Co Battle Gorge
Kite_Eating_Tree
Join Date: 2005-03-27 Member: 46608Members
<div class="IPBDescription">web is everyone's friend</div> I've noticed lately that web gorges are one of the best things to have for a CO team. It means the difference between winning and losing. Most CO battles now involve tons of jp and the only way to defeat them is with webs. Even if you have a decent amount of fades and lerks, jpers are quick and usually effective at hitting hive and spawnkilling.
Web gorges are more important than xeno skulks or lerks.
(No CO-NS arguments please, we all enjoy a good CO fight.)
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Web gorges are more important than xeno skulks or lerks.
(No CO-NS arguments please, we all enjoy a good CO fight.)
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Comments
The ones who get past webs and screw everything to hell are the flying-welders who zip through all your web and then let their buddies in after them.
My favorite thing however is to catch a foot-welder with web while he's cutting my web by reapplying it through his model. Usually good for cries of 'OMG BUGGED WEB/Welder' or 'OMG INVISIBLE WEB'
Actuly, it should simply be modified so that it only takes effect on direct impact from the projectile.
I still support hive weapons being unlocked on a timer. No hive2 until halfway through the game, and no hive3 until 90% through the game.
With NS maps, well, I've only seen the aliens win once on a NS map.
Actuly, it should simply be modified so that it only takes effect on direct impact from the projectile. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I agree webs are irritating, but they're certainly a good counter to JP. If they were removed, Nade launchers should be too.
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Church, is that in I&S? Sounds promising. Although skulks without leap early on would be a big hit. Clerity only goes so far imo. (Plus all the newer-players who can't bhop really do need leap to get a kill. Or, shock, they have resort to ambushing)
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I never thought web or any hive3 levels should be locked down (with CO maps.) One thing I think the NS team has done is made a really balanced game. Without webs, jetpacks would be almost invincible. You get three of them flying around a hive and you're toast.
With NS maps, well, I've only seen the aliens win once on a NS map.
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ONCE?! What servers are you playing on...
Fades with focus are the ultimate solution to jetpacks. 2 swipes; dead. Regardless of any upgrades they have.
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Something no-one else has mentioned is the fact that any webgorge can die and become a leaping Xeno skulk. Another vital member of the ideal CO team roster.
Good strategy, I see it used a lot.
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With NS maps, well, I've only seen the aliens win once on a NS map.
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ONCE?! What servers are you playing on...
Fades with focus are the ultimate solution to jetpacks. 2 swipes; dead. Regardless of any upgrades they have.
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I don't think you have as many good fades as you might've in the past. I skip from lerk to onos when playing NS or CO because I'm a Corner Fade. I blink into a corner and get stuck to die in seconds by an lmg or pistol...or a boot from a Marine.
Any NS server I've played on, unless you have at least one person that talks into his mic to get people together, aliens lose.
Siege maps are usually 50/50. Although I've seen each siege map have a single good rine strat that ALWAYS wins it.
Good strategy, I see it used a lot. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Are these 40 minute games? If the game is 15 minutes long like it is supposed to be, then marines shouldn't have an easy time winning unless they are completely dominating. In 40 minutes, the entire team can get jp's, and it only takes being lucky for about 1 minute to kill the hive.
Here are some tips for a webbing gorge:
1. Spread out the webs
2. Make the webs as long as possible and have them go from floor to ceilling to cover as much area as possible
3. There should be webs on the upper corners of rooms (Jet Packs like flying along walls into the corners of the room)
4. Do not place all the webs you can-- allow yourself to place webs when a JP comes.
5. If marines don't attack, go around the map webbing all around the map reaching the web limit everywhere. (HINT: try placing webs on higher levels where the walking marines won't reach but the JPs will probably get webbed. That way you will slow down JPs more than if some noob marine just walks through the webs)
6. Try not to die (unless your team is doing well and you want to go skulk, lerk, or onos). Run around close to hive and keep webbing so the JPs cant spawn camp.
leap -> xeno -> adrenalin -> web ftw!
This is a nice progression for me, though it won't win games if the rest of the alien team sucks. Otherwise, if the teams are close skill-wise, it is very useful and easy to advance.
There aren't really any other upgrades required to do well with this setup besides maybe carapace. Then later you can be a charging onos!
--CO mode JPs are insanely strong unless countered by Webs
--Webs strongly counter JPs and basically shut down any and all marine assaults on the hive
Theres not much middle ground. Aliens can't lose CO mode web or they would be pwned by JPs every game. But with it, they can make their hive nearly invulnerable. Meanwhile, on the other side...
--CO mode Onos are insanely strong, and there is no counter except to severely outnumber them.
In NS mode, outnumbering them works fine...afterall, their cost is prohibitively high, and you rarely see very many at once. But after a CO game has been running a while, you can see 3-4 Onos attacking a base at once. Its going to take at least 8 marines to hold them off, and unlike NS those 8 marines cant go off and do other things once they've fought off the first wave. If even a small portion of the marine team is doing something like attacking the alien hive, the remainder of the team is not likely to be able to handle that many Onos.
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Fixed.
Me, I think I'm a good enough gorge to be a pain to any three marines who come near me, if I have web.
Without, I feel I can take out a marine and live to tell the tale.
--CO mode JPs are insanely strong unless countered by Webs
--Webs strongly counter JPs and basically shut down any and all marine assaults on the hive
Theres not much middle ground. Aliens can't lose CO mode web or they would be pwned by JPs every game. But with it, they can make their hive nearly invulnerable. Meanwhile, on the other side...
