a bad idea.

    Also, the owner of the server I was playing on tried to just straight up save for the 2nd hive (I think there were like 16 players total on the server at the time). We got completely annihilated. After about 5 minutes into the game someone asks him how many resources he had. He said some number around 50. Definately not a good idea to save for hive when you could be making useful things.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    I compeltly agree. another point is once gorge gets that second hive up his res flow falls through the floor as he is no longer getting his teams over flow.
    That means now he has to build 3 DT build 3 MT AND set defense up all while his resflow just got cut in half.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited March 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I see lots of games where the Gorge is just hanging around doing absolutely nothing after taking a couple of resource towers to get enough to build a hive. This is already a waste of one player who could be quite useful in the team. More often than not, this gorge is quickly shot down without any upgrades. The Gorge should be intelligently making strategic decisions, if the hive is being constantly rushed and attacked, then they should begin building defence chambers and/or a couple of offence chambers, the new hive will just have to wait.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The gorge is the boss alien. He's like the commander on the field level. All his abilities are supportive and can mean the difference between a loss and a win. Today, the marines came at us with constant HA/HMG/Welder deathsquads. Fades were dying left and right, but I have secured 5 RTs for the team and a lot of Fades used redemption (take that you haters). I did not want to waste resources on more OCs since I knew the marines were teched and had plenty of cash, so I took an offensive/commanding role sorta. I offensived webbed those guys, they all had welders out to counter me, but they can't counter a web that is created on top of the them. Haha fear my webbing skillz. I built forward DC positions and I didn't bother with OCs, I just made the solely for fast healing stations. I even pulled a trick that was mentioned on this forums, yknow the one using the movement chamber on a unbuilt hive. I said "I'm going to build the hive, when it goes up, EVERYONE use the movement chambers, and tada instant army and reinforcements.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Expansion is another thing lacking in many games. In games where resources are skimped, most of the chambers exist mainly inside the hives. Expanding as far out as possible from the hive, leaves less opportunities for marines to phase near or outside a hive and begin seiging it. I've been in games where Kharaa have been winning with 2 hives, they take the 3rd hive too, then lose, why? .. because they left their first 2 hives undefended and weak as the gorges save up to build another hive. The priority is to secure what you have already, something that marines usually do well.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Man! That's what I've been saying forever. Every gorge seems to not expand and a lot of them are regular visitors on the server. I mean come on. My infestation method goes like this: Walk around the map and constantly dropping OCs and if you run out of RPs, just wait and keep spamming OCs. It seems like a waste, but think about it, 1 OC will stop a marine from continuing and maybe even kill him. A cluster does the exact same thing, but with the intention of killing the marines. OCs don't kill, they slow. Clusters are not good. I put maybe 1 or 2 in one spot. EDIT: Forgot to mention, it also stops JPers quite well, since instead of quickly zooming passed a cluster, they will receive almost constant OC fire. Makes getting around a lot harder.

    Great post. You get my Super Cool Post of the Day. Hooray!
  • DenialDenial Join Date: 2003-01-08 Member: 12033Members
    When I'm Gorge, which happens rather often, I build two or three RTs before everything else, while I'm on my way to the second hive location. There, I build a cluster of a single OC and three DCs. This is quite effective as a defense since marines don't have HMG yet and an LMG has a hard time doing enough damage to counter the healing of three DCs (and me). It also gives skulks their carapace, of course. If marines are already there when I reach the hive, they haven't had the time to build much. I will in that case build my chambers a few meters away and heal a lot while the chambers and skulks clear out the marines.
    Then, I get the 2nd hive's res spot and save for hive (hidden inside the defense chamber cluster). At this point, the second hive is as well as ours. If I'm attacked while waiting, I can heal the chambers and even build OCs because the res towers allow me to afford them. When the hive comes up, I start fortifying 1st hive and the res spots. I will usually defend rather lightly, which works as long as the marines don't have HMG.
    To me, this appears to be the best compromise between safety and speed. Any better ideas?
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Errors got a point here. I keep seeing DCs going up way after we needed them to compete with marines. Then you get shouted at by the gorge for not keeping the never ending flood of marines with level 1 armour upgrades out of his hive.

