The Gorge Primer

OnvericOnveric Join Date: 2002-11-05 Member: 7159Members
<div class="IPBDescription">Basic Gorge</div> After seeing quite a bit of confusion about gorge's and how to do things with them, I figured Id write a down and dirty basic primer for them.

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Introduction:
Ahh the life of a gorge building for the hive, healing, and basically being the backbone of the alien forces. Without a skilled gorge behind them even the best fighters will end up facing HA HMG marines as skulks. So what will you do as a gorge, in short everything. Build Hives, lay down offensive bases, lay down those hive defences which you need to buy time, and cap off the resources everyone needs. After your done all that you can sit back and watch the hive over-run the marines.

Basics:

First Im sure were all used to the basic radial menu if not you need to read the tutorial that came with NS. Considering you'll spend a fair bit of time using the radial menu lets go over it. From the starting menu all the upgrade chambers are to the left and all the buildings are to the right. Take a second when you first become a gorge to get used to the movements of the menu since it does help to be fast on it when it comes time to pull off some of the more daring gorge moves like the turret push, etc.

Movement:
Your a gorge, you can't climb walls, your not overly fast, and you look like a dog gone wrong.

Attacks:
Basic: Spit Spit Spit
In slot one for the gorge is our lovely spit, it does a nice 22 dmg and it really isn't that useful except for finishing off the last health on a marine or just scaring them. It is your last line of defence when you get personally attacked out in the field but don't kid yourself into thinking you can stop a marine with this one.

1 Hive: Healing spray
A nice AOE spray that hurts your enemies and heals the chosen of the hive. It'll do 16 dmg to the enemy but heal your allies at an alarming rate. Im sure you can figure out how to use this to the benefit of the hive because you can use it like any other healing tactic you've ever heard of.

2 Hive: Web
This is the chosen one for you, the grail, it's the nasty ability that makes marines love you. Web's will slow down a marine and most importantly gum up his/her weapon so they can't fire for a while. Best of all webs stack making them able to bring a marine to a dead halt if they hit a large enough cluster.

How to Web: This is asked alot so lets go over it: When you shoot your web you'll notice it looks alot like your spit, actually exactly, but don't be fooled you are on the web ability. Basically what you want to do it shoot at the place you'd like to start a strand, then shoot again at the place you would like to hang the other end. If you do this right a white strand will jump up between those two points(if you have trouble seeing turn your flashlight on and they'll glow.) Now to do another strand after the first one you just need to pick another endpoint because the startpoint will be where the previous strand ended. This should let you with a little practice quickly create massive webs that will bring any marine to a grinding halt. If your doing your best and you still can't seem to get the web going check the right side of your screen, it doesn't take long to get at max webs for a area and that would prevent your web from starting.

3 Hive: Babblers
You get the motherly love going with this skill which will let you spawn several small skulk that will run off and attack the closest thing to them, after a little bit these bite sized friends will explode. Now the babblers aren't that smart, actually they're dumb they need a straight line to usually work, and they will sometimes go around corners. Also they have heavily reduced HP so if they run into any turrets they'll die before connecting with your target.

Buildings

First select the building you want to build, then it'll pop down in front of you, walk up close and use your USE key to help build it.

The Offensive Chamber(OC's)

This is your version of a marine turret, its not as strong and by the end of the game it'll be little more than a roadblock for the marines but thats what it was design to be I guess. These turrets under the latest patch cost 14 resources to put out and construct very fast, they'll fire a projectile just like your spit only it'll do 50 dmg instead of the 22 you do. First very rarely do you want to build these all alone, they work best in packs of 4 or 5 with some support(we'll get to that in a second.) These are the way you'll secure ground for the hive and even in the late game you'll still be building them as part of offensive bases and staging points to provide defense. Get used to building these since you'll be building them alot.

Defence Chambers(Def's):
Technically a upgrade but you'll want these to be your first upgrade facility you build for the sole reason they heal all the buildings and aliens around them. On top of that they stack, 5 def chambers will heal 5 times as fast as one. These will become an big part of any base or defensive/offense you want to setup just because they'll heal the OC's you setup when they take dmg, they'll heal aliens that fight around them and allow your fellow aliens to get back to menacing the marines that much faster.

Resource Tower:
These collect the resource points that you need to build and power the alien empire. They cost 22 points but have hefty HP's and will take a good beating before they die if under attack. You'll always want to stay and help these build otherwise they'll take forever to setup. In addition its not a bad idea to place a resource tower down on any node you see thats unoccupied because you could always use the resources just remember to protect it with a couple OC's and Def Chambers.

Movement:
This not only provide the most wanted upgrade for aliens(adrenline) but also allow a alien to quickly transport back to a hive, you'll want to set these up at each hive so that a newly birthed alien can quickly move to the hive of their choice, in addition you can consider these as part of a forward assualt base so that if you get caught up there you can quickly get back to defend the hive.

