Okay, tonight I played Gorge for a couple hours. I have to say the Gorge is very useful building hydras when the game is just starting, but after the Marines upgrade, the Gorge is just a fat sliding medic.
I have learned a few tricks though, if you run up the wall at crevice and find a flat rock, you can evolve as a Gorge and put hydras up high on the walls. Only problem is you have to evolve back to a skulk to get anywhere else that is high up. I had to spend 10res every time I wanted to evolve back to a Gorge.
Maybe the Gorge should be allowed to walk up walls only if there is infestation. This would make it easier for Gorges to put hydras in tough spots high up, thus making hydras and the Gorge more useful for later in the game.
That infestation looks awesome. In other news, I echo the feelings of other posters, the Gorge is far from useless. It provides the most effective means of structure removal of all aliens (might need confirmation regarding lerk spikes which are also rather effective). As well as providing Fades a make-shift "portable crag". Finally, the Gorge can provide surpressing "fire" in regards to Hydras, particularly useful against early Marine strikes where Aliens can have a slight disadvantage. There are also some other remedial tasks such as repairing infestation chains, repairing structures and speeding up constructions that are non-essential but still useful.
How about gorge on his own = weak Hydras on their own = how they are hydra+gorge = strong
what i mean is maybe make it so gorge heals hydras more efficiently than he does other structures/players. maybe give him some sort of extra armor upgrade i.e "research anti concussive carapace" so he takes less damage from nades.
This would make having a gorge in a hive with hydras a little more formidable vs grenades. and remove the "oh ###### theres a GL say good bye to that hydra forest...." feeling.
anyway just thought. the gorge should most definitely not be removed. ns needs him. i need him. i.....love him?
I watched a Gorge and Skulk approach me, the skulk drew back and the Gorge proceeded to spit at me and slide towards. The Skulk moved in with the gorge while strafing left to right and was on me as the gorge was behind me and began heal spraying the skulk that I tried to take out.
The Gorge is needs to be buffed but otherwise it's far from a useless class. It's a support class just like the Lerk and when skillfully used in the front line-- they can be deadly.
The Gorge was a commander in NS1. By creating a new commander role, it took the utility directly from the Gorge. It was my least favorite and unnecessary change going into NS2. I wish I could say to just give the new commander stuff to the Gorges, but I know they wouldn't go for it.
Might be easier just to remove it, as it is now it will only please few simpletons for a while and become a burden later. Adding few silly skills will most likely have no effect on this, it would have to be something huge like "buffing armor" temporary or faster build rate (would have to lower it consirable) to make it not situational or otherwise useless class.
I would not buff offensive abilities, support role brings a easier way to approach the game as a new player and something for "laidback" people.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited October 2011
Why not transfer the Fury ability (+attack speed & damage) from Whip to Gorge. It would be a lot more useful on the Gorge, allowing them to buff Hydras and other aliens.
<!--quoteo(post=1882295:date=Oct 27 2011, 04:36 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 27 2011, 04:36 AM) <a href="index.php?act=findpost&pid=1882295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why not transfer the Fury ability (+attack speed & damage) from Whip to Gorge. It would be a lot more useful on the Gorge, allowing them to buff Hydras and other aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
A great suggestion that is also inline with the support roll of the gorge! The gorge 'cast' could use lots of res, and last for 30secs or so. As a counter the marine commander (while outside of the chair) could have similar skills/buffs.
OP: Gorge is an awesome class. I think you actually agree with this statement and just want them to be better
<!--quoteo(post=1882567:date=Oct 28 2011, 04:24 PM:name=scorpydude)--><div class='quotetop'>QUOTE (scorpydude @ Oct 28 2011, 04:24 PM) <a href="index.php?act=findpost&pid=1882567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the worst design decision they ever did was remove gorge as the PRIMARY builder class.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't think it necessarily has to be, but something here is wrong. Half the time, there isn't even an alien commander.
