Rt/dc
comrade
Join Date: 2003-11-30 Member: 23774Members
<div class="IPBDescription">is it worth it?</div> Lately many teams in Europe have been having one of their RT building gorges go back to the hive and sit there building the DC one at a time. This frees one player up to early lerk, have a third fade, whatever and it's good if you can pull it off but I personally don't think it's worth having one less player out on the field, especially if your nodes get taken down. It can take up to ten minutes just for three DC this way.
Anyway, do you think it's worth it and why? <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Anyway, do you think it's worth it and why? <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
Comments
If you do go for an early lerk then you have to make sure he's careful, there'll be a period of a minute or so when he has no DCs at all and getting trapped in a vent or clipped on the way back to the hive because of no regen isn't exactly ideal.
I'd personally not encourage the use of 3 fades, from experience i've found that 3 fades just leads to more deaths. Too many cooks ruin the meal and all that. It's easy to block each other or hinder each others progress. Of course there are scenarios where 3 fades could be super duper go faster useful, but my general alien plan is to avoid them.
The other down side is that the poor guy who has to sit in the hive will be bored
out of their minds and It's a pretty mean thing to ask people to do. "just sit there and don't move, k."
I think if you have a good enough early lerkand a player is happy to take the role then it certainly does have advantages. An early lerk can really boost your early game and slow down marine progress. It gives you some room to manuever and allows you to pressure their RTs whilst defending your own more comfortably.
"eheheheh".
Anyway jokes aside, with the introduction of free upgrades, it will probably be more advantageous to drop chambers early instead of late since carapace or silence works wonder with skulks.
In addition as mentioned above, you run a higher risk of losing your rts with one less skulk on the field, and if you got no rts, you'll get no chambers. I really cant see that this will ever be a mainstay strategy, even though it might work on certain maps or against team you know play passively as marines.
Personally I, and Knife for that matter, have decided not to follow this trend, as it's
too risky and doesn't give all that much of an advantage in return. You lose a
skulk on the field, which is vital for the survival of your nodes, and you're going to
have serious trouble getting res for more RTs later in the game. A third Fade can
be useful, but early Lerks are a waste of res in my opinion.
What usually happens is one RT builder runs back to the hive to drop DC slowly and the person who would usually build DC in an rt/rt/dc/hive/fade/fade strat goes early lerk, helping defend nodes and the building hive and then the game carries on as normal.
We even tried 2 Gorges (Rt) -> Skulk (both! losing 20 res..) -> defend RTs -> when 19 Res go Gorge and build 1 DC each, one stays Gorge until he gets another DC.
But we played against a even worse clan so we don't really know if the strategy was really usefull, but everything worked out fine. We had 6 Skulks defendind the RTs durign the crucial time, and we had one early Lerk and 2 Fades.
Major disadvantage: No res for an additional RT or for recap.
We were doing something similar in tonights GO Match and it worked, we won the alien round thx to the lerk, that spored the relocate.
mfg
Lance
Anyway, do you think it's worth it and why? <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This kind of strat is kind of sketchy, imo, because if your team faders go fade early, they won't have 3 dcs available to them in that time.
Care to elaborate?
(Just curious, no flames/criticism intended).
Care to elaborate?
(Just curious, no flames/criticism intended). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hahahahaha
<!--QuoteBegin-Armageddon+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Armageddon)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This kind of strat is kind of sketchy, imo, because if your team faders go fade early, they won't have 3 dcs available to them in that time.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That really doesn't matter too much early on.
I believe they are definitely worth the cost. With their high rate of speed and manuverability they are priceless if you have a skilled lerk. Lerks are the ultimate distraction. Everyone wants to blast a lerk in the butt.
Calculate:
1 Perma getting 1 node and 2 DCs -> 45 Res -> becoming skulk
1 Temp Gorge getting 1 node -> skulking to defend -> gorging again to get 1 Dc and stay new perma -> 45 Res
1 Hive guy -> 50 Res
2 Fades -> 50 Res
1 Lerk - 30 Res (or third fade -> 50 res)
The Hive Saver and the high lifeform savers will have more RFK thus being able to gestate earlier..but DCs could be up in time for the Fades.
IMHO
Lance
although I think having a late fade is better than a late lerk.
2 fades
1 rt lerk
1 rt/dc
1 rt/dc/dc
1 hive
faster fades, faster second hive, and if you defend your nodes you get a 2 hive onos at about 9 min.