Sensory:
These provide another of the most beloved upgrades(cloaking), in addition they provide a bit of radar for you but you'll mostly be building them for the upgrades.

Upgrade Chambers:
The 3 upgrade chambers(sensory,Movement,Defensive) Each provide upgrades to the alien forces. Each building will provide one level of upgrade of that type. ie Defence chambers( 1 will provide level 1, 2 will provide level 2, 3 will provide 3 which is the max) so you'll always want to have atleast 3 of any given upgrade chamber so that your team derives the max benefits from it. Unfortunately you can't build every single type right away, each hive unlocks one type of chamber of your choice and allows you to build them. However if the hive is destroyed later but the buildings of that type remain your team will still enjoy the benefits of that given upgrade so you'll want to build duplicate chambers at each hive so if you lose one hive that upgrade stays maxed.

Upgrade order is a more advanced strategy.

HIVE: Okay I left the big boy for last, this is basically your solo reason for living because on each level you'll be tasked with setting up 3 different hives. For each hive you setup you'll unlock evolutions for your team until at all 3 hives the big Onos come out to play and the Marines are in trouble. In each level there will be 3 hives, you'll start with one setup at the begining of the game and it's your job to setup the other two/ rebuild any that die. It costs 80 resources to start a hive so make sure the area is secure otherwise those 80 points can disappear in seconds. The 3 locations you can start a hive will show up as glowing white spots on your hive sight so just run towards one of them until you get there, then you'll see the outline of a hive somewhere in that room. Run up to it and start building the hive, then detup defense and OC's to guard.

Whew thats Alot of writing. This finishes chapter one of the Gorge Primer hopefully I've answered some basic questions you had and helped you understand Gorge's
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Onv

Comments

  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    spit is quite good, ive killed quite many full healthers with it
  • hoju2hoju2 Join Date: 2002-11-04 Member: 6873Members
    edited November 2002
    As an experienced Gorge player, I often play this class as pub servers are often full of Rambos, I think the best web strategy and offense chamber placing is around a corner. Sorry but here:

    | *** |
    | *** |
    | *** |
    | *** |
    | *** |_____
    | ****T
    | *****T DC
    | ***** T
    ------------------

    Key: ___ = walls
    *** = webbing
    T = offence chamber
    DC = defence chamber

    This placement works best because the webbing not only slows the marines down, but also prevents them from firing. When they round the corner the sloped placement of the OC's make it so all 3 are seen at the same time allowing for maximum damage. Since the webbing extends so far back, it also prevents Grenade Launchers from firing from far away. Finally the Defence Chamber heals the Offence Chambers and any other Kharaa helping the defense.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Placing webs in vents is an idea that I haven't tried but seems good... especially in places where the marines have to jetpack or fall.

    To combat jetpacks: String webs across the cieling if you can (get up there as Skulk, evolve on a perch, and spread). Jetpackers don't fly in the middle of a space, they always scrape the ceiling (it's simply easier to fly that way)
  • OnvericOnveric Join Date: 2002-11-05 Member: 7159Members
    edited November 2002
    I use what I like to call a web mine, using your example for instance I would place a heavy concentration of webs about a meter into the corner at the spot where they are right in line with all the turrets. The difference is that I do my webs on the floor. Long strands the width of the hallway but all the endpoints are in the floor.

    Why?
    Well that rambo never see's the web, even the careful marine doesn't usually see the patch of silky thread until its too late. Now they could just jump over it but most marines don't just randomly jump around, and the idea is they never saw it in the first place. So boom they go from moving to standing still, then the 4 or 5 OC's just a little further down the hall than yours rip them to shreds.

    I've been playing with this for the last two hours and I like the results, because before my webs would just slow them down as they slowly pushed through one then waited. Now they die.

    Onv

    edit: Now with decent spelling
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->max webs for a area<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I thought it is max web for the team?

    The message goes like

    "You team has reached the maximum number of webs blah blah blah ..."
  • AcidhamsterAcidhamster Join Date: 2002-11-01 Member: 3171Members
    na na, you guys got it all wrong when it comes to towers. No amount of "line up" will make them hit jack **obscenity**. They dont hit things that stand still front of them. The only way I've been able to make them work was *mass* lines of them. Like lines of 5 or more. You *could* make 3 and just space them out as if there were 5, and fill in the rest later.


    Anyway, the idea is to make all fire center on a "target". When all the OC's fire the globs OF DOOM they shoot will cross at that point creating a fan globs. following me? They have to cover the area with fire every volley so that everything in said area gets hit one way or another.


    Turrets do good damage. Three hits from a turret will drop a light marine, its just your (the builder's) job to get the turrets to hit.
  • lljk_pointylljk_pointy Join Date: 2002-11-06 Member: 7350Members
    here's my late-game tactic

    Get adrenaline up, get carapace and get cloaking

    Web a hallway and wait for your prey - marines are usually deranged CS players, so they often come alone=bonus.

    As soon as he hits the web, spam babblers and spray.

    score one for aliens!
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