Pop Those Tubbies!
Rolling_Rock
Join Date: 2002-11-15 Member: 8677Members
This is a logical thing really, but I don't see a lot of 'rines doing it.
Kill gorges first, and go after them like they are little moving hives. This is especially true in the early game.
Kharaa teams usually have 2-3 gorges at any given time, and in the early game they aren't getting resources very quickly. On top of that, it takes 13 just to morph into one. If you pop one, that sets them back by a couple minutes, plus 13 resources for that gorge. The more you kill, the more you set them back.
And the more you set them back, the more time your team has to secure positions before the fades come, or to prevent that 2nd hive completely.
Go after alien resources, go after the gorges that build them.
This has another effect, even if they do have a second hive, if they don't have many resource towers, then fades won't be coming back right away. If they have lots, then their entire team will be fades, and you'll face an endless stream of them.
So save yourselves a lot of pain - pop the tubbies. Slow them down. Cripple their resources. Even if you can't secure 2 hives, you can at least keep the number of fades down, as well as the number of walls of lame you'll encounter....
Kill gorges first, and go after them like they are little moving hives. This is especially true in the early game.
Kharaa teams usually have 2-3 gorges at any given time, and in the early game they aren't getting resources very quickly. On top of that, it takes 13 just to morph into one. If you pop one, that sets them back by a couple minutes, plus 13 resources for that gorge. The more you kill, the more you set them back.
And the more you set them back, the more time your team has to secure positions before the fades come, or to prevent that 2nd hive completely.
Go after alien resources, go after the gorges that build them.
This has another effect, even if they do have a second hive, if they don't have many resource towers, then fades won't be coming back right away. If they have lots, then their entire team will be fades, and you'll face an endless stream of them.
So save yourselves a lot of pain - pop the tubbies. Slow them down. Cripple their resources. Even if you can't secure 2 hives, you can at least keep the number of fades down, as well as the number of walls of lame you'll encounter....
Comments
not to mention that the gorge, no matter how much res he has, will lost all of it but 20 points once he respawns: he respawns as skulk and his cap gets reset to 33, and then on top of that he has to spend 13 res points from there which takes him down to 20. im not sure whether his res points dissapear into thin air or get spread out among the team, but even if the latter, its better to have it spread out amongst the skulks than to hive it in the hands of taht gorge who can build a hive with it.
im not sure ive ever seen a marine that wont pop a tubby on sight, even chasing it as far as possible to do so, though.
A LMG marine respawning costs nothing but a minute or two of that marine's time. If you get the tubby....you can cost the entire alien team that time, if not more.
While any marine will kill a gorge if the opportunity presents, not every marine will ignore skulks and run into the jaws of death, so to speak, to kill a gorge.
It's worth it.
Gorge killing can really knock the alien team off-kilter; it's comparable to the marines being pinned in their spawn. The alien start is so slow and their shared resources so precarious that this thing is quite a blow to them.
Not only is it funfunfun, chasing a lerk away from the action means a distinct lack of umbra cover for any attacking aliens.
Granted, not all lerks will run, some will try to kill you on sight, but the ones that do run are fun to chase.
Not only is it funfunfun, chasing a lerk away from the action means a distinct lack of umbra cover for any attacking aliens.
Granted, not all lerks will run, some will try to kill you on sight, but the ones that do run are fun to chase.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
And yet others, like me, will flit around the room and chomp the heads off of all your family and friends, while taking only minor damage.
k thx!
But yeah, umbra=t3h b4d.
<!--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--><i>Terr wrote:</i>
How would you guys suggest taking out an umbra-lovin lerk in a 1v1 against a lmg-marine? LMG isn't effective from umbra, he could just spike you, and getting close to knife means you get chomped, end of story. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Against a decent Lerk, you're pretty much screwed.
Gorge's should be a priority, as should be their res towers. But they can fight- I was once a Fade and managed to slaughter a full advance party of marine's with the aid of one web-flinging health-spraying fanatic (thank you, Disturbed!). Overall, they're the Kharaa's primary support unit and you'll find that any decent Fade will want to avenge the loss... be careful, don't get cockey... but without Lerks and Gorges an alien attack is greatly weakened.
Before the commander has resources to secure hives, I go gorge hunting, MT or not.
Start off by moving to a hive other than the alien start. From there, move along the back of the level to the existing hive. Kill the fatties!
If you have MT, you turn into a crazy marine assassin, smacking gorges left and right, even if they have escort.
Marines have got to keep moving. Mobility is the Marine's greatest asset and lack of mobility (in the form of turtling) is their greatest weakness.
We ended up loosing anyway, though. I think maybe if everyone had rushed the hive instead of just me, we could have taken it out early and won the whole game... but of course, no self-respecting commander's going to listen to a rambo. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Also, maybe it's just me, but it seems like expert CS players can be deadly gorges, even without web. Every now and then, I encounter a gorge who hops back and forth and spits at me constantly, and I somehow can't kill him with a LMG. Hmmm. Go figure.
At least I have the peace of mind, when I die this way, of knowing that they are sucking up their team's resources just to get a ranged attack, and everybody on their team is probably yelling at them for going gorge. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
In the cases of gorges that are very good at dodging, I usually pull out my pistol and dodge as well. Their spit isn't likely to hit me more than once, and once I line up a shot I unload the entire clip. It fires fast enough and accurate enough that damn near every bullet should hit.
My usual path is to go toward freight elevator and hide in a corner while the skulk rush runs right by me. It's so tempting to shoot those puppies in the **obscenity**, but I had larger game in mind....
One time the skulk rush ran by me I hauled **obscenity** to that shipping tunnel door (and heard a gorge before I even got there) and popped the gorge. I cheered in my own victory. Then I saw this green glop flying at me....
Another one! So I rush that one and gun him down too. Now I'm thinking "Haha! Big blow to aliens!"
Then I turn back toward the resource site at shipping tunnel and see this little shape hiding up on the little catwalk by the door, completely motionless.
A THIRD gorge! This one was hoping I didn't see him...not as brave as the other. I was out of LMG rounds so out came the pistol. Plugged him good.
In my initial rush out of the base I had nailed 3 gorges. At that point the comm ended up giving me more ammunition and a health pack and I managed to gun down a few skulks there before finally running out of ammo and going down.
The aliens got set back by about 5 minutes with that one. Not bad for a lone rambo.