Gorge Tricks
MrPink
Join Date: 2002-05-28 Member: 678Members
<div class="IPBDescription">Helping to keep the phatty alive</div> 1. Hiding in a resource tower: As a gorge, I always hop on top of a resource tower while I'm building it, many marines don't even see you in there and you will have time to call for backup.
2. Skulking before 2nd hive is done: When the second hive is about halfway done, if there is nothing that absolutely must be built I always go back skulk, that way when the second hive is finished everyone's res gets a huge boost and can go fade quicker, this is especially helpful with the fade's new price.
3. Redemption: Few gorges use redemption, it makes you near invulnerable to any single marine.
2. Skulking before 2nd hive is done: When the second hive is about halfway done, if there is nothing that absolutely must be built I always go back skulk, that way when the second hive is finished everyone's res gets a huge boost and can go fade quicker, this is especially helpful with the fade's new price.
3. Redemption: Few gorges use redemption, it makes you near invulnerable to any single marine.
Comments
I do the same thing sometimes as Skulk and Lerk. On ns_nothing, there's a resource node near Viaduct, under the vent that leads to the Cargo hive. I've perched on the RT and spammed spikes up that vent, racking up 6+ kills of marines who try and use <i>our</i> shortcut between hives. The great thing is that I'm not exactly visible, so I can wait for them to get close before going for the kill. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Hiding works great while Skulk too. If you know one marine is going to run by one of your RT's, hide on the RT itself. If/when he pulls out the knife and starts swiping, burst out of the side of the 'balloon' and add a frag to your score.
2. Skulking before 2nd hive is done: When the second hive is about halfway done, if there is nothing that absolutely must be built I always go back skulk, that way when the second hive is finished everyone's res gets a huge boost and can go fade quicker, this is especially helpful with the fade's new price.
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Completely disagree with this one, the two things you need once the 2nd hive is up is not fades or lerks, but movement chambers and webs.
2. Skulking before 2nd hive is done: When the second hive is about halfway done, if there is nothing that absolutely must be built I always go back skulk, that way when the second hive is finished everyone's res gets a huge boost and can go fade quicker, this is especially helpful with the fade's new price.
3. Redemption: Few gorges use redemption, it makes you near invulnerable to any single marine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agree with 1 and 3, but 2 is kinda... bad. Gotta agree with rebo.
Whats the point of that? You need the resources to build 3 chambers immediately after the hive goes up. Whether he changes back to skulk before or after building those chambers, really makes no difference.
So instead of holding onto 100 res as a gorg, you can go skulk and throw the extra 67 back into the pool for everyone to use. You could probably throw down 3 more dcs at the new hive, go skulk, and everyone would still have 54 when the hive goes up. Also, you'll be there to defend the hive as it builds.
Hive goes up, go gorg, throw up your mcs, kill rines, gg.
the "go skulk tactic" is usefull, but i spend that time building my defensive perimeter. i'll be sure to try this once. redemption is usefull for gorge (only) since you won't loose your bucketload of res and be saved once more from destruction. noobs will also not be given the chance to quickly gorge, and then say that he was first. the "wall of lame" is a warning beacon for me and immediatly i call out for skulks and yell: THE HIVE IS UNDER ATTACK GET YOUR **** OVER TO (location)NOW. when it is under attack.
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heh, I do that as a marine. If you sit in the right spot and freeze when the skulks come running up, they see no-one, and leave, thinking the marine left. 10 seconds later I'm happily knifing away again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You really should stay gorge to make the new chambers, which can be crucial, especially if it's mov and you want to get the hive Commuting System up <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> If you can't rely on your teammates for defense then you're in trouble anyway. And as for helping the team get fades faster, it's a double edged sword. Webs and new chambers will generally help a team a lot more than early fades will. And besides, leap owns <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->