Gorging To Put Up Dc's

EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
<div class="IPBDescription">What do you guys think?</div> I'd like to give you an example of this and I think it has changed the course of the games I've played for the better of the Kharaa :

- Going Gorge <b>in obscure places</b> to setup DC's, take for instance the small dark area next the the Small Pipe Room on Caged, before your primary gorge has setup any DC's, get up onto the rafters and setup 2 DC's then go back to skulk, this works best if the 'rines have relocated to Generator.

By doing this I have often single handedly kept the 'rines from ever getting past this section of the map and at the same time given the other skulks the option of carapace, it's a great area to come back and heal or even camp in ( not once has a 'rine ever spotted my DC's up there ).

Do you peeps think this is a viable strat ( res wise ), it can obviously be done on numberous maps and setting up DC in locations that 'rines will never spot has worked wonders for me everytime.

Comments

  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    Yes, in certain situations and specific spots, it is very, very useful. The sound of a DC healing and a alien healing with regeneration are either the same, or, the average marine doesnt notice it. So it can seem like he is fighting aliens with really good skills and regen, when in fact he is fighting aliens with regen AND carapace. Nasty combo, that one.

    I find its best when you can deploy the chambers either very, very will hidden, and/or in a place where marine traffic and skulk ambushes meet.

    As for it slowing down the primary gorge, its not too bad if you arent facing a rush or if the marines relocate, which costs them time/res, and can allow for the earlier deployment of DCs.

    Good tactic Even. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Sifo
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    The number one spot for hidden DC's are in the vent between CompCore and Power subjunction on eclipse. Get three DC's in the vent there, and the marines will find it REALLY hard to hold compcore.

    The number two spot is on hera, in central cargo. You can put up DC's that will heal skulks attacking the command chair/marine spawn, as well as holoroom.

    Number three spot is in the vent at caged, of course. 3 DC's there and the base is toast, unless they build siege quickly or rush to get GL.
  • ChargeCharge Join Date: 2003-02-05 Member: 13144Members
    <!--QuoteBegin--matso42+Mar 14 2003, 09:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Mar 14 2003, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The number one spot for hidden DC's are in the vent between CompCore and Power subjunction on eclipse. Get three DC's in the vent there, and the marines will find it REALLY hard to hold compcore.

    The number two spot is on hera, in central cargo. You can put up DC's that will heal skulks attacking the command chair/marine spawn, as well as holoroom.

    Number three spot is in the vent at caged, of course. 3 DC's there and the base is toast, unless they build siege quickly or rush to get GL. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    rofl, too easy. i always siege dc's in that spot <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Chances are, if your gorge hasn't already done it, there's a good reason.

    Your gorge trying to get another rt up before getting dcs? Sure, let him. You'll still get dcs in a reasonable time. Staying at max res will help it happen even faster. Wasting 13 res (almost enuf for an extra dc) isn't going to get you upgrades much sooner.

    Your gorge have no idea what he's doing? Help out the team and drop some dcs. Good examples: gorge tries to get more than 4 or so total rt's before getting upgrades, or gorge tries to put up hive before getting upgrades. If your team doesn't need upgrades to win, then they don't need a hive either. Get it over with and win or give your skulks a fighting chance with some upgrades.

    If your team is large enough to support 2 gorges once a few rts go up, you can have 1 gorge save for the hive and the other build the dc's and whatever else needs to be built. Once you go gorge, you might as well stay. Battle-gorge! Woohoo!
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    I get what you're saying taboo, I guess it all boils down to what is happening at the time, but I guess what I'm trying to say here is that DC's can be used offensively as well as defensively. Sure you may have a gorge that knows what he's doing but he cant get to the spots that you can as a skulk, what I'm suggesting here would not make up for the fact that your current gorge has'nt yet put down any DC's ( that would just make it a bonus ).

