Lord_havoc's Gorg Of Death
Lord_Havoc
Join Date: 2003-03-13 Member: 14458Members, Constellation
<div class="IPBDescription">My Tactic's for Gorging</div> Right, I don't normally share my secrets. But it's 7am in the morning, and I don't want to go to work! First lets introduce myself. I'm Lord Havoc! I generally stick to the UK servers, and i'm a gorg. To date I've not lost a game when I've been gorg, apart from one game (I'm not telling the story!).
Right here goes, i'll set up some of the advice on a couple of scenarios
This is for starting the game.
Always start with one gorg!
Scenarios
Good alien team+slow reclusive enemy (perfect scenario)
Build 4 res points, get to a hive build 3 dc's and an oc. Hide in the res tower and then wait for a 2nd hive. Tell your other team members to cap res points when they have 33 res.
Bad alien team
Build 2 res points, get to a hive and build 1 dc and 1 oc. Hide in the res again and wait for hive. And tell one of the skuls to hide in the hive somewhere in ambush, coz you usually get one good alien that does what is asked. If the aliens are struggling, sacrifice some res and build another dc
Good maries that move into a hive quickly
I can't really tell you much on this because every situation is different, and this is where the good gorgs get separated from the bad gorgs. If you are in this situ then your gonna have to pull everything you have learnt from being gorg. Soz for the lack of specific info on this, but we are dealing with humans. No AI.
Rush.
If you know the enemy is going to rush, then hope that your skuls are good enough to deal with it. As a gorg, setting up oc's at the home hive will slow you down too much. If need be you will best have 2 gorgs, one to cap res and the other to save for 2nd hive.
RIGHT, the middle of the game is now more tricks of the trade than anything, scenarios are wide and varied and I can't be bothered with covering in more detail. So instead I'm going to bare all im my little secrets.
Redemption is the gorgs best friend! At level 3 if the gorg doesn't let the enemy get the jump on him there is a very high chance that he will get redeemed if taking damage. This saves res and time! It is far better and more cost effective that the dc + carapace technique. Especially if there are no skulks defending you.
Always build a res by hiding inside it (I must be mad to tell you this one). You can jump on top of a res and you become almost invisible. Also the res point defends you because it takes the hits for you.
Right, does anyone know how oil tanker hulls are made. They are made from many layers of bulkheads. So that if the front layer gets cracked the other layers hold, stoping the ship from being flooded. Why am I telling you this, because its the secret to my oc placement (nobody else has figured this technique yet).
As everyone knows, oc's arnt the greatest defence around. Lets face it, they stand out a mile away, they make a loud noise when they fire, they are easy to shoot etc. If you build a big wall of them around the entrances to the hive, they are easy to siege. The marines just set up a phase and turrets and blast away, probably close enough to hit the hive as well.
What I do is set up single oc's spreading out from the hive at strategic locations, basically making a multi layered defence. I don't bother with dc's as that is a waste of res. The way this defence works is like this. If a marine see's a wall of ocs. He'll get his team and they will siege it. However if they see just one oc he will either shoot at it or he will try and run past it, getting hit once or twice in the process. However, once he gets past it, he will bump into andother, then another, then another. Getting hit all the time! It stops the enemy getting even remotely close to a hive. And it's impossible for them to find anywhere to set up a siege. Plus it's a good way of racking up kills as a gorg.
But here's the good part. If they attack the first oc (front layer of defence) It tells the gorg which direction they are attcking from, meaning the gorg can thicken the oc's in that area. Not to mention no need for parasites.
And my last advice - If you a noob and you want to be a gorg. Dont! Go off on a LAN and learn the levels first. Then the battle is half won. If you know the lay of the land, then you can be come a cracking gorg.
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Right here goes, i'll set up some of the advice on a couple of scenarios
This is for starting the game.
Always start with one gorg!
Scenarios
Good alien team+slow reclusive enemy (perfect scenario)
Build 4 res points, get to a hive build 3 dc's and an oc. Hide in the res tower and then wait for a 2nd hive. Tell your other team members to cap res points when they have 33 res.
Bad alien team
Build 2 res points, get to a hive and build 1 dc and 1 oc. Hide in the res again and wait for hive. And tell one of the skuls to hide in the hive somewhere in ambush, coz you usually get one good alien that does what is asked. If the aliens are struggling, sacrifice some res and build another dc
Good maries that move into a hive quickly
I can't really tell you much on this because every situation is different, and this is where the good gorgs get separated from the bad gorgs. If you are in this situ then your gonna have to pull everything you have learnt from being gorg. Soz for the lack of specific info on this, but we are dealing with humans. No AI.
