I meant, the best way to lose as little res, is to gorge - place res - then suiside, which was mentioned earlier... but this takes 2 mins to build neway, so instead have the dedicated gorge go with you and when you suiside he will build the res for you.
What I hate is. If your playing on a small server you don't need to gorg's it's a wast of rc's. What we do is 1 person will start off the map as gorg and after they get the second hive up and movement up. We will then let anouther person go gorg only if they ask the main gorg 1st tho.
If your main gorg is verry good you will not need to during the whole game. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.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--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Look at it this way: if you can temp gorge to get a RT, say, 5 minutes earlier than your gorge would (because he's busy elsewhere) and that RT collects, say, 40 resources during those 5 minutes, then on the whole your team has gained 40-13 = 27 resources at the expense of slightly slowing down the gorge's resource flow until you get back to 33/33 again.
<!--QuoteBegin--Kazyras+May 6 2003, 10:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kazyras @ May 6 2003, 10:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> at the expense of slightly slowly down the gorge's resource flow until you get back to 33/33 again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> But the gorge's resource flow isnt slowed. The extra income from the resource tower more than compensates for the loss of your overflow. Unless you have an unrealistic number of players or resource nodes, temping when at 33 and dropping a res node will <b>Increase</b> the gorges res flow. Provided you do not stay gorge for too long.
Example:
6 players on a team, 2 res nodes dropped currently, skulks are at 33 -
Adding an extra res node increases the gorge's income by 50%. The overflow of 1 skulk only accounts for 1 share out of 8 that the gorge is receiving (5x skulk share + 3x gorge share). So the loss of 1 skulks overflow only reduces the gorges income by 1/8, or 12.5%.
Overall result - Gorge income increased by 37.5%. Less a few resources lost while the skulk is in gorge form.
That's not to say <b>everyone</b> should gorge for a res tower at 33. The benefits become less with each res tower dropped, you also have to be able to defend them all, you lose a certain amount of pressure for each skulk that drops from the frontlines, and you forfeit the ability to lerk.
But 1, maybe 2 skulks temping for defendable nodes is usually beneficial.
TeoH, you're not taking into account that by the time a skulk has full res and can temp gorge, the other skulks will be at or near full too, and the gorge will be taking all the extra resources, ie 1/1 scale. Once the skulk gorges, he's now taking 1/2 the res from the original gorge. If he suicides, he'll be taking 1/4 of the res from the original gorge, because the rest of the skulks.
<!--QuoteBegin--{DoA}DrunkMonkey+May 3 2003, 05:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({DoA}DrunkMonkey @ May 3 2003, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i only temp gorge to get get that "secret res" in ns_caged.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> A dedicated Gorge can get the "secret res" by himself. Just get as close as you can to the cage and drop the rt. It will have to autobuild though.
I timed this all out with 6v6 games. 2 gorges that have planned it out and follow an exact build order can get a 2nd hive started 10 sec faster than 1. thats with 3 rt's then 3dc's (the first dc actually goes up before the 3rd rt) and once the 3rd dc is built the gorge with the least res ungorges. Now this is also dependent on rate of death though. If your team dies quickly(and manages to not lose the hive since they are gettingowned so much) you can cut the time by up to 2 minutes to starting that 2nd hive, with or without 2 gorges. technically after the point of that 2ng gorge ungorging you will lose the 33 res that he has to build up. So which is more important 10 sec. or 33 res? I've also timed it with more gorges and the model breaks down and can slow by up to an extra minute with 3 gorges. Of course this is all dependent on your gorges not dying and you not losing any of the res that you have taken. If they start taking Rt's then multiple gorges will really hurt you alot more. The other possibility is your gorge keeps dying and you've got a couple rt's dc's evryone is maxed but they have both hives. Then temp gorging to take every available res node becomes crucial since any 2 hive lockdown can be beaten with enough res and limiting theirs.
all ill say is its damn annoying hearing retard* skulk saying they're are going temp. gorge, you growl but keep waddling round the corner only to find them sitting in front of you, waiting for that extra couple of res! WTH is the point of that! ARGGHHHHHHH
(to clarify, i mean that if they hadn't you would have gotten it anyway, and probably before them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
It takes 30 seconds to build an RT and 2 minutes for it to auto-build. That ratio goes for all other buildings as well - it takes 4 times as long to auto-build as compared to actively building them.