<!--quoteo(post=1882290:date=Oct 27 2011, 02:28 AM:name=PseudoKnight)--><div class='quotetop'>QUOTE (PseudoKnight @ Oct 27 2011, 02:28 AM) <a href="index.php?act=findpost&pid=1882290"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Gorge was a commander in NS1. By creating a new commander role, it took the utility directly from the Gorge. It was my least favorite and unnecessary change going into NS2. I wish I could say to just give the new commander stuff to the Gorges, but I know they wouldn't go for it.<!--QuoteEnd--></div><!--QuoteEEnd-->
^this
That being said, if they can make the gorge more combat viable, it wouldn't be so bad. When I play Medic in TF2, I have a lot more fun because I can confidently go toe to toe with almost any class if I'm caught solo. Part of is is just current performance, but the gorge is clunky and *feels* weak. The gorge does NOT have to be a game breaker, but if the player feels that the gorge is stronger (even if the numbers say he kinda sucks), then the player will have more fun, and will feel his/her skill has a chance to balance out the stats. This isn't just true to NS2, it's a general gaming concept.
As an extreme example, take Dan from the Street Fighter series. In most versions, he's a total joke character with awful moves and stats. However, a few people figured out how to break him and could come up with surprisingly deadly strategies. Even though the stats are still just as bad, the player found a way to make it work and make him feel fun and more powerful. I'd prefer to see the gorge get stronger by design, rather than by player tricks, but right now we don't have either.
The other suggestion of giving him Fury sounds fun, too.
Actually I think the gorge should be more healer & builder type of a class, You can get kills with hydras but you have a point, If the one you're healing dies and you're alone you have almost no chance 1 versus 1, spit attack <u>and</u> bile bomb should be stronger. Back to the building part, hydras are kinda weak actually if you compare them to mature whip (I know that's not the right name) and hydras often get killed by Granade launchers, wich should be nerfed imo, you <i>can</i> get kills pretty easy with hydras but in every room theres 2 or more entrances I think wich means, even if you place them so you can't see them when you are running in from one door, but you can probably see them from the other one (ok I know hydras shouldn't be super op or something but they get killed easy so I would like them to cost 8 res instead of 10 or something Idk this is something I just come up with to make a long text haha :)
<!--quoteo(post=1882567:date=Oct 28 2011, 08:24 PM:name=scorpydude)--><div class='quotetop'>QUOTE (scorpydude @ Oct 28 2011, 08:24 PM) <a href="index.php?act=findpost&pid=1882567"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the worst design decision they ever did was remove gorge as the PRIMARY builder class.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think that's true. Having the gorge as primary support <b>and</b> primary builder is just too much -- the class is all over the place. With the burden of building (most) structures given to the alien commander, it allows the gorge to focus on immediate tactics (support), while the alien commander works on the overall strategy (upgrades).
The problem is that the gorge isn't powerful enough right now, and there is only infrequently a commander. Once these issues are addressed, I think the change to having an alien commander then seem a good idea.
<!--quoteo(post=1882633:date=Oct 29 2011, 03:11 PM:name=Shalfa)--><div class='quotetop'>QUOTE (Shalfa @ Oct 29 2011, 03:11 PM) <a href="index.php?act=findpost&pid=1882633"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually I think the gorge should be more healer & builder type of a class,<!--QuoteEnd--></div><!--QuoteEEnd-->
I suppose I should add that it's fine if the gorge isn't necessarily buffed in combat - maybe they can make mini-crags for example. They don't have to be game-breakers or terribly hard to kill, but the gorge and their teammates would feel like he's much more valuable.
I'd much rather keep the gorge and see the alien comm removed from the game. When UWE introduced the alien commander I forsaw the decline of the gorge's role as team captain. It's unfortunate but I agree that the gorge has become a bore to play.
