Gorge Guide For Ns 3.0

SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
edited April 2004 in Kharaa Strategy
Due to the outdated nature of the current gorge guide, I thought it necessary to start a new one. Hopefully this guide will help new gorges maximize their usefulness to their team and themselves. Feel free to add as necessary.

<span style='font-size:14pt;line-height:100%'>Part 1: Building Types</span>

The gorge is the builder of the alien team. His job is to construct Hives, Resource Towers, Upgrade Chambers, and Offensive Chambers. He does this by bringing up his right-click menu, selecting build, and selecting the appropriate option. The structure will appear in front of the gorge, falling to the ground or on top of another structure.

<u><b>Basic Structure Information</b></u>

Structures start out unbuilt and non-functional. They will eventually build themselves, however you can speed up the process. Press your use key while touching a structure to build it, similar to how marines build. You can observe the build progress by viewing a circular fillbar near the base of the structure. Once the structure is fully built, it will animate and begin to produce it's effects. Some structures cannot be used, such as hives. Healspray does NOT affect structure building time.

Structures cannot be recycled. Therefore, you must carefully place structures, as they cannot be removed by your team, nor can you recover resources from a mistake in selecting your structure type. Many players will use keyboard binds to avoid mistakes using the right-click menu.

Structures can be stacked on top of one another. You can use this to limit the space wasted by your structures. You can also use this to increase a structure's effects in a confined area. Structures can also serve as a make-shift staircase, allowing you to reach higher areas.

There is an 8 structure type limit in an area. This means you can only have 8 of any one type of structure in that area. Make sure to carefully place structures so that you do not exceed this limit prematurely. You could accidentally put all your structures in one room and not be able to place any in the next room.

There are rules regarding the order you drop Upgrade Chambers in. Make sure you follow these rules, or you may find yourself kicked out of game. It is also common to drop a Resource Tower at the beginning of the game, although you don't have to if you have another use for your resources.

Be wary of placing structures in an area your team can't defend. Even though all your teammates will instantly know your structure is under attack, they may not be able to reach it in time to save it. Often, it will be your responsibility to ensure the safety of your structures.

<u><b>Specific Structure Information</b></u>

Each structure the gorge can build has a purpose. Building the correct structure can help lead your team to victory. Building the wrong structure can doom your team to defeat. I highly recommend you become familiar with each structure's abilities and effects before you drop them.

<b>Hives:</b>

- Resouces: 40
- Primary Function: Spawn players
- Secondary Function: Provide upgrade slots

Hives are an essential part of the Kharaa team. It's function is to spawn in players, provide new abilities, heal itself and nearby structures, and allow for upgrade chambers. Hives can only be built in one of three locations, which appear as greyed-out hives on your minimap. Hives are very valuable to the Kharaa team, so it is important to protect them at all costs. Each Hives starts out with a free upgrade slot. However, once an Upgrade Chamber is built, that slot becomes associated with that chamber type. You cannot build Upgrade Chambers unless there's a hive that supports it, or the hive's upgrade slot is free.

<b>Resource Towers:</b>

- Resouces: 15
- Primary Function: Gather resources

Resource Towers provide the Kharaa team with additional resources beyond RFK. (Resources from Kills) As a gorge, these are your main source of resource income. Resource Towers are dropped at any Resource Node, and give the Kharaa one Resource point every 4 seconds (thanks FCC). Resource towers cannot defend themselves, so you will either have to build other structures, ask your teammates to defend them, or rebuild them when they are take down.

NOTE: The Kharaa resource system works differently from the Marines. Each time a Resource Tower produces a resource, it is placed into the Kharaa reource pool. Each alien is in line to get the next resource from this resource pool. When an alien gets a resource from the pool, he moves to the back of the line. This means that resources will be slower in large games, because the line is much longer. Resources from RFK is not placed in this resource pool, so gorges will always be getting resources slower than other aliens. However, once an alien reaches 100 resources, any resources given to him are dumped back into the resource pool, regardless of their source. This is called Resource Overflow.

<b>Upgrade Chambers:</b>

- Resouces: 10
- Primary Function: Provide upgrade abilities
- Secondary Function: Provide AOE abilities

Upgrade chambers provide additional functionality to the Kharaa team. These chambers have both AOE (Area-of-Effect) functions and allow aliens to research an additional upgrade for their lifeform. It's important to pick the right chamber, because you can only use the types allowed by your hive. For example, if you have one Hive, you can only use one type of upgrade chamber. As a gorge, it is important you pick the appropriate type. Upgrade chambers come in three types: Defense, Movement, and Sensory.