    I guess it's a bit of a catch 22 question, in certain instances it can help and in others not <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> , either way, lets continue this post with everyone favorite hidden DC spots <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    I go gorge only to set up res nodes, unless I'm already gorge for the entire game, oh does it work very well.
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    edited March 2003
    Just thinking the easiest way to defend your rez tower, isn't to build a 3 oc with dc's behind it and all that stuff. U could easily and most efficiently u could place a oc and dc bascially inside the rez. The marines that try nife it will die, and secondly they generally don't see it through the rt. This makes them go too close and therefore either really get hurt or die. If u put one dc chamber there 2 u'll have a small heal for your slulks if their desperate and improve the longitivity of the rt.
    This tactic shouldn't really be done first thing in the game, but should be put on the *to-do* list after/during second hive going up.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    *read 1st post*

    All depends on your strategy... if your trying to get dc's AND have rsr's up quickly i wouldnt suggest going temp gorg.. but if your trying to get off a fast gorg/skulk rush then yes...
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    The only time IMO that its a good idea for someone else to gorge just to put up DCs is when the first gorge dies, the marines hold the other two hives, and you dont have all 3 chambers up.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Charge+Mar 14 2003, 11:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Charge @ Mar 14 2003, 11:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--matso42+Mar 14 2003, 09:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Mar 14 2003, 09:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The number one spot for hidden DC's are in the vent between CompCore and Power subjunction on eclipse. Get three DC's in the vent there, and the marines will find it REALLY hard to hold compcore.

    The number two spot is on hera, in central cargo. You can put up DC's that will heal skulks attacking the command chair/marine spawn, as well as holoroom.

    Number three spot is in the vent at caged, of course. 3 DC's there and the base is toast, unless they build siege quickly or rush to get GL. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    rofl, too easy. i always siege dc's in that spot <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yea, but forcing the marines to spend 70+ res on an ATF and siege will slow the marines more than the loss of 48 res worth of DC's will slow the aliens.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    All you need are gL. Marines are going to tech up anyway...so why not spend an extra 33 res for a single gL, and clear out the WOL that way? Simple right?
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I always dish out a nice blend of weaps when I comm on pubs but they tend to rambo off so siege usually is your only chance <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    DC are a nice thing, and they help keep the marines contained, good strategy cause if you can keep the marines contained, you should win.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    If you have a really great op to place a strategic WoL, such as right outside marine spawn, that's a reasonable thing for a second gorge to do. My previous post was on getting the first 3 dcs in early game, much like people go gorge just to drop res.

    If you've got a big group of fades with nowhere to heal, and you're a skulk, you'd probably be more useful as a gorge. First you can healspray until you get the res to drop your dcs, and anything that keeps fades alive longer is a good thing. A fade death really hurts the team.

    If you just want to block off an area by building a WoL or just a few dcs, ask the other gorge for permission first. You might accidentally screw your team royally if you do it at a bad time, and only the gorge would really know if it was OK.

    If you're going to be a second gorge, you might as well stay that way for a while. Having one gorge with your assault team and one defending your hives works out really well. If you find that you have absolutely nothing to do with yourself as gorge, that would be the time to evolve into something else. Make good use of those 13 res.

    Take in mind that the res system is much much more flexible when the second hive starts going up. Those 80 res are needed asap, for the sake of the long-term economy. Having a second gorge before that will mess up your long term plans (unless it's a really big server, which can support a second gorge after a few res go up). If you can survive long enough to drop a second hive without a second gorge, you probably should. If you absolutely need ocs/dcs in your main hive or it's gg, that supplies the only good reason to gorge before. Obviously, hives are important, so don't delay them for some random WoL.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Getting DCs up quickly before the marines have had a chance to upgrade is the Kharaa equivalent of a marine tech rush.

    I don't see anything wrong with it, it's just another strategy like everything else. Personally I seem to be more effective with a fully carapaced skulk or lerk than a fade.

    A way to determine when DCs should be put down, is if in the early game, there's a disproportionate number of skulk deaths to marine deaths. Otherwise if unupgraded skulks are doing their job, then theres no need to upgrade DC so early.

    Most gorges are hesitant of placing down DCs when they are close to the res needed to put up a hive. If the team are not stopping the marines from getting to the empty hive, then that new hive is going to be killed before it's even been built.