NS1 had a very unique asymetrical design with only the marines having a commander and it balanced beautifully. Why they decided to scrap that is beyond me. I see no reason why they aliens NEED a commander. I can see the gorge being fully capable of fulfilling the roles of commander in a different manner then playing the game in RTS view.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
edited October 2011
<!--quoteo(post=1882218:date=Oct 26 2011, 04:01 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Oct 26 2011, 04:01 PM) <a href="index.php?act=findpost&pid=1882218"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the clear point is how fast the rifle can unload damage compared to how fast healspray works. Even back when healspray was 100% selfheal, if you shot 2 clips and the gorge still wasnt dead, then the problem really was aim or you got outplayed by a gorge that used bellyslide and LOS well.<!--QuoteEnd--></div><!--QuoteEEnd-->
that doesn't even make sense. even if the delay was the same as current build that meant the gorge could heal himself fully before a magazine could be emptied every time.
provide numbers for that scenario instead of the current build because i <b><u>explicitly </u></b>was referencing how horrible 100% self heal was. didnt flayra even address this issue at one point? i don't know why its even being argued? when one says "i emptied two magazines into him" do you really take that literally as in every round, in a beta with low fps and hit reg , that i was a pro player who landed every round?? no. stop being so literal. i was making a point.
<i>builder class doesn't necessarily have to be the weakest - but he shouldn't be a near invincible tank either.</i> and that was exactly why 100% self heal was removed.
Bile Mines. 1 more defensive way for gorges to plant traps and get kills. bring back webbing but only on infestation. So gorges can then set other traps rather than just surprise hydras. Make them the masters of infestation, not the illegal whose raking your leaves.
<!--quoteo(post=1882669:date=Oct 29 2011, 06:36 PM:name=slayerkl2)--><div class='quotetop'>QUOTE (slayerkl2 @ Oct 29 2011, 06:36 PM) <a href="index.php?act=findpost&pid=1882669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Make them the masters of infestation.<!--QuoteEnd--></div><!--QuoteEEnd-->
If this happened, I would have no problem at all with the gorge co-existing with commander. Maybe not necessarily with mines, but I think you might have stumbled on something.
If the gorge could more readily expand infestation and had significant personal advantages for doing so, I could see the player having incentive to doing things that benefit the team. Maybe he gets abilities that work on infestation, or gets a buff. I could see a gorge being scary playing on his home turf, slipping along the infestation and leading enemies into ambushes.
<!--quoteo(post=1882668:date=Oct 30 2011, 10:35 AM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Oct 30 2011, 10:35 AM) <a href="index.php?act=findpost&pid=1882668"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that doesn't even make sense. even if the delay was the same as current build that meant the gorge could heal himself fully before a magazine could be emptied every time.<!--QuoteEnd--></div><!--QuoteEEnd--> eh i think you misplaced a few decimal places when you read my post? Rate of fire has always been the same too im pretty sure. I'm not arguing with you. Im correcting this common fallacy that the gorge was near invincible when it was 100% self heal whether flayra thought so or not. I'm a playtester, i give my gameplay feedback as honest as i can and i dont take flayra as the bible. Gorge self heal was put to 50% because that was how it was in NS1, but clearly NS2 is a slightly different game. Not to mention i conservatively suggested 75% self heal.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->when one says "i emptied two magazines into him" do you really take that literally as in every round, in a beta with low fps and hit reg , that i was a pro player who landed every round??<!--QuoteEnd--></div><!--QuoteEEnd--> Yes i do take it relatively literally and my arguement has to start somewhere. It just shouldn't take you more than 2 clips to kill a gorge whether or not thats what actually happened in your loose anecdote. Whether you like it or not, gorges are not hard to hit and we shouldn't be balancing around a low skill level (not saying im elitist or pro myself. Its just fact that in high levels of competition and especially as the game gets older, people get better and progression in games is always a fun thing). I was also under the impression we were discussing in terms of balance for the future - I'm not taking into consideration beta performance as a balance factor.
This whole thing seems moot now though given plans to make healspray leave a cloud but we shall see...
imagine a room with several hydras hidden by a shade or two. normally marines enter the room, hydras start to shoot(=> they reveal themselves) and the marines try to take them out at a safe distance and/ or with the possibility to hide for cover at all times.
what if, the gorge - or commander - has the ability to hold their attack for a while. so the hydras stay hidden until the marines crossed the room halfway. the room looks like no threat at all.
with this ability gorges could set awesome traps. re-add web and our "fat slow alien" is going to kick some ass!
or an ability for the commander to bind the hydras attack to a specific situation or building (the attacking hidden whip e.g.)