<i>Defense Chambers:</i> These heal nearby structures and aliens and allow for Defensive upgrades. The healing effect stacks, so it is useful to place large numbers of defense chambers together. Defense Chambers cannot heal themselves, and are limited to healing 3 structures at a time. Defense chambers can heal through walls, floors, and ceilings, and produce a healing sound whenever they heal something. Defense chambers cannot defend themselves, so they should be placed in a safe or well-guarded area, such as in a vent or a hive.

Occasionally gorges will build "Hideouts," which are basically a large number of Defense Chambers to heal gorges once the last hive goes down and the Ping of Death begins. It rarely does little more than prolong the game. Still, your team may find it amusing, especially if you are dodging random nades being tossed your way. On Maps like ns_bast, there was an underwater vent which caused marines to have to swim down the vent to reach the gorges. Since it was underwater, marines had to use their knives, while the gorges could spit at them.

<i>Movement Chambers:</i> These increase any nearby alien's energy, allow aliens to instantly teleport to the farthest hive (thanks FCC), and allow for Movement upgrades. Movement chambers allow aliens to instantly teleport to a hive under attack, even if it's not fully built. Generally, you should place at least one Movement Chamber in each hive, so your team can easily defend hives that are under attack.

If you plan on attacking a lone marine outpost, and you happen to have bilebomb, you can try building a Movement Chamber near the outpost. You then hide behind the Movement Chamber, allowing it to take the turret fire while you toss bilebombs into the outpost. The Movement Chamber will allow you to bilebomb more quickly. Should the marines respond, you can quickly escape using the Movement Chamber to return to a safer hive.

If marines are turtling in a hive location, you can make use of the Movement Chamber to attack them. The Onos get near a free Movement Chamber while you try to build the hive inside the hive location. Once the hive is up, it will immediately come under attack. The Onos then use the Movement Chamber and instantly teleport into the hive location. Remember, the building hive will NOT heal your teammates. This is an expensive and risky thing to try, so it's only recommended when your team can't seem to get the marines out.

<i>Sensory Chambers:</i> These cloak nearby structures and aliens, block motion tracking, and allow for Sensory upgrades. Sensory, while sounding good in theory, seems to be the weakest upgrade to pick. If you intend to drop a Sensory chamber, you should ask your team first. It would be a good idea to spread these chambers around the map, allowing your team to easily ambush marines in important areas.

NOTE: Cloaking only makes you 90% transparent. You can still be seen at close range, or as a silhouette in water or against smoke, spores, or umbra clouds. Some players use alterations to their hardware to easily see cloaked aliens. You will uncloak if touched by a marine. If you are cloaked by a Sensory Chamber, your movement speed does not affect your cloaking level. However, if only the cloaking upgrade is active, your cloaking level is affected by your movement speed. It's a good idea to stay still until the marines are not looking in your direction. Remember, it takes a few seconds to fully cloak. You'll know this by looking at your alien weapon, which will appear to be about 50% transparent.

<b>Offensive Chambers:</b>

- Resouces: 10
- Primary Function: Defend area

Offensive chambers provide defense for the Kharaa team. They are generally weak unless dropped in large numbers, especially near a healing source such as a hive or Defense Chambers. Offensive Chambers should be considered a use for spare resources for securing an area. Marines can use sieges, fire around corners, or depend on medpacks from a commander to take them down. You should place more priority on hives, upgrades, and resource towers before you invest in a large number of Offense Chambers.

Dropping Offense Chambers to maximize their killing power is not an easy skill to master. Generally, this involves tricky placement where a marine must expose himself to them in order to kill them, or to trick the marine into thinking there aren't as many chambers present. In some cases, they are literally used as a wall, or WOL (Wall of Lame), which marines must either destroy or jump over and take damage in order to proceed. Otherwise, they are usually placed in various corners of the room where all chambers can fire on a marine in the room at the same time. In cases of a ramp, they can be placed near the bottom so that marines will only see the top part of the chamber, where if fires from.