--CO mode Onos are insanely strong, and there is no counter except to severely outnumber them.
In NS mode, outnumbering them works fine...afterall, their cost is prohibitively high, and you rarely see very many at once. But after a CO game has been running a while, you can see 3-4 Onos attacking a base at once. Its going to take at least 8 marines to hold them off, and unlike NS those 8 marines cant go off and do other things once they've fought off the first wave. If even a small portion of the marine team is doing something like attacking the alien hive, the remainder of the team is not likely to be able to handle that many Onos. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You are totaly right about that but missed one point: REDEMPTION
That's the only thing that needs a nerf in combat..
As soon as the first onos with redemption/cara/regen is in the game it's GG for the marines.
Onos keeps charging MS and kills marines as mad while hurting the CC. So onos gets exp and all aliens that camp MS too. Until the onos redemps. No exp for the marines at all and 15-20 seconds later the onos will come again and do the same thing.Again and again and again... it's just lame.. There can be a whole team of hmg's shooting the onos and it's still gonna redempt back to the hive with 21 HP. And still no exp for the marines while the CC get's lower on health.
Now add some more Onos with redemption and marines got no chance at all ...
That's how most co_ games end if aliens win, with 3-4 Redemp-onos killing the cc.
Webs are okay how they are.. they can be countered by GL and some teamplay and are needed to kill thoose rambo jp's.
Yes, when the timer is set to half an hour, redemption onos are needed to end the game. The timer is there for a reason. The aliens shouldn't have enough time to get half their team as onos. Going onos also means having at least one unspent point for a while when they are saving up.
I'd also like to point out that I've seen many games where aliens have a 3:2 k:d ratio, but a few jp/sg marines make it to the hive and kill it before aliens can respond.
I remember back in the day when onos didn't have redemption. They were the only alien type that didn't have it, which made zero sense story-wise but helped a lot in game balance.
*Remove old foggie hat*
That said, I think experience for getting an onos to redempt is a good idea. Even if it is only like 70-80% it would make them think twice before mindlessly charging.
--CO mode JPs are insanely strong unless countered by Webs
--Webs strongly counter JPs and basically shut down any and all marine assaults on the hive
Theres not much middle ground. Aliens can't lose CO mode web or they would be pwned by JPs every game. But with it, they can make their hive nearly invulnerable. Meanwhile, on the other side...
--CO mode Onos are insanely strong, and there is no counter except to severely outnumber them.
In NS mode, outnumbering them works fine...afterall, their cost is prohibitively high, and you rarely see very many at once. But after a CO game has been running a while, you can see 3-4 Onos attacking a base at once. Its going to take at least 8 marines to hold them off, and unlike NS those 8 marines cant go off and do other things once they've fought off the first wave. If even a small portion of the marine team is doing something like attacking the alien hive, the remainder of the team is not likely to be able to handle that many Onos. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You are totaly right about that but missed one point: REDEMPTION
That's the only thing that needs a nerf in combat..
As soon as the first onos with redemption/cara/regen is in the game it's GG for the marines.
Onos keeps charging MS and kills marines as mad while hurting the CC. So onos gets exp and all aliens that camp MS too. Until the onos redemps. No exp for the marines at all and 15-20 seconds later the onos will come again and do the same thing.Again and again and again... it's just lame.. There can be a whole team of hmg's shooting the onos and it's still gonna redempt back to the hive with 21 HP. And still no exp for the marines while the CC get's lower on health.
Now add some more Onos with redemption and marines got no chance at all ...
That's how most co_ games end if aliens win, with 3-4 Redemp-onos killing the cc.
Webs are okay how they are.. they can be countered by GL and some teamplay and are needed to kill thoose rambo jp's.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
In all honestly... is that any better then the whole marine team in JPs HMGs/Shotties/GL spawn camping the hive?
If <b>I</b> don't go web gorge in combat, it seems no one else will. Unless i spam endlessly for someone to web. Then when web is put up... the JPs cry. "oh how lame", Yes... I'm sure pressing the jump button is depleting your leet skills rapidly.
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Whats the point? Redempt onos is lame. JP is lame. Web is lame. Combat is lame. Go play NS.
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Actuly, it should simply be modified so that it only takes effect on direct impact from the projectile. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How do you expect the average pubber to win vs 8 JP+Resup shooting their hive, witheout web/xeno ?
Actuly, it should simply be modified so that it only takes effect on direct impact from the projectile. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree with homicide. Web is really lame, but in many situations, jps + GLs ar even lamer. I think web should stay in as it is a way for aliens to fight back. Jpers are sometimes difficult do deal with when there's at least 3 buzzing around the hive.
They're the same for me :
Webs : 4 upgrades : level 5 : webgorge
Jps or Has : 4 upgrades : level 5
GL : 3 upgrades : level 4
Welder : 1 upgrade : level 2
So there is still a good way to counter a webgorge.
But in mostly cases, players focus on firepower in CO and not teamplay, that is why so much people cannot take a webgorge down...
I'm a very good webgorge <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> and proud of it, but for playing almost one year long, i've seen only 10th situations where people tried to kill me effectivly : one welding, then the next shooting and covering his mate.
(Almost) Nobody would like to sacrifice himself to weld and allow the others to kill a gorge -_-
*sigh*
Gotta keep an eye out for those