Rush.
If you know the enemy is going to rush, then hope that your skuls are good enough to deal with it. As a gorg, setting up oc's at the home hive will slow you down too much. If need be you will best have 2 gorgs, one to cap res and the other to save for 2nd hive.
RIGHT, the middle of the game is now more tricks of the trade than anything, scenarios are wide and varied and I can't be bothered with covering in more detail. So instead I'm going to bare all im my little secrets.
Redemption is the gorgs best friend! At level 3 if the gorg doesn't let the enemy get the jump on him there is a very high chance that he will get redeemed if taking damage. This saves res and time! It is far better and more cost effective that the dc + carapace technique. Especially if there are no skulks defending you.
Always build a res by hiding inside it (I must be mad to tell you this one). You can jump on top of a res and you become almost invisible. Also the res point defends you because it takes the hits for you.
Right, does anyone know how oil tanker hulls are made. They are made from many layers of bulkheads. So that if the front layer gets cracked the other layers hold, stoping the ship from being flooded. Why am I telling you this, because its the secret to my oc placement (nobody else has figured this technique yet).
As everyone knows, oc's arnt the greatest defence around. Lets face it, they stand out a mile away, they make a loud noise when they fire, they are easy to shoot etc. If you build a big wall of them around the entrances to the hive, they are easy to siege. The marines just set up a phase and turrets and blast away, probably close enough to hit the hive as well.
What I do is set up single oc's spreading out from the hive at strategic locations, basically making a multi layered defence. I don't bother with dc's as that is a waste of res. The way this defence works is like this. If a marine see's a wall of ocs. He'll get his team and they will siege it. However if they see just one oc he will either shoot at it or he will try and run past it, getting hit once or twice in the process. However, once he gets past it, he will bump into andother, then another, then another. Getting hit all the time! It stops the enemy getting even remotely close to a hive. And it's impossible for them to find anywhere to set up a siege. Plus it's a good way of racking up kills as a gorg.
But here's the good part. If they attack the first oc (front layer of defence) It tells the gorg which direction they are attcking from, meaning the gorg can thicken the oc's in that area. Not to mention no need for parasites.
And my last advice - If you a noob and you want to be a gorg. Dont! Go off on a LAN and learn the levels first. Then the battle is half won. If you know the lay of the land, then you can be come a cracking gorg.
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Comments
Good guide there. I like the chain OC'ing.
One thing I've noticed gorges do is immediately bugger off and cap res and then head to a 2nd hive to perhaps build DCs and a hive. However, the first is, by-and-large, left undefended. I know that's where the skulks will spawn so an attack is easier to defend, but even so...
Creep.
<!--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-->Redemption is the gorgs best friend! At level 3 if the gorg doesn't let the enemy get the jump on him there is a very high chance that he will get redeemed if taking damage. This saves res and time! It is far better and more cost effective that the dc + carapace technique. Especially if there are no skulks defending you.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Very true...in the first half of the game. After they get weapon upgrades your pudgey **** is mincemeat because weapon upgrades will rip you apart if you don't have the extra armor. Not saying you last much longer with carapace though, maybe it'll give just enough time for the chambers/skulks to kill him or you to run to some defense chambers.
LOL, yeah, I was really looking forward to that.
My advice for the scenario where good marines move into a hive quickly, is to ... RUN! Or if you know where they are coming, then tell your team to come from behind them. Other than that, you can't really do much as a Gorge unless you evolve into a Skulk and own them.
Sifo
- It's hard to predict where the marines will be heading, I will usually head off to where I intend to start my building spree, find the closest vent and evolve to a gorge in the vent, this way I'm kept safe for the time that I'm waiting to reach 22 res. This has saved me on many occasions, if you're a little distance away from that first node, time it so that you hit 22 just as you arrive at the node.
Lets go! If the enemy does a jp/hmg rush, there is little a gorg can really do specific to his class (which is the whole point of this topic) Success will be determined on the abilities of the skuls. However the gorg is just gonna have to do his job as best he can! And in this circumstance, and you may agree or not. Instead of saveing for the hive as soon as poss, building 3 dc's first. That gives the skuls the advantage to deal with the initial rush. Just long enough for them to take out nme res points.
As for the fast marine hive capture (either efficient capture or a base relocate) the gorg is just gonna have to work on the free hive, same tactic as before. Again he has to rely on the skuls to do their bit.
But if you want to hear some of my oc tactics regarding hive defence then read on...