Offense Chambers will attack the last target to attack them, or the nearest target if that target is no longer alive or in range. Some gorges will use Offense Chambers to attack Electified Resource Towers. The effect is to either take the resource tower down, slow down marine progress as they attack the Offensive Chamber, or annoy the Commander with endless "Resource Tower is under attack" messages. If you intend to do this, place the Offensive Chamber back far enough so that it will prefer to attack marines in range should they come to destroy it.

Offensive Chambers will not attack if there is another building on top of them. It's not a good idea to stack Offensive Chambers on top of one another. Instead, build Defense Chambers behind the first row of Offensive Chambers, and build your second row of Offense Chambers on top of the Defense Chambers.

Comments

  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    I was contemplating writing up a new Gorge guide. The old one was outdated, and while I know the chance of a pub newb having read it is about the same as life ever having evolved on earth (One in 10^40) it bothered me. You pretty much covered everything I would have thought of.

    <!--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-->Resources from RFK is not placed in this resource pool, so gorges will always be getting resources slower than other aliens.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Don't Gorges get a larger split of the res from the pool?
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    edited March 2004
    May want to add in that going gorge at the beginning to drop a RT is expected of you, silence = compliance. If you want to whor... save your res for fade, LET YOUR TEAM KNOW! 1.04 gorges got 3x the res income of other aliens. Not true now.
    I saw an idea that I thought was pretty good way to solve the gorge dilemma, it being that res should have TWO reserves, one for life forms, and one for building chambers/hives/rt's and the like. This would mean that the res would still come in a normal rate to the rest of the aliens, but the gorge would use a different pool of res to build things. This could be used to re-implement the 1.04 gorge res rate, or something akin to it.

    However, this has obvious cons:
    1) Think cc spamming.. on the alien team. Sure, nothing is really as pointless as dropping 5x20 res worth of cc's, but I am sure lamers would figure something to abuse a shared building pool.
    2) May be difficult to code.

    Instead of this perhaps merely there could be an additional gauge on a gorges hud that fills from the "gorge half" of the res, and the gorge would recieve no res from the other pool. If the gorge went back to skulk, then the gorges res goes back into the pool to be split between the gorges, and perhaps some of the res is lost.
    If a gorge dies, half the res is lost (maybe all, maybe none). If a gorge is kicked/f4's/leaves/gets disconnected for whatever reason, the res goes into the gorge pool after a certain time has expired to prevent any problem with instant influx of res from leaving.

    I drew up a quick picture to show what this resource model could look like, see attached image, compressed to be easy on bandwidth obviously.

    EDIT
    Added picture
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    Just one "potential" mistake that might be in this guide:
    When you stated that movements chambers teleport you to a "random" hive, I was always under the impression of the "furthest" hive. This was the case in 1.04, for sure, and it didn't seem to change in 2.0. Mind you, I haven't 3.0 a lot so I'm not entirely sure whether it teleports to either "random" or "furthest".
  • HydraHydra Join Date: 2003-06-14 Member: 17366Members, Reinforced - Shadow
    MC's teleport to the farthest hive IIRC, and also automatically target a hive under attack, which I believe you have in there but just in case.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    - Updated Information about Movement chamber (FCC)
    - Added General Structure Information (TrueChaos)
    - Added Specific Structure Overview Information

    Although building is a major part of gorging, there are other aspects, which can be covered in a different part. However, I'm not the best gorge player, so I may produce errors, as I did with Part 1. I think I'll write the next part about "BattleGorging," unless someone else, with more experience, does it first. Feel free to critique and add more information, as that is the only way to produce a useful gorge guide.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    There is no such thing as battle gorging in 3.0.

    The little "fattehs" simply cannot kill a marine unless they are extremely lucky and the marine is extremely incompetent.
  • FCCFCC Join Date: 2003-07-16 Member: 18218Members
    I forgot to mention that both alien and marine resource towers give one resource every four seconds, not every two seconds.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    edited April 2004
    <!--QuoteBegin-Rapier7+Mar 31 2004, 09:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Mar 31 2004, 09:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There is no such thing as battle gorging in 3.0.

    The little "fattehs" simply cannot kill a marine unless they are extremely lucky and the marine is extremely incompetent.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <b>In response to the quote:</b>
    I beg to differ, and wargorges (as I like to call them, it's easier to say) are not for slaughtering marines. On the contrary, a wargorge does very little actual fighting, instead being a dedicated support unit. Yes, they may need to be able to fight. Yes, they suck at it. No, that is not the point of wargorging.