=> 5 hydras start to shoot if hidden whip attacks an marine
given the whip is placed at the end of a corridor and along the corridor 5 hydras are placed. a whole group of marines panic when the hydras reveal themselves in that moment the whip ######slaps the leading marine in the face. i like that scenario :)
When the gorge gets more building options the alien commander has no use, I think gorge should be more like a defending class..
1st : Gorge should do better healing against themself and teammates
2nd : I think it would be great if the gorge has he's web again. The gorge should have the option to set up blockades for the marines, so they can't go through a certain hallway because of the web (wich should be hard to see, should maybe look like some sort of spit that is hard to see :) ) When marines run into the web they are slowed and maybe the guns should block or something? or slow walking and rotating and mouse movement, just something effective :), wich makes it great for aliens to defend and ambush.
3rd: Maybe the gorge should have another building like Hydra's? Maybe something like a whip? Or gorge should be able to set some sort of traps? maybe hydra's with a parasite ? or a "cyst" that explodes when you run into it and it blinds the marine for like 2 or 3 second ? Maybe instead of a defense chamber a small healing tower ( less then cragg ofcourse )? Maybe give gorge an ability to run on walls for a few sec? Or another sort of hydra that shoots something slimey and 1/3 times blocks the marine gun for a second?
Anyways it would be nice if gorge had a more defending role in the game, by setting up ambushes and traps or slow the marines etc etc etc
Because alien commander is now THE builder, gorge should be more defensive,support and should be able to set some traps
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited October 2011
<!--quoteo(post=1882712:date=Oct 30 2011, 03:40 PM:name=Trainee.ger)--><div class='quotetop'>QUOTE (Trainee.ger @ Oct 30 2011, 03:40 PM) <a href="index.php?act=findpost&pid=1882712"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->ps. increase gorge selfheal to at least 75% :(<!--QuoteEnd--></div><!--QuoteEEnd--> Selfheal is fine on 50% in my opinion, more than that would definitly be OP. Remember the invincible gorges from when they had 100% selfheal. 1v1 gorge vs rifle was likely to win as gorge, if the gorge had the moment of surprice. And with regeneration incoming, I don't see the gorge having any trouble keeping himself alive.
We need to turn him into spec ops gorge. Simply add the gorggles model from that one vid a while back and give him the ability to pick up marine weapons and use them.
Too much work has gone into the Gorge to let him go out without a fight. He's not as important as in NS1 it's true. It's something to look at, but I'd keep his current lack of applicability open for now so he can fill a gap later on, especially as he is a support class most players don't rely on right now (and therefore he can be left underpowered until the right buff can be identified for him).
Add Gorges webs back in and make it so only flamethrowers can destroy webs. +1 for Gorge +1 for usefulness of flamethrower
[EDIT] It would also be good to have webs as a counter for when the jetpacks come into play, because once that happens marines are going to be moving all over the place. So if gorges web up the place = flamethrower counter, if marines go jetpacks = web counter. Whoever prevails is the one utilizing support in addition to raw fire/chomp power.
Here's a suggestion that would add to combat viability to the gorge.
Simply, give him more health and armor. Let the gorge be the tank of the skulk pack. He'll be standing in the open spraying out heals. If marines focus fire on the gorge, the skulks will simply rip apart the squad of marines. This forces marines to be more cautious when engaging gorges to see if there are any skulks waiting for marines to take the bait. So marines would have to kill all of the skulks first, then kill the gorge last.
Comments
I have to say the Gorge is very useful building hydras when the game is just starting, but after the Marines upgrade, the Gorge is just a fat sliding medic.
