Basic Kharaa Strat.
L3on
Join Date: 2002-10-24 Member: 1589Members, Constellation
<div class="IPBDescription">Spam teh Res.</div> 0z pointed this out to me and I realized it's an excellent alien strat.
With 2.0 comes the ability for multiple gorges and with that ablility comes ALOT of res.
At the start of the game have at least 4-5 people go gorge and <b>just drop as many res towers as you can</b>.
Each upgrade is equally suited for this strat (Gorges and Skulks):
- <b>Movement</b>: Gorges use silence to sneak around and can easily escape if they drop a tower next to a node.
+ Some people say movement is the best hive 1 upgrade because your skulks are deadly silent, however in a smaller game you may want to go with sensory.
- <b>Defence</b>: Gorges use redemption to prevent rushing marines. Dropping towers next to your res node allows gorges to take on marines solo.
+ Defence is not the best upgrade for skulks but works quite well, it's no longer near as required as it was in 1.xx, good skulks can be extremly efficient with carpace against non upgraded marines early in the game.
- <b>Sensory</b>: Arguably the best chamber for this strat because it conceals your Gorges and your nodes, however not that good if the marines are doing an obs rush which has become quite common.
+ Also sonsory is probably the worst upgrade for skulks, although cloaking is useful, and sent of fear is nice, its just not as useful that early in the game, skulks would have a better chance rushing the marines with carpace or silence.
<b>This strat accomplishes 2 things</b>:
- A lot of res early on in the game (we have been able to start the second hive within 5 mins of the game start with this strat)
- The ability to tell where the marines are going because they most likely will attack your nodes and you will be able to see that on your hive site.
<b>Suggestions</b>:
- A large number of gorges are needed for this strat to be accomplished properly, if in a small game this strat is probably not very viable.
- After dropping second hive and capping a good deal of nodes (5+) some of your gorges go back to skulk and save for other classes.
- If one Skulk has always been a Skulk from the beginning of the start of the game then they will be able to go onos quite fast with this strat.
Comments Feedback?
With 2.0 comes the ability for multiple gorges and with that ablility comes ALOT of res.
At the start of the game have at least 4-5 people go gorge and <b>just drop as many res towers as you can</b>.
Each upgrade is equally suited for this strat (Gorges and Skulks):
- <b>Movement</b>: Gorges use silence to sneak around and can easily escape if they drop a tower next to a node.
+ Some people say movement is the best hive 1 upgrade because your skulks are deadly silent, however in a smaller game you may want to go with sensory.
- <b>Defence</b>: Gorges use redemption to prevent rushing marines. Dropping towers next to your res node allows gorges to take on marines solo.
+ Defence is not the best upgrade for skulks but works quite well, it's no longer near as required as it was in 1.xx, good skulks can be extremly efficient with carpace against non upgraded marines early in the game.
- <b>Sensory</b>: Arguably the best chamber for this strat because it conceals your Gorges and your nodes, however not that good if the marines are doing an obs rush which has become quite common.
+ Also sonsory is probably the worst upgrade for skulks, although cloaking is useful, and sent of fear is nice, its just not as useful that early in the game, skulks would have a better chance rushing the marines with carpace or silence.
<b>This strat accomplishes 2 things</b>:
- A lot of res early on in the game (we have been able to start the second hive within 5 mins of the game start with this strat)
- The ability to tell where the marines are going because they most likely will attack your nodes and you will be able to see that on your hive site.
<b>Suggestions</b>:
- A large number of gorges are needed for this strat to be accomplished properly, if in a small game this strat is probably not very viable.
- After dropping second hive and capping a good deal of nodes (5+) some of your gorges go back to skulk and save for other classes.
- If one Skulk has always been a Skulk from the beginning of the start of the game then they will be able to go onos quite fast with this strat.
Comments Feedback?
Comments
Also places with nodes alrdy get overlooked for patrols as marines can sneak in tf few half built turrets a phase, then destroy the node and have a full farm. As a marine this is one of my most effective strats.
- RD
(oh yeah i dont think people realize that it is faster and more efficient to get lots of nodes than to hold on to your original 25 starting res and onos once only to lose it later and not have enuff nodes to do it again)
i certainly recommend this strat, it works ridiculously well, even everyone goes gorge and everyone cept 2 go back to skulk it works /// one saving for hive, another doing chambers
aliens would be all set, after only 2 minutes into the game, you can own all the res nodes
This lost us the game - we simply didn't have the resources to hold out. Aliens need to work to get more RTs than the marines - its a losing proposition otherwise.
Rather than a gorge crossing the map at a sluglike pace, probably want a skulk or onos with stacks of res to die and race there faster.
I do agree with the principles of your post - rushing for three hives won't work without the RTs to back it up. However, at the same time noone can expect one gorge to cap every res on the map.
Other players need to quit hoarding and cap rts with their stash. Please bear in mind, hoarders, that you can always go back to skulk and recommence your hoarding. And that with more RTs comes more res. And finally that if you never go gorge, your team gorge is spending his cash on rts, not the DC/MC/SC that you'll be screaming for constantly.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If he set up Ots right by the marine start and his ot towers are backed up by skulks he should be getting a lot of res for the kills.
But uh, yeah a permanent gorge sucks man...