For The Gorge In All Of Us!
Vincent
Join Date: 2002-04-10 Member: 408Members
<div class="IPBDescription">little things to look for in you defence</div> when your build ing try to keep your deffeceive chambers away from the off chambers not to far but if theres a thin wall place thenm behind it if theres a place a little higher up place them there. and be care full with off chambers dont clog a hall way by pilling them on top of each other (remember your attacking team mates need to get by)
well thats all i have *out* <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
well thats all i have *out* <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
Comments
<!--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-->not to far but if theres a thin wall place thenm behind it if theres a place a little higher up place them there<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
WTF???
although I do think you should leave room for your team to get by . EX. an onos has redemption, spawns into a hive and cant get out because the towers are stacked too high. I cant say that you should not put DC near OCs... If you dont do this then the DCs serve little purpouse or if they are close, but still a bit of room then a gorge can try to jump over and get stuck in the whole between them.
I guess it cant be ok to stack really high under 1 of 2 conditions:
1.you have movement chambers allowing your friends to escape and tell them to use the vhambers to leave.
2.you stack only one enterance/exit of the hive, if you have both there is no way out for everyone. Make sure you tell your teams that you have done this, cause someone may not realize one is free and freak.
<b>Why</b>: To stop Jetbos (Jet Packing Rambos) from just flying over your defense and welding your hive into oblivion. It should stop/drop them right in there tracks, and your OCs should finish them off.
<b>Tip</b>: For many hives, theres no reason (none!) to buld your defenses at your exits.
<b>Why</b>: Because on a lot of maps you can place the defensive structures much futher down the hallway, often protecting 1, 2 and sometimes 3 resource points with one well placed wall.
This also pertains to the above - so they can't just launch grenades over your defense and attack your hive, or so the splash damage from them attacking your defense doesn't hit your hive.
<b>Tip</b>: Build a forward base with a few OCs, DCs and a MC (for quick response to a hive attack) - out of the range of any siege cannons!
<b>Why</b>: It gives your team a point to take cover if need be and quickly heal. These can quickly turn the tide of a game.
<b>Why</b>: Timing. At the start of a game its should be the Skulks duty of protecting the Hive and any Resource Towers.
Once you start the second Hive, begin to fortify that Hive (or the area down the hall if you can - see above). Once it's secure, (about the time it should be complete - that depends though) NOOOW go back to the first hive and secure it.
Reason bieng: As the second hive is being built, it needs protection ASAP. Your first hive should still be reasonably safe since the rest of your team is still spawing there.
Defense chambers do more than heal off chambers. They provide _extremely useful upgrades to the team.
If a gorge refuses to build a def chamber until 2nd hive is up, I'll just go gorge long enough to make a def chamber.
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I hate gorges that think blocking a hallway is a good thing. Idiots. Just hurting the team.
Setting your def chambers off from your off chambers is a _goooooood thing. Def chambers heal through wall and ceilings. Def chambers set off from the off chambers are less likely to take damage when the marines are attacking the off chambers, so they can save their limited healing just for the off chambers. As of patch 1.03, a def chamber can only heal three things at a time, not everything in its range like it did before. Therefor, its more important now to keep them hidden, yet still in range to heal the off chambers.
So, park those def chambers just around the corner from the off chambers. Stack em up in a single column, so they take less space, and still are in range to heal the off chambers.
One of the best parts about D chambers is that they heal through walls. On many maps (Bast is great for this) you can place Defence chambers somewhere where they cannot be shot at, then a wall of offense chambers blocking a hallway, and still have enough room so that a Fade standing right in front of the offense chambers will get healed by all the D chambers. Even grenade launchers will have a hard time getting through a setup like that; the wall will block the grenade damage to the D chambers, so all the D chamber energy will go to healing the offense chambers. (remember, a single D chamber can only heal 3 chambers at once)
A really funny thing I did once was to build a ton of defense chambers on one side of a wall. On the other side of the wall was a huge Marine encampment, full of Turrets. After 6 or so d chambers were up, I started building offense chambers in full sight of the Marine turrets. The turrets shot at my offense chambers but didnt do any damage at all, there were too many defense chambers healing them. The offense chambers rapidly tore the turrets to shreds. Some marines came, so I webbed them and the offense chambers killed them too. It's amazing how much LMG fire a mere Gorge can withstand when he is within range of 6 defense chambers...
Defense chambers do more than heal off chambers. They provide _extremely useful upgrades to the team.
If a gorge refuses to build a def chamber until 2nd hive is up, I'll just go gorge long enough to make a def chamber.
*
I hate gorges that think blocking a hallway is a good thing. Idiots. Just hurting the team.
Setting your def chambers off from your off chambers is a _goooooood thing. Def chambers heal through wall and ceilings. Def chambers set off from the off chambers are less likely to take damage when the marines are attacking the off chambers, so they can save their limited healing just for the off chambers. As of patch 1.03, a def chamber can only heal three things at a time, not everything in its range like it did before. Therefor, its more important now to keep them hidden, yet still in range to heal the off chambers.
So, park those def chambers just around the corner from the off chambers. Stack em up in a single column, so they take less space, and still are in range to heal the off chambers.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've used that tactic many times, and I get the second hive up very fast.
I don't know about you, but the teams I play on would rather have Fades ASAP than an armor upgrade for skulks.
DCs (all 3) are built as I fortify the 2nd hive. Then, 3 MCs - one at each hive, and another in a well placed spot. You get fully upgraded lvl 2 Fades in a very short while using plan.
And if you "just go gorge long enough to make a def chamber", you're hurting the team a lot more then you're helping. Theres not much point in only building one Defensive Chamber. If you're going to do something stupid like that, you mine as well at least build 2 or all 3 before you go back to Skulk. And you better not be evolving back to Skulk either! You better be typing 'kill' in the console. Every resource counts!