It's not impossible to have a com to drop healing packs.
It's tricky, but the requirement is that resources are dedicated to being a pack of slow gorges. You can always, walk away and kill an RT. Their support abilities are limited to a small range mostly where other gorges are.
I think.....well what i think doesn't matter, however i do beleive were failing to see some points about this argument. There is a difference between unbalanced abilities and exploits, and extremely efficient teamwork. If 4 gorges can pull off something of that nature and survive, its becaused they've practiced the techinque and if not mastered then damn well close to mastered it. Props to them, however if marines were to band together in the same way as the gorges then it would not be that hard to eliminate such a group. We have to remember, that NS was put to together to be a game of teamwork and strategy, and not just run and gun.
I can't seem to understand why everyone still wants to nerf the few cool khaara strat's like gorge gang.
Marines win 7/10 games or more on good servers, especially the one I play on. It takes serious teamwork or a bad marine team for the aliens to actually win lately, since the marines just keep getting more and more organized.
i dont think many peeps realize it, but lerks gangs early on with regen are incredible destructive. Those barage of spikes are killer.
O but gorgies to kick ****, i Know as a gorgie with carapace i never hesitate to charge marines. Just the other day i charged a jp and fough him one on one in a clan match. despite his medspam i owned him. But then bum, my teamate came by and parasited me to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I guess the thing that bothers me most about this thread is Silver's lack of research into defeating gorges, while plenty of pubbers have shown that there are <i>several</i> effective methods to deal with a gorge rush.
In any game, teamwork is a must to be truely effective. Is it really too much to expect people to use teamwork to defeat something that requires teamwork?
1-2 packs of mines with some assorted LMG/Shotgun support should be more than enough to handle 5-6 gorges with movement upgrades. Upgrades and more mines and support for carapace gorges.
Regen gorges - let them run out of energy. 7 heal sprays, I believe is the maximum attacks without adreniline before a gorge will run out of energy.
Stay out of range. The Russians did it to the Germans? Why can't you? Give gorges as much space and possible and pick them apart. You don't have to fight under them, Silver, you can choose your own terms to fight, and if you haven't done that, you rightly deserve to lose.
<!--QuoteBegin--OneFishTwoFish+Sep 4 2003, 11:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OneFishTwoFish @ Sep 4 2003, 11:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The map was ns_veil. I am base guard. Game just started and the marnies moved out. I take a peak down the hallway that leads towards skylight and there are about 7-8 gorges bearing down on me. Before I can even reach for my screenshot key I am dead(screenshot instead of shooting? Yes I knew I was a toast). Now the important part. They were all out of effective shotgun range. Even if there were 5 marines with shotguns we would have all fell. The heal spray range in that quantity is increadiable. Plus a major factor was the straight away hallway. The range of the heal spray is what counts. What was even harder after that was they started droping o's all over the base. Even though there were not built up they created and obstical course effect for the marines returning to base making it harder to get shots off on them but thats besides the point. The range of the heal spray beats the shotty range by far.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Maybe the best way to deal with this is to reduce the range of the healspray . . . <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Nerfing the range would make healspray useless. How many times does a medic heal anybody in TFC? Because it's melee you can barely keep up with people. Skulks 3x faster than gorges. Would cause a problem.
<!--QuoteBegin--Marq+Oct 1 2003, 06:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Marq @ Oct 1 2003, 06:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What version are you playing?? The tf in base is just so that i can electrify nodes(I don't waste res on turrets), then it only costs 30 res for a seige gun and 15 for a second one if nessecary. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'm playing the version where you don't waste res on a TF in base, and don't electrify your nodes most of the times since Aliens tend to go D and get early fades.
<!--QuoteBegin--STD-SilverWolf+Sep 3 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (STD-SilverWolf @ Sep 3 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Comparing medspam to healspray is comparing apples to oranges. Healspray is free, medspam is an investment. You have to pay to heal, aliens do it for free and there healing also damages the enemy while healing at the same time. Med packs dont hurt aliens when i drop them on them.
Anyhow, Med spam is a pain yes, but an organized attack can overcome it, a gorge gang healing non stop is pretty much unstoppable unless they run over a pack of mines <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Learn how to shoot, take one gorge at a time, honestly...gorges are stronger than hell but u just gotta pump some lead into t he cute little buggers
<!--QuoteBegin--STD-SilverWolf+Sep 9 2003, 12:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (STD-SilverWolf @ Sep 9 2003, 12:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->im done arguing, i never said that gorge gangs were impossible to defeat i simply said they are overpowered and we need to evaluate their hp / armor. end of story<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> There is a problem being presented here with what you are asking, and it is this: Without a gorge gang, gorges are fairly weak. (It takes five spits to kill a marine without upgrades, and that's assuming it's only one marine you have to fight.) Making gorges weaker, in my opinion, will only encourage gorge gangs (so that gorges are less likely to die) or discourage people from going gorge in fear of dying and wasting ten of their resources.