    <span style='font-size:14pt;line-height:100%'>Asal's Guide to Wargorging:</span>

    <b>Introduction:</b>
    The point of wargorging is to use bilebomb, web, and healspray on your fellow Kharaa in the field, which means right up there, taking hits and losing life. Generally, it is safest to stay close to your allies, as well as that this helps you and them both in your work. The sturdier onos and fade take hits for the fat gorge, while the gorge heals, or bilebombs an important structure. If a lerk is umbra-ing the area, a gorge healspraying is a wonderful addition. If you need to eliminate the IPs, as is often the case of an attack with few of the higher evolutions, then the use of bilebomb is amazingly helpful. Generally, the life of a wargorge is short and brutal. You are unable to escape the mayhem of the combat, and if the attack fails, then gorges are quickly cut down and murdered as they try to flee, assuming they survived that long. Otherwise, the attack suceeds, and the end of the marine base is quick, bringing an end to the game.

    <span style='font-size:14pt;line-height:100%'>Tactics:</span>
    If you are a wargorge and come under attack, several tactics that improve your likelyhood of survival are:

    <b>Flee!</b>
    Run backwards and spit. Gorges move as quickly backwards and forwards, and this makes them painful to an injured marine, who may drop to your spit before he is able to land the fatal blow. If you are caught in the open and alone, your best chance is to flee (unless you have Celerity, see Dizzy'n'Dead)

    <b>Webweaver</b>
    Web. Web them up and back off, a friend will finish them. If you are alone, and uninjured, this gives you a chance to kill a marine. Web them, spits four times (twice if you use focus) and again, back away from the marine (unless you have upgraded Celerity, see Dizzy'n'Dead)

    <b>Support</b>
    If you are caught in a small group of allies and a small group of enemies, it is best to go down fighting, a gorge healspraying often means the difference between that last bite and dying. The presence of a gorge in these skirmishes often is pivotal, as at least the gorge takes hits before dying, allowing his allies to get that much closer. However, the larger the groups involved, the more dangerous this becomes.

    <b>Dizzy'n'Dead</b>
    If a gorge is close to his enemy, and has the Celerity upgrade, or simply knows that the marine is near death (often by seeing a skulk get on or more hits upon a marine) the gorge may try to finish things on its own. To do this, a gorge MUST be near its intended victim, as a gorge far away has no chance at survival. Celerity is amazingly helpful in this case. Circle-strafe around your target, hopping occasionally and if they seem to hit you several times in a row, quickly change directions. Most marines don't have the reactions to keep from wasting half a clip on the floor around a feverishly hopping and spitting gorge, and will end up out of ammo in a short time. Without ammo, the gorge's spit should be more than enough to finish the knifing marine. If the marine resorts to his knife and you have celerity, quickly back away. A celerity gorge is almost the exact same speed as a running marine, depending on back ammo, and therefor even a slight distance between the gorge and marine takes quite some time to close. More than enough time for the gorge to end the hapless marine's life. If the marine begins to flee, give chase, as a fleeing enemy often runs in a straight line, making for an easy target.

    <span style='font-size:17pt;line-height:100%'>Upgrades:</span>
    A wargorge has many things to consider, not the least of which is the type of combat that gorge will most likely engage in. If the gorge will be going against a seige camp threatening a hive, then many gorges may wish to take different upgrades, intent on the quick destruction of the threatening seiges and their factory. All upgrades have their advantages, but many are far less useful to the phatteh, and their thankless job. (*'d Upgrades are my personal upgrades of choice.)

    <span style='font-size:14pt;line-height:100%'>Defense Chamber Upgrades:</span>

    <b>Carapace:</b> Many wargorges opt for the dampening and protective effects of carapace, allowing a gorge to last longer in the short brutal combat that they are often subjected to. Carapace allows a gorge to sustain enough damage to provide it with the lifetime required to do whatever job is needed before it expires, be it bilebomb or healing a critically injured onos. Most often used in rushes upon seige camps and bases.

    *<b>Regeneration:</b> Other wargorges will upgrade to the life-extending regeneration, which gives a gorge slightly different advantages. If a gorge knows he will be moving from combat to combat, with little time in between as he tries to support more than one fight at a time in the messy wars of NS, regen is a welcome addition, healing the gorge as he is en route to the newest hotzone. This is most often used when the game is reduced to the smaller skirmishes, between the massive rushes against hives or the marine base.