    I can always tell as a marine when DCs go up because I start dieing to skulks far more regularly.
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    It should be obvious, at this point in ns, that the hive rush isn't intended to be a fade rush. Its really a web/leap/umbra rush. The main reason you lose in public games is because most marines go for a quick jp/hmg rush while gaurding 1-2 resource nodes. Getting 2 hives without d chambers asap is the best counter to this strategy. Web and umbra can put jetpackers in their place. Btw, i do think web is a bit unbalanced right now. One suggestion I can think of is to delay the set time of the web for like 5 seconds (kind of like mines).
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    i'll nearly always have at least two def chambers or 3 sens (because they are cheaper) up before i start 2nd hive. That will almost always mean 4 RT's

    I like to def up the hive i'm going to put up before i build it, so that once its up, I can drop mov and get to the other hive quickly and then start building up there, before skipping off and getting the remaining res towers. I like to place OT's at good positions on the map, and also sens if i've gone sens first (on small servers ofc)

    resources are the way to win the map. But if skulks are doing a bad job of defending capped nodes and the undefended first hive, the plan can fail, but there is always a risk. Essentially you shouldn't have to drop too many OTs and DC's at nodes.

    The other strat of course is to get resources flowing in and then build both hives at once. 5 to 6 res nodes should do this if both hives are defended.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Just as an aside, in the beginning of the game there is NO DIFFERENCE betwen carapace level 2 and carapace level 3. The only difference between carapace level 2 & 3 comes into play when marines have level 2 LMGs.

    It takes 16 level 0 LMG bullets (or 8/9 Pistol bullets) to kill a level 2 or 3 carapace skulk.
    It takes 15 level 1 LMG bullets (or 8/8 Pistol bullets) to kill a level 2 or 3 carapace skulk.

    I never build a 3rd D chamber until AFTER I drop the hive. Until then the difference is negligible.

    Regards,

    Savant
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    You will want level 3 for redemption and regeneration.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    edited March 2003
    <!--QuoteBegin--Savant+Mar 3 2003, 05:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 3 2003, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just as an aside, in the beginning of the game there is NO DIFFERENCE betwen carapace level 2 and carapace level 3.   The only difference between carapace level 2 & 3 comes into play when marines have level 2 LMGs. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    See, I don't understand this, a Defence Chamber costs 14 RP, if you've been doing your job and capping nodes, then it doesn't take long to recover that 14 RP for the DC and the 22 for the RT.

    Last night I played a game, where someone decided to go gorge in an unocuppied hive, and capped that one node and did absolutely nothing else but just sit there for the next 10-15 minutes. I think that if you're gorging, you should at least take the single resource node outside each hive as well. Ideally, you should have a minimum of 4 resource towers.

    Then a few marines got inside the hive and the gorge as predicatable as ever started building Offence Chambers!! Delaying the hive even more. We still didn't have Defence chambers, so those who wanted to harass the marine base couldn't, eventually I got fed up, and said, 'right, I'm going gorge', immediately a few players started going 'WTH? you noob, we only need one gorge'. I capped 3 resource nodes on top of the 2 that we had, but by then it was too late because the marines had teched too heavily and we were spending too much time defending than attacking.

    I honestly believe that if you're a gorge and you can't total 4 RTs then there is something seriously wrong. You should be able to provide your team with Level 3 carapace, even if you think it's the same as Level 2, psychologically it makes a big difference. Personally, I do feel that there is a big difference, and I'm sure many players will agree with me whatever the stats.

    I know plenty of players who are just as effective with a Level 3 Carapaced Skulk than a fully upgraded Fade. The earlier you get the upgrades up, the faster your team will be more effective against unupgraded marines. The later you get the upgrades up, the more chance you give the marines to expand. Many players only live for the thrill of attacking the marine base in the early game, they can only do this with full upgrades, otherwise they won't bother at all.