And seriously, how often do you get a gorge gang? I have seen a gorge gang of EIGHT gorges get slaughtered by the marine team with LMGs and no upgrades in close range even while the gorges are healing each other and trying to advance. It's simply because you get hurt faster than you can heal, and when the gorges get picked off one by one, and the commander is dropping medpacks...well, suddenly, there is no gorge gang.
Not to mention, marines would get anywhere between eight and twenty-four res for killing the gang itself, plus any attacking skulks.
Anything is "overpowered" if there is good teamwork and strategy put into place.
The other issue that someone mentioned is that the heal spray range is too wide/far-reaching. The advantage to this is that it makes it easier to heal a hive, and also, heal spray isn't exactly that powerful all on its own. If you're a lone gorge, it's near impossible to kill a marine because you have to rush toward him, and that makes it easier for them to shoot you. You're also slower than a marine.
EDIT: I wanted to also make mention about how gorge rushes fail, and that is due to adrenaline running too low to much good.
Perfect! A defense against <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> and <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> if not used right away!
the thing is that gorge rushes arent overpowered, they are just a strategy. try playing starcraft and get ling rushed. these tactics have weaknesses, the key to victory is scouting. if you find the gorges before they get to you, easy win. 2 sets of mines in halways leading to base. the gorges just run away, leaving them short on res and skulks.
Hey, if you are being gorge rushed, you know what you do? Shottie rush their hive while they are taking down your base, all gorges building oc's and movment, No res for a 2nd hive, Rush it and you will counter their attack.
--- If someone mentioned this, sorry, just read the topic
Yes, gorge rushes are a very effective way to wipe out whole squads of marines, but then look at it from my point of view when I comm. Marines with no good weaponry/tech are free. Gorges cost money. If u kill gorgies then winnah, u have just denied res to the enemy. If you die? Oh well, another free rine down the sink.
Gorge rushing is on par with shotgun rushing. I've seen a L0 shotgun rush of the whole team take down a hive with just 1 clip each. Now tell me that is fairer than a gorge rush... didnt think u could. Yes there are some balance issues with NS2.0 but thats what the beta is for. To those people saying that gorge spray shouldnt damage enemies, and should have less range etc, how about if Flayra does that, and then reduces the LMG clip to 20, halves the damage it deals and quadruples the reload time... GEESH PPL Gorge rushes have been in the game since NS1 beta testing, get a grip on yourselves.
Packs of gorges are quite nice, as even with just 2 gorges healspray is nasty..... with cara or regen I frequently heal kill all those foolish lone rines wandering around on pubs <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
In the first few minutes a gorg rush with 6+ gorges is deadly, since they usually run into the marines spawn, drop 5+ oc's and kill them all.... even if the marines relocate they still tend to get hunted down and killed very quickly.
I don't think that anything should be altered though, because while it is devestating early game (an unupgraded shotgun will only kill a gorg if all shots hit, and if you're that close, you tend to have been healed to death already). It's simply a matter of having a com whos prepared for a gorg rush - mines at the doorway to your base which will take out the first few gorges and let you pick off the rest. It pretty much equates with a shotgun rush, as while shotties wont heal the other rines, the will kill a hive VERY quickly, and at that stage of the game noone has enough res to drop another, so the aliens lose, while all marines have to do to survive a gorg rush is drop a cc on a guy in some far off corner of the map, at which point marines have a distinct advantage, because all the gorges have spent their res on movement chambers and oc's, and cant drop as many res points.
i just came off a pub wich organized a small gorge gang that was supa effective. Half the team went gorge and cut off the rines relocation to hera, while taking double and a few other nodes along the way. Then we camped hera as a few rine waves came, but instead of rushing we used spit. It was funny since none of the rines seemed to fear us till they noticed they died after a few steps. The other hlaf of the team flanked teh base and generaly cuased trouble. rines never left base, gg. Gorge gangs are cool, but serious distruct comes in the form of a skulk pack.