    <b>Redemption:</b> In the res-tight warzones of NS, many gorges may not be able to afford to die upon the merciless warzones, or be caught unable to escape. In those times, the powers of redemption are amazing, letting the gorge instantly flee out of harms way before death, saving the precious res that may be the difference between a win and a loss.

    <span style='font-size:14pt;line-height:100%'>Movement Chamber Upgrades:</span>

    *<b>Celerity:</b> Getting from place to place as a lumbering gorge is often quite a task, made simpler by the increased speed of celerity. This often allows the gorge to escape a marine-held area, or keep up with silence or unupgraded skulks, heal-spraying as they move from combat zone to combat zone. The limited adrenaline experienced while using celerity is often an issue, however, and should be taken into consideration before this upgrade is chosen. However, if adrenaline seems to be lacking, celerity provides the option of slipping out of combat quickly to regain it in safety before re-engaging.


    <b>Adrenaline:</b> Gorges suffer from being forced to frequently use adrenaline-costly abilities, making it hard to do an effective amount of damage over extended periods of time. Unfortunately, the slow movement of the gorge makes for an easy target to vengeful marines.

    <b>Silence:</b> Most often, this ability is not useful to the gorge, as he is an easily seen creature, which must stick to the floor. Fortunately, if a gorge needs to last, he may freely skirt the combats, healing in a relatively covert manner, and avoiding the worst of the marine intentions. Mostly used in conjunction with redemption, to preserve res. Not a commonly seen upgrade for wargorges.

    <span style='font-size:14pt;line-height:100%'>Sensory Chamber Upgrades:</span>

    <b>Scent Of Fear:</b> Scent of fear provides the gorge with much-needed intelligence about the enemies he is about to engage, and allowing him to avoid groups of death-dealing marines, in favor of quietly removing a lone one from the picture and making his escape.

    <b>Cloaking:</b> When the warzone gets hot, the gorges get slaughtered. It may be more than any gorge can handle to stay in an area of heavy combat, as large numbers of players on both sides rush madly into the fray. Cloaking is often used to get a short distance from combat and hide, keeping from tripping the dangerous motion tracking and from the notice of angry marines, allowing you to slip out after the area has cleared, again saving res.

    *<b>Focus:</b> Focus makes the gorge's spit deadly, allowing it to finish a lightly armored marine in as few as 4-5 hits, or an injured marine with a passing spit, before returning to his duties. If the battle goes poorly, the gorge may be called upon to remove key HMG-wielding marines from the picture, and focus spit is one of the best ways to go about it. Dealing an impressive amount of damage for a small guy, often suprising marines. A lone gorge facing a lone marine has a chance of surviving combat, though with focus, it is imperative that nearly every shot hit, as the slowed rate of fire can make focus an unwise upgrade for most gorges.

    <span style='font-size:14pt;line-height:100%'>Attacks:</span>

    <b>Spit:</b> Spit is a long-range attack with a delay before impact, which means that you have to lead your target liberally to actually hit. The damage is low, but rate of fire is acceptable. Unlikely you'll get any kills with it, but it is more powerful that healspray, and a low-life marine will be unwilling to run through it.

    <b>Healspray:</b> Healspray heals allies as well as injuring enemies in a small area before you. This makes it easy to fight and assist your allies, though the damage done by healspray is minimal, the healing often means the difference between life and death. The high-adrenaline cost of healspray is unfortunate, as only an adrenaline-upgraded gorge may use it consistently without slowing.
    The real strength of healspray lies in its ability to heal/harm multiple targets at once, if they are positioned correctly.

    <b>Bilebomb:</b> Bilebomb is a devastating attack, dealing large amounts of damage over a large area, though it unfortunately damages only structures. Although it is harmless against marines, it is pivotal at destroying high-life buildings, or tightly packed clusters of smaller buildings. IPs and turrets are quickly and easily destroyed by a bilebombing gorge, unless there are marines to deal with the threat. The extremely high adrenaline cost makes it somewhat less useful to a gorge without adrenaline, however.

    <b>Web:</b> Yes, the dreaded web. Easily brings about the end of more than one marine, it is the plague of anything not carrying a GL or a welder, and easy to conceal. Once it is brought to marine start, it can be easily used to web over the tops of IPs to web marines as soon as they spawn, or out in the open areas in front to prevent a beacon from being effective. Outside of marine start, it is best used to create traps in conjunction with OCs and sensory chambers, or even just OCs, holding the helpless marines still while the OCs brutalize them. Unfortunately, web is limited in the amount you can use per area and per map, so use it wisely.