Inside the hive, I use the multi layered defence again. Because hives are generally built in large open rooms, blocking the doors off isn't very effective for a competent marine. He will just run/fly past the door and shoot the hive up. So what I generally do is place only 1 oc at each of the entrances including vents. And then dot oc's around the hive room spaced apart, all of them with line of sight of the hive. That way if a marine is flying around the hive shooting. All the oc's are shooting at him. He tends to die pretty quickly. Mix that with webs and you have a very tough hive. And u only need about 3 oc's to make this affective. I've seen in the past gorgs who have built 5 oc's at one entry point. A marine can just waltz in the back way and mess the hive up withouth problem.
Back to the hive defence... Add a dc right under the hive and the range of it can generally heal all the oc's that you've placed around the hive. Add more if you want faster healing of coarse.
If I get more great feedback like before, I might even add my res point 'art project' technique and the guide to building on both res points in the holoroom (you know the map)
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<!--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-->Rush.
If you know the enemy is going to rush, then hope that your skuls are good enough to deal with it. As a gorg, setting up oc's at the home hive will slow you down too much. If need be you will best have 2 gorgs, one to cap res and the other to save for 2nd hive.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I must have been more tired than I thought. No, don't go for the 2nd hive right away. Get the 3dc's first that the skuls need (I added it into the last reply as well).
If you want to get the best info out of me, give me scenarios and I will suggest to you how I would deal with them.
Give as much info on the scenario, including how competent the teams are and hive locations(alien control and/or marine control)
I want to make this post the best gorg guide on the net!
Oh, and Hi Creep
It's called "Bulkhead OC's"
but with so many ocs being dotted around for a good multi layer effect, how much res is that gonna cost ?
<!--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 don't bother with dc's as that is a waste of res.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
at least build some, somewhere. when i`am aliens and damaged i usually expect some dc around oc so i could at least get healed back instead of running all the way back to hive.
just imageine, ns_nothing. pushing onto marines from docking wing and ur fade, u take half health, long haul back to cargo <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
And in direct answer to your post, you are right about placing dcs. I personally place dc's where they are needed at the time of the game. That means that my preference in location changes all the time. So I can't specify locations. Hence my point about the 'experiance'.
That I why I ask you lot to come up with scenarios for me to advise on. At least that way I can transfer some experience into written form for all to read.
The game goes on, we get Sewer next, and start chipping away at generator with fades (it had been turret farmed). While almost our entire team is working on the third hive, the commander gets a small squad of marines to build a phase gate and advanced armory in Pumping Station, just outside Sewer.
In the game I played, I had just died, spawned in Sewer, went fade, ran outside and right into the building marines. Obviously, I start swinging those nice claws at them, but the commander is POURING marines out of the gate. They have upgraded armor, not upgraded weapons, so I'm taking them out, slowly, and keep concentrating on the phase when I can. They're hurting me a lot, but I'm surving because tucked away in a nearby dark corner, the gorge had previously placed a single DC. Sometimes, I can be in the middle of killing marines while getting healed at the same time.
Lord_Havoc, without that DC, I would have died before reinforcements could have come (they were ALL at generator). We could have lost Sewer hive, but because I survived, I killed a total of 22 marines, the phase gate, the turret factory, and three half finished seige cannons.
Would you have built that DC there? I don't know what prompted our gorge to do that, but I'm thankful he did.
Basically, what would <i>you</i> have done to enable us to survive this situation?
If I were gorge i'd haul **** back to sewer via a movement that I'd build wherever i was standing...and then go heal the fade!
=D
and of course a gorge rush is always good times
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<!--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-->Okay. So, lets say we're playing on Caged (as I was today). We start in Ventilation Hive (yay!).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Will I be correct that you would have shouted that the hive was under attack? Lets say that you did... I would have built/got to a movement to get to the hive fast. If you hadn't been there, I would start defending with rapid oc/dc placement. Then having built that I would fade/skulk right away.
If you had been there, I would back you up healing all the way. I may have built as dc or two while you faught, depending on the nme strength. Other than that I would have continued to heal you. All the time, raising the alert.
I'll point out the important part of this...
<!--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-->Lets say that you did... I would have built/got to a movement to get to the hive fast<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The key to this is that I responded immediatly. Even If I was helping the fades attack generator. I still would have built the movement to get to hive, as that is more important in the gorg strategy!
I knew perfectly well what you meant. I'm saying the marines were crappy as hell to let you live thru all of this. With one d chamber only, 3 marines shoul've been enough to at least chase you off. Hell I regularly chase off multiple fades myself.