Heres my final idea on the gorges of NS2.0 on steam.... It is completely fine as is. Gorge rushes can be stopped easily by cooperating marines. I have led MANY MANY MANY MANY gorge rushes. I am probably one of the most gorge ravenous players out there, even my game SN depicts it; "gorgasmic". Unless you are talking about 10 or more gorges with level 3 adrenaline, level 1 marines, 9 marines working together will tear apart the gorge rush if you aim for the front of the pack. One gorge goes down, the second comes faster, the gorges panic and forget to aim the healspray at themselves, and start to take on damage that isn't healed, more and more fall untill hopefully some of the more intelligent gorges have managed to escape and heal eachother. If you are anywhere the type of marine I am, if I see a gorge and 3 skulks early game... I kill the gorge no matter what. Face it, marines cost nothing to clone, gorges cost 10 res to gestate.
Often times following a defeated gorge rush, you will see the aliens doing poorly as they do not have the res to get up nodes. They have to struggle about twice as much as they do in the beginning to get up res unless they happened to drop a couple RTs on the way. On the other hand, if you drop RTs, the gorg rush wont be nearly as affective. The gorges need to be able to drop offensive chambers to take down turrets and factories, otherwise they are done for.
So to higlight the points: -higly organized marines vs higly organized gorges and same amount of players.. the rines will take out the gorges -failed GR's are quite detrimental to the alien team -as a preventative measure, the comm can spend a tiny bit of res on some mines, and when combined with a tf and a couple of turrets... the gorges have a hard time taking em down without breaking the healing circle, so they must drop OC's which also cost another 10 res
all in all, the gorg rush costs 20 res per gorg... and it requires minimum 10 gorges to take on organized marines... the rines respawn and die for free, the gorges cumulatively put their team back a minimum of 200 res <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> . The rines dont even start out with that much res... (I dont think)
Dont pour oil in the water, and dont nerf the gorge.
I like seeing and encouraging little packs of 3 gorges healing themselves and taking on pesky loner rines who come to mess up their day, and take down their freshly built RT.
Honestly I like to play with a couple of familiars who gorge with me. We always travel in packs and heal-kill the scouting rines. Is that wrong? NO... I think its a viable strategy.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> Why dont u have a healing station for the rines so the comm donst have to dorp med packs. A when a marine is on the feild he should be albe to have like have a limit of 3/or more med packs he carrys with him. The gorges are easy to kill with a team this is why ns was made team work well thats what I think. This is not cs and u cant kill 20 shuclks by yourself. So the gorges sould do less damage with healing and the same amout with healing. <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
This isnt any excuse to why gorge's shouldint be used as an offensive option but: Arent gorges suppose to be the builder/support class that stays back away from the action (or at least with support like onos/fade at frontlines) and builds? It's kinda like attacking with SCV's/Peons in RTS games.
On a side note: how exactly does <u>HEALING</u> spray hurt marines?
<!--QuoteBegin--Capt. Proton+Dec 31 2003, 06:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Capt. Proton @ Dec 31 2003, 06:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> On a side note: how exactly does <u>HEALING</u> spray hurt marines? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's a chemical to heal ALIENS.
My clan actively uses the gorge rush in our scrim and matches. We have tried different methods and the one that seems to work the best (in 6 on 6 organized matches) is getting 3 DC's. We have learn to control our energy so adren isn't needed. 4 gorges and 2 skulks was a good combination. We also like to drop another RT. More tips to succeed at a gorge rush: 1. Try not to let the marines know u are coming till it's to late. Try attacking from the other side of their base that they don't suspect.
2. Don't build too much at marine start. If the marines relocate you will need your res.
3. Have the two skulks hold back untill the gorges rushed in. This way the marines will be locked on killing the gorges and will not react in time to kill the skulks.
4. Try doing a delayed rush. Wait untill you can have a fade then rush the base. Everyone unloads at the blinking fade while gorges rush in.
Doing this rush alot we have learn how to combat it as well. 1. Do a shotty rush on the hive. We were all gorges going into marine start when our hive was under attack. It was down in seconds. This can be prevented by having the 2 skulks keep an eye on the marines untill we are ready to rush there base.
2. Mines!!! Usualy with carapace mines never stopped us untill one match on eclipse. The marines loaded all the mines on the stairs leading up into their base. We didn't see them until it was too late. If, on certain maps they are placed right, mines will stop a gorge rush.
3. The best strat to stop a gorge rush is to electrify a TF at base. There is absolutely no way for gorges and skulks to take your base down. Then again how many matches have you seen where the marines electrified a TF at their spawn?
