Gorge Should Be Removed From Co
Machiavelli
Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">logic and reasoning</div> Ever since combat was created there was always the problem of setting it up so that both teams have a reason to attack. Right now I think the time limit is the best way to force marines to attack, but the aliens still have no reason to attack other than the free of being spawn camped. I believe that removing the gorge from combat will give the aliens a reason to attack the marines, and this is why...
-The only way the hive can be healed is if it is not attacked for awhile. The only way to ensure that it is not attacked, is to kill all marines <i>before</i> they get to the hive. This will encourage aliens to play agressivly in order to keep as much room between the front lines and the hive as possible.
-The gorge mainly a building unit, but in CO the gorge's primary function is removed. Also, his attacks are rather useless, Spit is really a token attack, healspray is more often used to heal random res nodes and ocs, none of which are in combat, bile bomb is created to kill marine buildings, but in combat its only targets are the armory and command chair, finnaly-web, while useful in co, is more annoying then exciting. Often all a gorge does in co is prolong the game by keeping the hive alive and webbing marines so they can't attack.
-Lastly, if the gorge is removed from the menu we can return the upgrade menu to the way it was when the gorge was not in combat. A nice line from lerk to fade to onos, instead of the lerk being an odd branch on the tree.
-The only way the hive can be healed is if it is not attacked for awhile. The only way to ensure that it is not attacked, is to kill all marines <i>before</i> they get to the hive. This will encourage aliens to play agressivly in order to keep as much room between the front lines and the hive as possible.
-The gorge mainly a building unit, but in CO the gorge's primary function is removed. Also, his attacks are rather useless, Spit is really a token attack, healspray is more often used to heal random res nodes and ocs, none of which are in combat, bile bomb is created to kill marine buildings, but in combat its only targets are the armory and command chair, finnaly-web, while useful in co, is more annoying then exciting. Often all a gorge does in co is prolong the game by keeping the hive alive and webbing marines so they can't attack.
-Lastly, if the gorge is removed from the menu we can return the upgrade menu to the way it was when the gorge was not in combat. A nice line from lerk to fade to onos, instead of the lerk being an odd branch on the tree.
Comments
It shows newbies what the hell a gorge is and his abilities... If you are gonna remove the gorge (sob), remove the welder, it's only fair.
Maybe replace bile bomb with babblers for co?
-Make JPs have a natural counter instead of lucky blinking fades, lucky leaping skulks, and the lerk that has somewhat of a chance. . .
Also, suicide runs would become very often, but marine GLers would be very...very.....hard to keep them off the hive for about the 4 minutes there in, onos with umbra, sometimes primal on the CC. . . eww.
No healing would mean suicide runs are viable, so, both sides would need defenders, the marines would be at a disadvantage if a fade kept suicide running on a CC (the current fade that is), as it is very difficult to kill with only 1-2 marines, I'm saying this is 6v6 because of clan wise.
So, I don't know which evil is greater, suicide running or healing.
Personally, it'd be easier to reduce healing times for gorges, but that'd mess up NS. . .
Fun.
Implement Forlorn's idea about how aliens respawn as skulks and can evolve back to whatever they were for free, but it takes half the gestation time of Classic.
Although i like forlorn's idea in general, this respawn-part is really crap.
Spawn camping would be so damn easy for marines if only skulks respawn.
Just increase the spawn time of onos and fade by half of their gestation time in classic and you get the same effect without being spawned as the weakest alien to get blasted away from a shottie in the same second.
To stay on topic:
I'm often playing web-gorge and depending on the marines my team only needs 0-2 meatshields (fade/onos) to win the round!
I don't like the idea of removing the gorge although web really needs to be nerfed and mass-gorge hive healing is annoying.
Isn't that the point of the alien team in CO? To defend and prolong the game until the timer runs out or they kill the CC? I think its only fair if the marines can heal their CC, then aliens should beable to heal the hive. I'm not suggesting anything (well, except to leave the gorge in...), just stating what I think...
ph33r the gorge
It should be 2-3 of any chamber/level.
But, I dont think the devs want chambers in combat.
-(CL)- NEO|Phyte killed <playername> with healspray
Although i like forlorn's idea in general, this respawn-part is really crap.
Spawn camping would be so damn easy for marines if only skulks respawn.
Just increase the spawn time of onos and fade by half of their gestation time in classic and you get the same effect without being spawned as the weakest alien to get blasted away from a shottie in the same second. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That doesn't quite make sense, as only skulks respawn in regular NS... no spawn camping there unless things go really sour
Also, in regular NS you only spawn in one at a time, where in my system:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->o Aliens respawn as skulk always
o You can only evolve once from skulk
o Dying with a larger lifeform gives you back their upgrades
oo Going gorge costs 1 point
oo Going lerk costs 2 points
oo Going fade costs 3 points
oo Going onos costs 4 points
o Evolution times are increased to 1/2 of what they are in regular NS
oo Gorge = 8 seconds
oo Lerk = 10 seconds
oo Fade = 12 seconds
oo Onos = 20 seconds
<b>o Teams spawn in 1/3 of the enemies teamsize at a whack</b>
o One wave spawn occurs every 10 seconds
o Mirror damage = on (to discourage GL spam)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Skulks spawn in at a much faster rate, also super skulks would serve the role for preventing spawn camps.
cause all these things do is encourage people to do stuff and olympics
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yeah,thats what co has turned into for me
cloak,celerity,adren
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> *humps him in corner while spraying*
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
caw caw
Through the advent of lerk lift, I have found that gorges are more of an offensive addon to an alien co team. A lerk is a kind of turret factory that can be quickly deployed and bomb marine buildings while still gassing the players. A brilliant plugin, I believe it fixes all of these balance issues.
Then again, I love lerks and gorges.
unlock
unlock
go boom untill i need to gorge.
gorge is nessesary to rid your selves of jp'ers/heal the hive.
the game will often stall at ms. we have them pined in but cannt get in to finsh the job. send in onos send in gorge. gorge webs, onos dies, all rush in and end the game.
marines have welders. they can get as many as they want and it does not take them down a player. if fact the more welders on the cc you have the sooner you all can return to the fight.
gorgeing is a nessisary part of NSC as is welding buildings/players. to remove them takes Co that much farther from being a teaching tool and that much closer to being a DM.
people need to learn the use of both and since most new players seem to play Co i see no reson it should be removed.
as someone elces said... to remove the gorge is to remove the welder as well. it is only fair that if we cannt heal the hive, then they should not be able to fix the cc.
edit..
tryed the gorge rush in Co once it failed. never tryed again.
gorge is all i do in Co. i love killing marines with my gorge. they see "free kill". next thing they say is "lame". <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It shows newbies what the hell a gorge is and his abilities... If you are gonna remove the gorge (sob), remove the welder, it's only fair. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you remove the welder might as well remove HA and armor upgrades since they'll be useless. Bad idea
Plus they are <i>gorges</i>... Gorges for the win! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
I have spoken..... so it shall be.