Let's Talk About Gorges
Dr_Awkward
Join Date: 2002-11-20 Member: 9395Members
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Okay, I know it's only been a few days, but I want to see what people are thinking about the gorges. I've been playing a lot of gorge, much more than any other class, and I notice that there is a problem which seems to be coming up in a lot of posts. That is, gorges are difficult to use to break marine lockdowns. I've been there a few times, and I haven't yet found a good strategy to use. Now, let's say the marines are holed up in, f'rinstance, Eclipse start. That's a hard base to get near. Assume they've locked down the vent and are doing their "hiding up on the turret farmed chair level while also hiding behind the rt to shoot at the other door" routine. If they've got enough turrets in there, it's a big-**** pain to get them out, especially if they're taking care to weld all that up.
Now, a gorge, or three, should be able to make some hit-and-runs to break open that base. But I haven't yet seen that happen successfully. Gorges are squishy (but not 1.04 squishy) and can't take much abuse before croaking or redeeming. They can't get off enough bilebombs to seriously injure a marine base before running out of energy. Even if they're in umbra, it doesn't help, because they don't have enough energy to take advantage of the extra time they get. This problem comes up with rts too. It takes a really long time to kill an undefended electric rt. Long enough for a squad of marines to cross the map on foot if they're alert. Of course, that's with a single gorge, and this might stop once the gorges start learning to travel in groups.
A complication arises when the marines are holed up at the end of a hallway that's out of bilebomb range, so the gorges can't get close enough to fire before they go down to turret and machine gun fire. There seems to be no solution to that.
Has anyone worked out a good way to bilebomb a base so that it's a serious inconvenience rather than just an annoyance. Since bilebomb doesn't hurt marines, they can happily hide behind the turrets and weld to their hearts' content. If you don't have hive 3 fades (because they're in hive 3) you can't really kill the guys camping the turrets without dying. You respawn, weakened, across the map, and they respawn right there to pick up their welders again.
My wish would be that bilebomb gets a somewhat extended arc, or that the energy costs go down. On the one hand, you don't have to be standing right next to a turret to hit it. On the other hand, you can get off more bombs before you redeem/die. However, this won't be necessary if someone has a better plan for bilebombing bases than "cover gorge with umbra, bilebomb until you're empty, go down or run if you can, repeat" If you don't have the capacity to build movement chambers, you're stuck with a lot of long-**** lockdowns. Even with movements enhancing energy regeneration, the range on them is really small, so the marines usually grenade them out accidentally while they're trying to hit the umbra dwelling gorge. We need a better plan!
So, what's the deal out there? Is anyone finding a different story with gorges? How do you deal with long hallway turret farms? Share your base-busting strategies, so we can end these long stalemates.
Okay, I know it's only been a few days, but I want to see what people are thinking about the gorges. I've been playing a lot of gorge, much more than any other class, and I notice that there is a problem which seems to be coming up in a lot of posts. That is, gorges are difficult to use to break marine lockdowns. I've been there a few times, and I haven't yet found a good strategy to use. Now, let's say the marines are holed up in, f'rinstance, Eclipse start. That's a hard base to get near. Assume they've locked down the vent and are doing their "hiding up on the turret farmed chair level while also hiding behind the rt to shoot at the other door" routine. If they've got enough turrets in there, it's a big-**** pain to get them out, especially if they're taking care to weld all that up.
Now, a gorge, or three, should be able to make some hit-and-runs to break open that base. But I haven't yet seen that happen successfully. Gorges are squishy (but not 1.04 squishy) and can't take much abuse before croaking or redeeming. They can't get off enough bilebombs to seriously injure a marine base before running out of energy. Even if they're in umbra, it doesn't help, because they don't have enough energy to take advantage of the extra time they get. This problem comes up with rts too. It takes a really long time to kill an undefended electric rt. Long enough for a squad of marines to cross the map on foot if they're alert. Of course, that's with a single gorge, and this might stop once the gorges start learning to travel in groups.
A complication arises when the marines are holed up at the end of a hallway that's out of bilebomb range, so the gorges can't get close enough to fire before they go down to turret and machine gun fire. There seems to be no solution to that.
Has anyone worked out a good way to bilebomb a base so that it's a serious inconvenience rather than just an annoyance. Since bilebomb doesn't hurt marines, they can happily hide behind the turrets and weld to their hearts' content. If you don't have hive 3 fades (because they're in hive 3) you can't really kill the guys camping the turrets without dying. You respawn, weakened, across the map, and they respawn right there to pick up their welders again.
My wish would be that bilebomb gets a somewhat extended arc, or that the energy costs go down. On the one hand, you don't have to be standing right next to a turret to hit it. On the other hand, you can get off more bombs before you redeem/die. However, this won't be necessary if someone has a better plan for bilebombing bases than "cover gorge with umbra, bilebomb until you're empty, go down or run if you can, repeat" If you don't have the capacity to build movement chambers, you're stuck with a lot of long-**** lockdowns. Even with movements enhancing energy regeneration, the range on them is really small, so the marines usually grenade them out accidentally while they're trying to hit the umbra dwelling gorge. We need a better plan!
So, what's the deal out there? Is anyone finding a different story with gorges? How do you deal with long hallway turret farms? Share your base-busting strategies, so we can end these long stalemates.
Comments
I would like to see the energy cost for bilebomds decresed or there range incresed a LITTLE bit. I have been part of sevral good gorge gangs and we have been pretty sucessful at ripping the guts out of 'rines bases. Although one or two decent guys with shotties will quickly disassemble you.....
Onoses are just good against players. gorges own structures.
thats why noob aliens need 6 hours finishing a game with 7-1 resources.
First, get high, the higher you are, the longer the arc, the better the range.
Second, JUMP! Okay, white men and gorges can't jump, I know. But every little bit helps. Jump, fire, and get a longer arc.
And send a blinking fade in first, to distract.