    If somebody would maybe post the statistics for 'Resource Hoarding' Versus 'Secure Hive Building', it will demonstrate that rushing the second hive build on a large server will quickly lose the game.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    to me, upgrades are much more important than evolving... i can do wonders with that little extra speed or armour. So yes i like upgrades over new hives.
  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    Understood, Error. My most used strategy is to grab at least three additional RTs, throw down three (or more, depending on the frequency of attacks) DC chambers in the hive (or outside the hive if it's a chokepoint, like outside Fusion Reactor) and camp the DCs while I get the eighty res. After the second hive is going up, you have that minute or two to build OCs and DCs at both hives, both for healing and to stop the non-JP marines for at least a minute or two while they try to take them down.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    The point is, in the early game WHO uses regen or redem as skulk? It's a waste of res. 99% of skulks will use carapace. Only the gorge will use redem. I don't see the point in delaying the hive an extra minute for a D chamber that will not give a noticable benefit to the front line skulks.

    Of course if somehow the aliens get screwed out of getting the second hive, then a 3 D chamber will be built. However, you will not die any faster with 3 D chambers than with 2 in the EARLY game. Every res counts, and I'd rather get an extra res node or drop the hive before building the third chamber.

    My two cents anyway.

    Regards,

    Savant
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    its should never be a choice between second hive or upgrades. both are needed - the second hive to ensure that the enemy dont have it, and to increase spawn rates, and to be a backup if your original hive gets taken. All of these things cannot be done with upgrade chambers, and depending on the game, need to get done asap.

    I quite often have just capped res untill i thought i had enough comming in - often having 5 or 6 RT's before i drop the first DC. It depends on the commander a lot, if he upgrades weapons, you're going to want carapace almost immediatly.

    Another good reason for not dropping dcs too early is the resources skulks spend on it. If a skulks average lifespan is about a minute (thats pretty high) you're still loosing about 10-20 resources a minute on skulk carapace that could otherwise be used for nodes and stuff
  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    edited March 2003
    Hmmm, I agree and disagree on this one. I dont have a ton of experince with large server populations (recently though, I've been hitting the 8-12 vs. servers), but I know on smaller scale 6 vs. 6 and less, I've rarely had a problem with skulks going without carapace for 4 or even 5 resource towers. At that point, when the res is REALLY comming in off that many towers (and taking into account that the marines a) have let me get this many res towers and b) arent harassing me, the new hive location, or our first hive) I generally save. But I take into account all of the following:

    1. How many skulks are defending me?
    2. How close are the marines to this hive I want to build (PGs, their base, etc)?
    3. Have the marines upgraded weapons and armor?

    Guess what? All three of the answers to those questions comes from: my teammates, my teammates, and, you got it, my teammates. If they can relay back to me that they arent dying over and over, that they have pushed the marines back, that all is well in the land of safe gorging/hiving, then I will probably skip the D and just drop the hive at 80.

    If its going bad in the above three, I might drop two D chambers under the hive I want to build. Helps keep everyone alive. Or if the skulks are getting hit hard back at our hive, I'll try and make it there to drop Ds, or possibly coordinate another skulk to switch and drop Ds. It all depends.

    In larger games, it may be completely different. But I know in smaller games, 80% of the time when I'm gorge, we drop that hive and get the Ds going. In that order.

    And as far as trying to do three DT and three MTs? Heh, if you have 4 or 5 res towers going and your teammates arent all lerking and at 0 res, and you're the only gorge? Puhlease. You have plenty of time to get those 6 going, and work on OT/DT. A hive still builds slowly on all the servers I play on (which I knew the exact time, anyone know?)

    S

    Editing to add: do we all agree that if a marine commander hasnt upgraded weapons/armor by the time the 2nd hive drops, using either of our preferences in saving/building, that they are a bad commander? Or have a risky tactic? Or no?
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    When I gorge, I ALWAYS make sure I have about 4-5 RT and 3 DC before I start the second hive. You get fades that much quicker, your skulks are maxed out for much longer, and you can properly defend both hives.


    Error called it right. You have to have defense chambers so your skulks can do something. If you don't have that, you can't defend against anything. If jp/hmg come to rush the hive, your lerks won't stand a chance without full carapace. Skulks will be killed in 5 shots from an hmg, lerks the same. Ten shots to kill a uncarapaced skulk as opposed to 25-30 full carapaced.

    One <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> can kill three <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> easy if they have no cara.

    One <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> can kill three <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> with full cara.

    and it doesn't have to be carapace. Silence/cel works great too.

    I'm ranting again.

