Gorge Tricks

MrPinkMrPink 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.

Comments

  • 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-->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.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    <!--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-->
    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.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin--Scarface121+Feb 15 2003, 01:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scarface121 @ Feb 15 2003, 01:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agree with 1 and 3, but 2 is kinda... bad. Gotta agree with rebo.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Rebo already said what I would have said. Once the 2nd hive is up, the Gorge becomes pretty powerful.
  • RuddiggerRuddigger Join Date: 2003-02-04 Member: 13095Members
    I think number 2 is great! You guys are silly. He OBVIOUSLY did not mean go skulk then stay skulk. When the hive goes up and the pool distributes itself, he would go back to gorg and build mcs/webs.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Ruddigger+Feb 15 2003, 10:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ruddigger @ Feb 15 2003, 10:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think number 2 is great! You guys are silly. He OBVIOUSLY did not mean go skulk then stay skulk. When the hive goes up and the pool distributes itself, he would go back to gorg and build mcs/webs. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • RuddiggerRuddigger Join Date: 2003-02-04 Member: 13095Members
    Err... well when the second hive is going up, everyone is capped on res except for the gorg. Normally what I would do is not build anything else after the second hive starts, so that I would cap off at 100, and all the additional resources would go into the pool waiting to be distributed. Once the hive goes up all the skulks can now hold 66, and the massive pool of resources gets distributed between them. On an 8 person game they'll usually have 50+ right as the second hive goes up.

    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.
  • LeprechaunLeprechaun Join Date: 2003-02-05 Member: 13163Members
    I'm just going to throw my 2 cents in here. I think a gorge needs to stay gorge for (with a few exceptions) the entire match. Gorge is what I play, and I've been playing since about a week NS came out. Man, I love this game :-) I've found that once you get the hive up, it's much more important to secure that hive than it is to pool the resources. I never build offensive towers before the second hive, with the exception of a rush, and even then it's usually D rather than O towers. Once the second hive is up, it's time to throw up those quick walls of lame around the hive. Once the hive is (hopefully) guarded on most/all entrances, the hive should be nearly up. The walls of lame are absolutely essential to a good offensive. If your team knows that they don't have to babysit the hive, they can concentrate on immediately hitting the offensive. Yes, this slows down their fade evolution time, but I think it's worth it. Skulks and a wall can delay many more marines than a fade can, if the skulk uses the wall to his advantage. And really, you should have enough resource nozzles by this point where pooling your resources isn't going to make a vast difference. The name of the game is simply to prevent the marines from taking your hive until you can have a team of fades. A good marine team should be well on their way to your second hive by the time it's built, so that extra minute or two the skulks would gain isn't going to be enough to defend against the marines. Again, just my 2 cents.
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    edited February 2003
    interesting theorys.......
    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.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    <!--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-->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.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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-->
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