Gorges need to be able to drop harvesters

haymohaymo Join Date: 2005-01-09 Member: 34040Members, NS1 Playtester
Gorges are an integral part of the playability of NS2 as they are a non-aggressive builder unit (similar gameplay to that of the medic in TF2 or any other kind of support FPS role). This 'class' appeals to a whole range of gamers who want to be able to not be in the action but still contribute greatly to their team.

Currently Gorges are good for spreading infestation, dropping hydras and bile bomb. Making them a far more aggressive unit and far less like they should be to make aliens appeal to the greater audience.

I have a good compromise to help the alien commander still retain his use in this situation. Why doesn't the alien commander drop the buildings (with drifters) and then gorges have to build them? This greatly increases the teamwork between the commander in it's players (where there is hardly any at the moment) and allows for much more interesting gorge gameplay (being a worker unit).

Otherwise please allow gorges to drop harvesters and if possible shades and whips and crags as well. However I know this will make the alien commander far less useful.

Sincerely,
A ns1 gorge that is sad that his class is the only thing from ns1 that is not remotely similar in ns2 :(

Comments

  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    I wouldn't mind this. Of course, Gorges shouldn't be spending Team Res whenever they want (hurts Alien Comm, IMO), so if the Harvester and/or support structures can be built by Gorge, high-ish Personal Res costs come to mind.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    edited February 2012
    so you want aliens to have 1 commander and 2 gorges? 2 gorges because its unrealistic to have 1 gorge run all over the place. Thats halved the team for useless building.

    I agree on the harvester thing, or just go back to ns1 gorge >:D

    I think, that if an area is covered in the kharaa infestation that a drifter shouldnt be required.

    If theres no gorges on a the aliens team, and ive seen it happen with few little players 3v3 or 4v4 etc, theres somtimes no gorge, spending res on drifters and cysts you end up sitting there waiting for resources, kinda boring.

    To me the game is fun but the gorge/alien commander still needs a lot of work.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    Personally I'd like to see drifters removed as a building unit. But the gorge really does need some love as his role has been butchered.
    The Kharrmander is here to stay it's been said to many times and the gorge isn't getting his chamber building status back as much as I'd like to see this happen.

    So maybe you should look into helping him fill a new role in NS2.

    Gorge could have a necromancer abilty bringing dead harvesters, chambers and hydra's back to life cheaply, If infestation is still present. Only the gorge and commander could see the ghost structures and only the gorge can bring it back and cost 2 pres to bring it back cheaply. So he becomes a rebuilder.

    Gorge could cocoon chambers for added carapace to structures. Similar to the TF2 medic health over charge.

    Gorge could build barrier infestation walls as high enough to create choke points and only destroyable by flamers.
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