The Gorge: A Gimped Class?

2»

Comments

  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    Give the gorge wall-climb and I'll be a happy gorgie <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> .
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    edited March 2004
    <!--QuoteBegin-Forlorn+Mar 13 2004, 02:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Mar 13 2004, 02:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Evolving gorge should be free and all aliens should start with 15 res


    Problem solved <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is one of the major reasons that aliens have a major advantage in a 4v4 game and a huge disadvantage in a 12v12. I think this direction should DEFINITELY be explored, because in large games, the 10 res wasted while players drop RTs, chambers, hives, adds up quickly - and in these large games you can't stay permagorge because res comes in too slow.

    If reducing the cost of evolving to gorge isn't the solution (which I think it could be - 5 cost and 20 starting res sounds great), we need to reexamine the resource model so permagorging is actually viable in large games. I know that topic has been dragged to hell and back.

    EDIT: Starting to think about the above post gave me an idea... how about when a gorge drops a res node, it gets all of the resources from that node until he recovers the cost of dropping it, then the distribution returns to normal? This would only apply if they stayed gorge (and alive). This doesn't really address the problem, but it would allow a couple of gorges initially to get the starting RTs and chambers up more efficiently. I dunno.
  • DoL_ThunderDoL_Thunder Join Date: 2003-11-18 Member: 23152Members
    edited March 2004
    Instead of making gorges free, why not give them a class specific bonus? Skulks can wall climb and lerks can fly, why not give gorges a bonus resource point every 6 seconds?

    It wouldn't be overpowered in any way, and it would help aliens res problem in large team games.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    Um...in a standard 6v6 game, thats the equivalent of an extra 4 or 5 RTs worth of income for all your gorges. You wouldn't even hardly need to actually build RTs, as you would effectively start with 5 instead of 1, 4 of which were invulnerable.
  • DoL_ThunderDoL_Thunder Join Date: 2003-11-18 Member: 23152Members
    edited March 2004
    <!--QuoteBegin-Cxwf+Mar 15 2004, 11:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cxwf @ Mar 15 2004, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Um...in a standard 6v6 game, thats the equivalent of an extra 4 or 5 RTs worth of income for all your gorges.  You wouldn't even hardly need to actually build RTs, as you would effectively start with 5 instead of 1, 4 of which were invulnerable. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You are thinking of balance in the long run. However, the reason why aliens are deadly in 6v6 is because of the Onos/umbra combo, and you have too few marines to counter it properly. Umbra needs to be reworked, to cover a larger area but block less bullets. Onos and fades aren't a problem unless they are umbra'ed.

    And besides, 1 RP every 6 seconds means you can build an extra chamber per minute... its not a big deal. If half or more of the alien team goes gorge, they are screwed, with or without bonus resources, unless marines play defensively the whole game.

    Also, please note that NS is much more balanced at 7v7 gameplay not 6v6. 6v6 just seems to be standart cal format for every HL mod league.
  • raqualevangelraqualevangel Join Date: 2004-02-11 Member: 26435Members
    in response to 7, it takes a <i>special</i> kind of person to do that.

    helping out your team and encouraging teamwork... is the point and <b>fun</b> of this game
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    WTH... no, onos barely ever show up in 6v6s.
  • Doobie_DanDoobie_Dan Join Date: 2003-10-23 Member: 21892Members, Constellation
    <!--QuoteBegin-BOBDOLOL+Mar 16 2004, 11:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Mar 16 2004, 11:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WTH... no, onos barely ever show up in 6v6s. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you serious? Now that they cost 75 res, I see onoses in 6v6 games at 7 minutes usually... and that's AFTER that person gorged and dropped an RT.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Well I guess i mean in scrims where most players stay fade instead of going onos
Sign In or Register to comment.