<!--QuoteBegin--{DoA}DrunkMonkey+May 3 2003, 05:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({DoA}DrunkMonkey @ May 3 2003, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i only temp gorge to get get that "secret res" in ns_caged.
being gorge in a 7 odd player game, when ur team gets max res and i was gorge, i was getting 7 res a tick <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> so i say temp gorging is bad. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> you can build it from the mesh wall :/
This post has really changed my view, I do now believe that Temp Gorging done by no more than perhaps one other person IS a good thing. For a while I was a strong believer in just one gorge, but I have seen myself on a few maps temp gorge, even before this post was up, to place d's in a vent or whatnot and help the team along etc.
Good post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
My point of view as well. The people who posted here turned every point I used against me. I originally temp gorged then after I read the stickied res system explained I considered it bad.
Now seeing it only sets the team back no more than 1 minute until the res has been re-earned, but I still stand by my point that more than 2 temp gorges is bad. For both the res's sake AND the lack of fighting skulks for each gorge.
Comments
What we do is 1 person will start off the map as gorg and after they get the second hive up and movement up.
We will then let anouther person go gorg only if they ask the main gorg 1st tho.
If your main gorg is verry good you will not need to during the whole game. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.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--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
But the gorge's resource flow isnt slowed. The extra income from the resource tower more than compensates for the loss of your overflow. Unless you have an unrealistic number of players or resource nodes, temping when at 33 and dropping a res node will <b>Increase</b> the gorges res flow. Provided you do not stay gorge for too long.
Example:
6 players on a team, 2 res nodes dropped currently, skulks are at 33 -
Adding an extra res node increases the gorge's income by 50%. The overflow of 1 skulk only accounts for 1 share out of 8 that the gorge is receiving (5x skulk share + 3x gorge share). So the loss of 1 skulks overflow only reduces the gorges income by 1/8, or 12.5%.
Overall result - Gorge income increased by 37.5%. Less a few resources lost while the skulk is in gorge form.
That's not to say <b>everyone</b> should gorge for a res tower at 33. The benefits become less with each res tower dropped, you also have to be able to defend them all, you lose a certain amount of pressure for each skulk that drops from the frontlines, and you forfeit the ability to lerk.
But 1, maybe 2 skulks temping for defendable nodes is usually beneficial.
A dedicated Gorge can get the "secret res" by himself. Just get as close as you can to the cage and drop the rt. It will have to autobuild though.
(to clarify, i mean that if they hadn't you would have gotten it anyway, and probably before them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
grrrr
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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-->
*special alien
you cant tell me that it didnt help when one gorg was saving for hive and i capped 5 res nodes....
having additional res nodes mean that as soon as the hive goes up, the limit of dcs and oc's go up in the hiveroom IMMEDIATELY. no waiting around
Take a 7 man team:
6 non gorge = 6 shares
1 gorge = 3 shares
3 gorge / 9 total = 33% of team res go to gorge
5 non gorge = 5 shares
2 gorge = 6 shares
6 gorge / 11 total = 55% of team res go to gorge
uhhhh... so i wish people would think, before they say "omg, get off gorge you noob... we already have one. gg we lose."
I don't condone the 2nd gorge to gorge from start of game. But when they get 25 or so, and have enuff to drop a chamber right away.
being gorge in a 7 odd player game, when ur team gets max res and i was gorge, i was getting 7 res a tick <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
so i say temp gorging is bad. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
you can build it from the mesh wall :/
Good post <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Now seeing it only sets the team back no more than 1 minute until the res has been re-earned, but I still stand by my point that more than 2 temp gorges is bad. For both the res's sake AND the lack of fighting skulks for each gorge.