The Best Gorge Build Ever

IdenIden 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.

Comments

  • DunniDunni Join Date: 2002-11-20 Member: 9448Members
    almost regardless of whom you ask, 4 times out of 5 you will get told
    def first
    movement
    sensory

    sometimes this DOES alter a bit to
    movement first
    def
    sensory
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    /me creeps up behind Iden with the "THIS POST HAS BEEN DONE BEFORE, AAARGH" stick, then actually reads the post.

    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-->
  • Paladyne-TPFPaladyne-TPF Join Date: 2002-11-08 Member: 7762Members
    The problem you'll encounter with this method is the differences in experience and ability.

    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.
  • WraithmanWraithman Join Date: 2002-11-14 Member: 8600Members
    another big point, lerks and fades almost double, mabey triple in effectiveness with movement and carapace. Skulks with cloaking arnt always better, it takes a little more expeirenced person to use cloaking to full effectiveness, and if you are experience enough you know that you dont need cloaking as a skulk to ambush marines by far... they never look around where they are going anyway. the actual Movement and Defensive chambers also helpt the team even without the upgrades. Where as a sensory tower really doesnt do that much to help out, especially when they are poorly placed... where as a movement chamber in each hive makes moving from hive to hive a snap, and defensive chambers are good everywhere, except in range of a siege cannon! lol
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->where as a movement chamber in each hive makes moving from hive to hive a snap<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
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