4. I never seen a gorge rush stopped because marines dropped shotguns.
5. I never seen a gorge rush stopped because of T's. How many matches have teams dropped T's at their base?
good on the gorges for gettin a little bit of fame <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Comments
It's tricky, but the requirement is that resources are dedicated to being a pack of slow gorges. You can always, walk away and kill an RT. Their support abilities are limited to a small range mostly where other gorges are.
Marines win 7/10 games or more on good servers, especially the one I play on. It takes serious teamwork or a bad marine team for the aliens to actually win lately, since the marines just keep getting more and more organized.
O but gorgies to kick ****, i Know as a gorgie with carapace i never hesitate to charge marines.
Just the other day i charged a jp and fough him one on one in a clan match. despite his medspam i owned him. But then bum, my teamate came by and parasited me to death <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
O shotties will do the trick.
In any game, teamwork is a must to be truely effective. Is it really too much to expect people to use teamwork to defeat something that requires teamwork?
1-2 packs of mines with some assorted LMG/Shotgun support should be more than enough to handle 5-6 gorges with movement upgrades. Upgrades and more mines and support for carapace gorges.
Regen gorges - let them run out of energy. 7 heal sprays, I believe is the maximum attacks without adreniline before a gorge will run out of energy.
Stay out of range. The Russians did it to the Germans? Why can't you? Give gorges as much space and possible and pick them apart. You don't have to fight under them, Silver, you can choose your own terms to fight, and if you haven't done that, you rightly deserve to lose.
Win and then fight.
Saturn <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Maybe the best way to deal with this is to reduce the range of the healspray . . . <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I'm playing the version where you don't waste res on a TF in base, and don't electrify your nodes most of the times since Aliens tend to go D and get early fades.
Anyhow, Med spam is a pain yes, but an organized attack can overcome it, a gorge gang healing non stop is pretty much unstoppable unless they run over a pack of mines <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Learn how to shoot, take one gorge at a time, honestly...gorges are stronger than hell but u just gotta pump some lead into t he cute little buggers
Shotguns - 10 res, huge pain for aliens, can be gotten at early game VEYR quickly, can even lead to the game win.
Gorges get nerfed over my dead body, that is, unless the shotgun receives a propotionate nerf as well.
There is a problem being presented here with what you are asking, and it is this: Without a gorge gang, gorges are fairly weak. (It takes five spits to kill a marine without upgrades, and that's assuming it's only one marine you have to fight.) Making gorges weaker, in my opinion, will only encourage gorge gangs (so that gorges are less likely to die) or discourage people from going gorge in fear of dying and wasting ten of their resources.
And seriously, how often do you get a gorge gang? I have seen a gorge gang of EIGHT gorges get slaughtered by the marine team with LMGs and no upgrades in close range even while the gorges are healing each other and trying to advance. It's simply because you get hurt faster than you can heal, and when the gorges get picked off one by one, and the commander is dropping medpacks...well, suddenly, there is no gorge gang.
Not to mention, marines would get anywhere between eight and twenty-four res for killing the gang itself, plus any attacking skulks.
Anything is "overpowered" if there is good teamwork and strategy put into place.
The other issue that someone mentioned is that the heal spray range is too wide/far-reaching. The advantage to this is that it makes it easier to heal a hive, and also, heal spray isn't exactly that powerful all on its own. If you're a lone gorge, it's near impossible to kill a marine because you have to rush toward him, and that makes it easier for them to shoot you. You're also slower than a marine.
EDIT: I wanted to also make mention about how gorge rushes fail, and that is due to adrenaline running too low to much good.
Perfect! A defense against <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> and <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> if not used right away!
try playing starcraft and get ling rushed. these tactics have weaknesses,
the key to victory is scouting. if you find the gorges before they get to you, easy win.
2 sets of mines in halways leading to base. the gorges just run away, leaving them short
on res and skulks.
--- If someone mentioned this, sorry, just read the topic
What is this topic from a bunch of vets???
Yes, gorge rushes are a very effective way to wipe out whole squads of marines, but then look at it from my point of view when I comm. Marines with no good weaponry/tech are free. Gorges cost money. If u kill gorgies then winnah, u have just denied res to the enemy. If you die? Oh well, another free rine down the sink.
Gorge rushing is on par with shotgun rushing. I've seen a L0 shotgun rush of the whole team take down a hive with just 1 clip each. Now tell me that is fairer than a gorge rush... didnt think u could. Yes there are some balance issues with NS2.0 but thats what the beta is for. To those people saying that gorge spray shouldnt damage enemies, and should have less range etc, how about if Flayra does that, and then reduces the LMG clip to 20, halves the damage it deals and quadruples the reload time... GEESH PPL Gorge rushes have been in the game since NS1 beta testing, get a grip on yourselves.