    -hero
  • MustardMustard Join Date: 2002-12-17 Member: 10953Members
    I'd rather not use any set strategy. I go for res first, and keep an eye on how the skulks are doing on hive sight. If we are losing badly in the first minute or two, then I will go for 3 D's straight up, usually under the hive we are going to build next, with an O chamber in front of them. Then I get back to res building. I've always found 3 new res towers is enough to get the hive up quick. Any others are a bonus. I avoid building any O chambers other than the one near the D chambers. If the skulks are killing the marines without carapace, I skip the D chambers until the hive is going up.

    Another thing that we have been trying is letting the gorge build up res, then just as the second hive is complete, the gorge goes back to skulk (evolves or preferably just type kill in console), and all the res goes back into the pool for the team to fade up quick. Movement chambers are not that vital until the first fade evolves, so when that occurs, I gorge up again and build some movement chambers. After that its just a job of jetpack proofing the hives.

    The little base of 3 D chambers and 1 O chamber is a pretty cool place to hide too, if we are really getting thrashed. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I can just run around it in circles until the skulks turn up to save me.
  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    3 DC + Gorge + Carapace + Hive Location = Assured fades in a few minutes

    ^-^
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I usually cap one RT in a safe spot, then cap the RT at the second hive location (I alert my skulks to this). I get DCs before the second hive, but I get them as part of the second hive's defenses. I ALWAYS set up defenses at the second hive before I get the second hive, and always before I defend the first hive.

    I drop a DC or three sooner than normal if the skulks are really having a hard time. If contact is minimal, or if the marines seem to be getting slaughtered, I don't.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--Savant+Mar 6 2003, 07:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 6 2003, 07:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The point is, in the early game WHO uses regen or redem as skulk? It's a waste of res. 99% of skulks will use carapace. Only the gorge will use redem. I don't see the point in delaying the hive an extra minute for a D chamber that will not give a noticable benefit to the front line skulks.

    Of course if somehow the aliens get screwed out of getting the second hive, then a 3 D chamber will be built. However, you will not die any faster with 3 D chambers than with 2 in the EARLY game. Every res counts, and I'd rather get an extra res node or drop the hive before building the third chamber.

    My two cents anyway.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I use regeneration and so do a lot of other people. It's much better at base killing then carapace. I've always hated thoses times that I've cleared a base of marines and defenses, but only have 5 HP and 0 Armor and the next shot is going to kill me. Not so with regeneration, you can finish your job without retreating.
  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    The difference, though, is that where you'd have 10 HP and no armor (I've never seen a skulk with 5 HP. Either ten or dead. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->), a regen skulk would have died before it had killed all five marines if it had taken that much damage. Cara is what you use when you know you're going to take damage. Regen is what you use when you know you're going to take damage but you think you can get away from the damage so you can actually use it.

    Evil combo of the moment - Two hive Lerk + Umbra + Adren + Regen
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    <!--QuoteBegin--SoulSkorpion+Mar 6 2003, 08:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Mar 6 2003, 08:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I usually cap one RT in a safe spot, then cap the RT at the second hive location (I alert my skulks to this). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is often dangerous, as if the 2nd res tower you drop happens to be the hive the marines are heading for - it can be a big waste of res. The one map exception to this is Refinary on ns_bast, where the actual RT for that hive is in a seldom travelled position.

    The best RT's to place are ones that are in places in the map that are less likley to be found by the marines - this way they stay up longer, and hence you get more res.

    Skulks need to know the way from hive-to-hive really well, but gorges need to know where all the least travelled res nodes are.
  • VashVash Join Date: 2002-11-12 Member: 8333Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2] Once the new hive is up, you'll probably want to start building the second set of upgrade chambers AND the remaining first set, PLUS get Offense Chambers up, no doubt this will be a considerable drain on your resource pool, slowing down the availability of Fades.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Meh, if you do it like this you are not very intelligent. While the 2nd hive is building, you've got say 4 res towers up, all skulks capped at 33 res, you are getting MAD RESOURCES. Although I do NOT wait to build 3 D chambers, if you do, then you should be building them while the second hive builds. Why would you sit around and stare at your 100 res, THEN after the hive is done think OH I should build now!