    Thats why the player choosing to gorge should be sensible and be able to make tactical decisions based on feedback from the field players. If he doesn't want to spend his resources, he can ask a skulk who has 33 res to temp gorge and drop some Defence Chambers, even though the res is going to come in slower, it's still better than the main gorge himself dropping those DCs.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Basically, but that wasn't the issue. It's the second, temporary gorge, esp. at bad times, that I have issues with. For that matter, it's what the thread was about <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Silent_ShwanSilent_Shwan Join Date: 2003-03-16 Member: 14589Members
    well the way I see it, if you have 33 resources,

    13 to go gorge
    then you have enough rp to do one thing quick
    then you need 4 to go back

    it might hurt you a little because the hive need to fill you up now, but it isnt that bad if one person does it at a time.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    <!--QuoteBegin--taboofires+Mar 17 2003, 01:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Mar 17 2003, 01:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Obviously, hives are important, so don't delay them for some random WoL. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I hear what you're saying, what's important to note is that these 'WOL' ( not really WOL's 'cos there's no OC's - unless you take the skulk as being your OC <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ) should not be random, they need to be put up in chokepoints that will deter marine movement.

    Nice points peeps, it all really boils down to what is happening in that particular game, call's need to be made taking both the 'rines and Kharaa's strats into consideration.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    <!--QuoteBegin--Error404:+Mar 17 2003, 02:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Error404: @ Mar 17 2003, 02:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A way to determine when DCs should be put down, is if in the early game, there's a disproportionate number of skulk deaths to marine deaths. Otherwise if unupgraded skulks are doing their job, then theres no need to upgrade DC so early.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Good point but this is something you need to think about, if your skulks are doing a great job keeping the 'rines at bay without having carapace imagine what they may be able to do if they have carapace ?

    It may mean a few extra seconds to take down that obs. or IP, I sometimes feel bad when I'm gorge and I can see my skulk's are owning the 'rines without carapace, I know that if I put up DC's it's an early gg so I'll put them on hold even though I can easily afford it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Silent Shwan+Mar 18 2003, 01:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silent Shwan @ Mar 18 2003, 01:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well the way I see it, if you have 33 resources,

    13 to go gorge
    then you have enough rp to do one thing quick
    then you need 4 to go back

    it might hurt you a little because the hive need to fill you up now, but it isnt that bad if one person does it at a time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The issue isn't whether or not it hurts you, but whether it hurts the team. You're sucking those 13 res from the whole team, not just yourself.

    Wasting res can make a big difference. How many times have you <i>almost</i> got to fade, but then the hive gets killed? You'll wish you hadn't wasted those 13 res (about 2 each on a 6 man team, somewhere around 12 seconds of time I guess. Good marines can take out a hive in about 30 seconds with the right firepower).
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    I dont believe in temp gorging... although having 2 gorgs in your strat seems fine... a temp gorg to me seems like a waist unless this temp gorg is for some type of rush that will be flinging this gorg into battle for a win... Then its worth it!!!!! If the person has 33 rsr.. to begin with then go lerk incase they send jp's at you
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    <!--QuoteBegin--taboofires+Mar 14 2003, 02:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (taboofires @ Mar 14 2003, 02:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If your team is large enough to support 2 gorges once a few rts go up, you can have 1 gorge save for the hive and the other build the dc's and whatever else needs to be built. Once you go gorge, you might as well stay. Battle-gorge! Woohoo! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I wish people would stop spreading this BS.

    It is the number of res towers that supports extra gorges, not the number of team members, the more team members you have the _less_ resources the gorge gets, not more. Though the amount of resources everyone gets per tick goes up on larger player servers, it goes up for marines too, so you need more skulks to fend off the marines.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    this isnt about whether to gorge or not but i found a good "secret room".

    on nancy i think (subspace/port/noname) theres a very small room under the floor in the subspace corridor, i was fade once and blinked at the floor by accident and a manage to blink into a complelty unnoticable room, i made 3 DCs and a movement under there and this ended up helping to kill their seige they put up enar subspace near mother interface.

    dont ask me exactly where it is coz i cant remember lol but ill find it again 1 day <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> btw i realize this is quite expensive as you gotta be dade first but it helps nonetheless adn was amusing coz people kept walking past me and asking hwo the feck i got there lol.
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