In the first few minutes a gorg rush with 6+ gorges is deadly, since they usually run into the marines spawn, drop 5+ oc's and kill them all.... even if the marines relocate they still tend to get hunted down and killed very quickly.
I don't think that anything should be altered though, because while it is devestating early game (an unupgraded shotgun will only kill a gorg if all shots hit, and if you're that close, you tend to have been healed to death already). It's simply a matter of having a com whos prepared for a gorg rush - mines at the doorway to your base which will take out the first few gorges and let you pick off the rest. It pretty much equates with a shotgun rush, as while shotties wont heal the other rines, the will kill a hive VERY quickly, and at that stage of the game noone has enough res to drop another, so the aliens lose, while all marines have to do to survive a gorg rush is drop a cc on a guy in some far off corner of the map, at which point marines have a distinct advantage, because all the gorges have spent their res on movement chambers and oc's, and cant drop as many res points.
Often times following a defeated gorge rush, you will see the aliens doing poorly as they do not have the res to get up nodes. They have to struggle about twice as much as they do in the beginning to get up res unless they happened to drop a couple RTs on the way. On the other hand, if you drop RTs, the gorg rush wont be nearly as affective. The gorges need to be able to drop offensive chambers to take down turrets and factories, otherwise they are done for.
So to higlight the points:
-higly organized marines vs higly organized gorges and same amount of players.. the rines will take out the gorges
-failed GR's are quite detrimental to the alien team
-as a preventative measure, the comm can spend a tiny bit of res on some mines, and when combined with a tf and a couple of turrets... the gorges have a hard time taking em down without breaking the healing circle, so they must drop OC's which also cost another 10 res
all in all, the gorg rush costs 20 res per gorg... and it requires minimum 10 gorges to take on organized marines... the rines respawn and die for free, the gorges cumulatively put their team back a minimum of 200 res <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> . The rines dont even start out with that much res... (I dont think)
Dont pour oil in the water, and dont nerf the gorge.
I like seeing and encouraging little packs of 3 gorges healing themselves and taking on pesky loner rines who come to mess up their day, and take down their freshly built RT.
Honestly I like to play with a couple of familiars who gorge with me. We always travel in packs and heal-kill the scouting rines. Is that wrong? NO... I think its a viable strategy.
<img src='http://www.myimgs.com/data/N1Rampage/ns_eclipse0001.jpg' border='0' alt='user posted image'>
<img src='http://www.myimgs.com/data/N1Rampage/ns_eclipse0002.jpg' border='0' alt='user posted image'>
<img src='http://www.myimgs.com/data/N1Rampage/ns_veil0000.jpg' border='0' alt='user posted image'>
<img src='http://www.myimgs.com/data/N1Rampage/ns_veil0001.jpg' border='0' alt='user posted image'>
On a side note: how exactly does <u>HEALING</u> spray hurt marines?
It's a chemical to heal ALIENS.
ALIENS = MARINES? FALSE.
More tips to succeed at a gorge rush:
1. Try not to let the marines know u are coming till it's to late. Try attacking from the other side of their base that they don't suspect.
2. Don't build too much at marine start. If the marines relocate you will need your res.
3. Have the two skulks hold back untill the gorges rushed in. This way the marines will be locked on killing the gorges and will not react in time to kill the skulks.
4. Try doing a delayed rush. Wait untill you can have a fade then rush the base. Everyone unloads at the blinking fade while gorges rush in.
Doing this rush alot we have learn how to combat it as well.
1. Do a shotty rush on the hive. We were all gorges going into marine start when our hive was under attack. It was down in seconds. This can be prevented by having the 2 skulks keep an eye on the marines untill we are ready to rush there base.
2. Mines!!! Usualy with carapace mines never stopped us untill one match on eclipse. The marines loaded all the mines on the stairs leading up into their base. We didn't see them until it was too late. If, on certain maps they are placed right, mines will stop a gorge rush.
3. The best strat to stop a gorge rush is to electrify a TF at base. There is absolutely no way for gorges and skulks to take your base down. Then again how many matches have you seen where the marines electrified a TF at their spawn?
4. I never seen a gorge rush stopped because marines dropped shotguns.
5. I never seen a gorge rush stopped because of T's. How many matches have teams dropped T's at their base?