    <span style='font-size:14pt;line-height:100%'>END OF GUIDE</span>

    I hope that helps some of you, and if it doesn't...well...it was fun to make. Flame on!

    P.S. Please excuse the formatting, I was simply having a fun time setting it up.
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    - Updated Resource Gather rate (FCC)

    That's a nice guide Asal. However, you could add information on healspray's ability to pass through targets to hit marines, or perhaps the most famous gorge tactic, the gorge rush.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    I don't consider myself as one who knows enough about a gorgerush to write a guide about one, and I don't think they're very effective. But if someone else wants to add one in here, that would be probably a welcome addition. Myself, I've only participated in two.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    Actually, this should probably be moved to the 'new players' forum. Because people here don't really need to see it.
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    well...it is a good guide. even vets shld read a little . <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    <!--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-->
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Asal The Unforgiving+Apr 1 2004, 06:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ Apr 1 2004, 06:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <b>Silence:</b> Most often, this ability is not useful to the gorge, as he is an easily seen creature, which must stick to the floor. Fortunately, if a gorge needs to last, he may freely skirt the combats, healing in a relatively covert manner, and avoiding the worst of the marine intentions. Mostly used in conjunction with redemption, to preserve res. Not a commonly seen upgrade for wargorges.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    about 99% of the time this is true... but there is that rare instance when a smart gorge is able to sneak in VITAL structures in a base assault that would have normally failed. How about the lone gorge putting up a hive INSIDE a marine held hive... oh boy... using web or xenocide when assaulting that hive sure does raise the "WTH" bar up several notches... not to mention the healing (although not that important). And lets not forget the importance of the last chamber (which can range from "meh" to "HIZZAH!!!!!!!")
  • kiwikiwi Join Date: 2003-09-13 Member: 20803Members
    ive started war gorging in co maps now. with adren cara regen clerity bile web you can really mess marines up. either as defense (webing/healing hive) or offense (hunting marines/bile bombing the cc) super war gorges are pretty good. its not that hard to kill a marine with lvl 2 armor or less even if he has jp and/or resupply
  • The_BendsThe_Bends Join Date: 2003-06-10 Member: 17183Members
    Not 100% on this but I don't think aliens with 100 contribute their overflow res to the pool. I think its just lost. Other wise great stuff, should be stickyed
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    nope it used to be like that... but they changed it so that the res goes to anyone with less then 100 res. I'm not sure if there is a "pool" that gets paid into if all the aliens have 100 res though... I think they should have one if they dont because if marines can "horde" res, so should aliens.
  • Chippy1Chippy1 Join Date: 2004-04-05 Member: 27739Members
    So do gorges take 1 res from the pool like every other alien or do they recieve extra res?
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Chippy!+Apr 5 2004, 07:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chippy! @ Apr 5 2004, 07:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So do gorges take 1 res from the pool like every other alien or do they recieve extra res? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    the gorge no longer recieves any type of res boost ala 1.0X, this was changed in 2.0 (along with other many MAJOR changes).
  • Chippy1Chippy1 Join Date: 2004-04-05 Member: 27739Members
    oh right ok thanks, damn! lol but I guess that does make it fair on the team. I've only just come back to ns after a 8 month break and its tough getting back into the game <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

    Ive started gorging again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> not as fun as last time I played though, lame just doesn't work well anymore. I lamed up a corridor with 8 ocs and 4 dc's and 1 gl rine took it out in around 2 mins! 8 months ago that corridor would be off limits to the rines for the whole round!
  • AreteArete Join Date: 2002-11-03 Member: 5921Members
    "Occasionally gorges will build "Hideouts," which are basically a large number of Defense Chambers to heal gorges once the last hive goes down and the Ping of Death begins. It rarely does little more than prolong the game. Still, your team may find it amusing, especially if you are dodging random nades being tossed your way. On Maps like ns_bast, there was an underwater vent which caused marines to have to swim down the vent to reach the gorges. Since it was underwater, marines had to use their knives, while the gorges could spit at them."

    How could anyone find this amusing? Yeah, I want to sit and wait 15 minutes longer for the game to end because these gorges are off building defense chambers in the middle of nowhere causing us to lose in the first place. GREAT FUN!
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