The Best Gorge Build Ever
Iden
Join Date: 2002-10-16 Member: 1513Members
<div class="IPBDescription">The defining order...</div> Ask your teammates.
I'll explain it real carefully.
At the beginning spawn and then evolve to gorge.
You press the "u" button or whatever button you've bound for team speak.
You then type in something simple yet clear like: "What evolution do you want?"
Often you'll get a good chorus of replies. Using their feedback and your best judgment: you build that type of structure.
You may repeat this process for all but the third hive. It's really not necessary, but if you're paranoid about not making mistakes you can. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
That will always get you the best results. If your team is mostly used to a beginning type of chamber you'll want to adapt to their strategies. It's possible to win with a beginning sensor, or defensive, OR even a movement. They all work well for the beginning game.
Sensory allows the skulks to ambush and keep the marines paranoid and well... dead.
Defensive will allow expansions to live long enough for back up to arrive and help those guerrilla tactic warfare styles.
Movement will help with ambushes and protect your early hive from the dreaded marine rush.
Separate from my above advice:
I always suggest movement as one of the first two chambers. This helps defend against the crucial time in the game where fades and HMG/HAs are trying to establish dominance or to help protect hives if the HA/HMG start to prove that they are better.
I'll explain it real carefully.
At the beginning spawn and then evolve to gorge.
You press the "u" button or whatever button you've bound for team speak.
You then type in something simple yet clear like: "What evolution do you want?"
Often you'll get a good chorus of replies. Using their feedback and your best judgment: you build that type of structure.
You may repeat this process for all but the third hive. It's really not necessary, but if you're paranoid about not making mistakes you can. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
That will always get you the best results. If your team is mostly used to a beginning type of chamber you'll want to adapt to their strategies. It's possible to win with a beginning sensor, or defensive, OR even a movement. They all work well for the beginning game.
Sensory allows the skulks to ambush and keep the marines paranoid and well... dead.
Defensive will allow expansions to live long enough for back up to arrive and help those guerrilla tactic warfare styles.
Movement will help with ambushes and protect your early hive from the dreaded marine rush.
Separate from my above advice:
I always suggest movement as one of the first two chambers. This helps defend against the crucial time in the game where fades and HMG/HAs are trying to establish dominance or to help protect hives if the HA/HMG start to prove that they are better.
Comments
def first
movement
sensory
sometimes this DOES alter a bit to
movement first
def
sensory
Excellent point. Nothing like good ole communication <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I've found those that prefer sensory first generally just aren't as experienced as those that prefer the traditional D>M>S or M>D>S. Half the time they're not even aware that there's a careful choice to be made there; I often hear "Get up some sensory and movement ASAP!" after having built defense, while the skulks are busy <i>rushing the hive the marines just took!</i> If they were able to use cloaking as effectively as, say, adrenaline, I'd be ok with it. But as it is now there <i>is</i> a best build order, and sensory always comes last.
Although I have a great deal of admiration for the ninja skulks out there, and I'm trying to become one, cloaking simply isn't a viable option in the early or middle game. And seeing as how the first 2 chamber types should probably be going up no more than a couple minutes apart, I see no reason for asking; you'll get both the types you need anyway, and sensory can wait for later.
I find movement chambers to be useful only when there's 2 hives. Use a movement chamber at either hive, and you're guaranteed to go to the other one. With movement chambers in 3 hives, you're never really sure which hive you'll go to since they'll only send you to the furthest hive.