    A good way to get 3 DC's up while at the same time building res towers is, while you are building a res tower, if your res goes up to 14 in the process, put a DC nearby. I always do this...and by the time I start saving I've got 3 DC's up...If you're a smart gorge you'll notify your team when they go under attack and theyll rush to save it. Even if you lose one you've got enough res to replace it. Always good to have one in the hive your saving for anyway, incase a ramboing marine decides to pick a fight with the 3l337 batel george =P
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    I find that there is no defintite stradgie anymore... I will give perhaps 1 lvl of Carapace somegames, or lvl three other games. Sometimes, depending on how the marines play, I will give Silence, (only in rare circumstances), and many times, before the 2nd hive is even half finished, if I've had no one go lerk or gorge, I will have the third hive started and some minimal defenses set up, so that at the 2nd hive, I place three movements and let the rest of the team take names... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I'm very adaptable though so... yea...
  • tsabraktsabrak Join Date: 2002-11-11 Member: 8232Members
    <!--QuoteBegin--Savant+Mar 6 2003, 07:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 6 2003, 07:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The point is, in the early game WHO uses regen or redem as skulk? It's a waste of res. 99% of skulks will use carapace. Only the gorge will use redem. I don't see the point in delaying the hive an extra minute for a D chamber that will not give a noticable benefit to the front line skulks.

    Of course if somehow the aliens get screwed out of getting the second hive, then a 3 D chamber will be built. However, you will not die any faster with 3 D chambers than with 2 in the EARLY game. Every res counts, and I'd rather get an extra res node or drop the hive before building the third chamber.

    My two cents anyway.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I believe you need to recheck your figures as to the effects of carapace levels 1, 2, and 3 vs LMG's and Pistols. According to the numbers I have seen, it takes: 9/12/14/19 bullets to kill a skulk with non-upgraded lmg's. For pistols it takes: 5/6/7/9 without upgrades. In fact, the ONLY thing that carapace level three does not protect a skulk against better than level two is a sentry turret. That takes 8 hits to kill a skulk with level 2 or level 3. When looking at the numbers for a gorge, it's even more worthy. 15/20/25/39. 14 extra bullets for your gorge can make or break the entire match. Of course redemption is also a valid option for the fatty.

    And not to belabor the point, but people seem to often forget that upgrades are a byproduct of defensive, sensory and movement chambers. Having a third D chamber, strategically placed, means healing for your team and for your structures. So even if it were only a 1 bullet difference instead of 5, having a chamber available to heal the hive, resource, or scampering skulks can make or break you.

    Anyhow, I like the sentiment of not being wasteful...it's just that in this instance, a third chamber is not a waste.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    edited March 2003
    <!--QuoteBegin--tsabrak+Mar 7 2003, 10:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tsabrak @ Mar 7 2003, 10:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe you need to recheck your figures as to the effects of carapace levels 1, 2, and 3 vs LMG's and Pistols.  According to the numbers I have seen, it takes: 9/12/14/19 bullets to kill a skulk with non-upgraded lmg's.  For pistols it takes: 5/6/7/9 without upgrades.  In fact, the ONLY thing that carapace level three does not protect a skulk against better than level two is a sentry turret.  That takes 8 hits to kill a skulk with level 2 or level 3.  When looking at the numbers for a gorge, it's even more worthy.  15/20/25/39.  14 extra bullets for your gorge can make or break the entire match.  Of course redemption is also a valid option for the fatty.

    And not to belabor the point, but people seem to often forget that upgrades are a byproduct of defensive, sensory and movement chambers.  Having a third D chamber, strategically placed, means healing for your team and for your structures.  So even if it were only a 1 bullet difference instead of 5, having a chamber available to heal the hive, resource, or scampering skulks can make or break you.

    Anyhow, I like the sentiment of not being wasteful...it's just that in this instance, a third chamber is not a waste. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Great post!

    I agree with the point about defense chambers, it's a point that every seems to have missed, the fact that a well placed defence chamber can keep a few skulks alive without the need to return to the hive, can function as <b>an outpost</b> to control choke points on the map as well as ensure that skulks are patrolling the areas around these chambers just by visiting them to heal.

    I also doubt the figures that Savant sourced. I haven't done the mathematics or testing, but by playing Level 2 and Level 3 Carapaced skulk, I just <i>know</i> that there is a difference.

    I also take Regeneration sometimes, just to attack the RT in the marine base, or spam marines with parasite.
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