I have learned a few tricks though, if you run up the wall at crevice and find a flat rock, you can evolve as a Gorge and put hydras up high on the walls. Only problem is you have to evolve back to a skulk to get anywhere else that is high up.
I had to spend 10res every time I wanted to evolve back to a Gorge.
Maybe the Gorge should be allowed to walk up walls only if there is infestation. This would make it easier for Gorges to put hydras in tough spots high up, thus making hydras and the Gorge more useful for later in the game.
-B1ackSmoke
Gorges are valuable but there are times playing I feel like i am waiting.
<!--quoteo(post=1882258:date=Oct 26 2011, 07:57 PM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Oct 26 2011, 07:57 PM) <a href="index.php?act=findpost&pid=1882258"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We should extend the vertical range of Gorge structure placement. Imagine infestation covering up light sources like this:
<img src="http://i1143.photobucket.com/albums/n638/tsalerk/NS22011-10-2713-56-19-02.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Hydras on their own = how they are
hydra+gorge = strong
what i mean is maybe make it so gorge heals hydras more efficiently than he does other structures/players. maybe give him some sort of extra armor upgrade i.e "research anti concussive carapace" so he takes less damage from nades.
This would make having a gorge in a hive with hydras a little more formidable vs grenades. and remove the "oh ###### theres a GL say good bye to that hydra forest...." feeling.
anyway just thought. the gorge should most definitely not be removed. ns needs him. i need him. i.....love him?
The Gorge is needs to be buffed but otherwise it's far from a useless class. It's a support class just like the Lerk and when skillfully used in the front line-- they can be deadly.
I would not buff offensive abilities, support role brings a easier way to approach the game as a new player and something for "laidback" people.
A great suggestion that is also inline with the support roll of the gorge!
The gorge 'cast' could use lots of res, and last for 30secs or so. As a counter the marine commander (while outside of the chair) could have similar skills/buffs.
OP:
Gorge is an awesome class. I think you actually agree with this statement and just want them to be better
I don't think it necessarily has to be, but something here is wrong. Half the time, there isn't even an alien commander.
^this
That being said, if they can make the gorge more combat viable, it wouldn't be so bad. When I play Medic in TF2, I have a lot more fun because I can confidently go toe to toe with almost any class if I'm caught solo. Part of is is just current performance, but the gorge is clunky and *feels* weak. The gorge does NOT have to be a game breaker, but if the player feels that the gorge is stronger (even if the numbers say he kinda sucks), then the player will have more fun, and will feel his/her skill has a chance to balance out the stats. This isn't just true to NS2, it's a general gaming concept.
As an extreme example, take Dan from the Street Fighter series. In most versions, he's a total joke character with awful moves and stats. However, a few people figured out how to break him and could come up with surprisingly deadly strategies. Even though the stats are still just as bad, the player found a way to make it work and make him feel fun and more powerful. I'd prefer to see the gorge get stronger by design, rather than by player tricks, but right now we don't have either.
The other suggestion of giving him Fury sounds fun, too.
I don't think that's true. Having the gorge as primary support <b>and</b> primary builder is just too much -- the class is all over the place. With the burden of building (most) structures given to the alien commander, it allows the gorge to focus on immediate tactics (support), while the alien commander works on the overall strategy (upgrades).
The problem is that the gorge isn't powerful enough right now, and there is only infrequently a commander. Once these issues are addressed, I think the change to having an alien commander then seem a good idea.
I suppose I should add that it's fine if the gorge isn't necessarily buffed in combat - maybe they can make mini-crags for example. They don't have to be game-breakers or terribly hard to kill, but the gorge and their teammates would feel like he's much more valuable.
At the moment gorge is like a TF2 medic with no uber that can drop mini sentries.
If the gorge niche is "map control" there needs to be more options to that effect.
If it's TF2 medic there needs to be more options for buffing and healing.
NS1 had a very unique asymetrical design with only the marines having a commander and it balanced beautifully. Why they decided to scrap that is beyond me. I see no reason why they aliens NEED a commander. I can see the gorge being fully capable of fulfilling the roles of commander in a different manner then playing the game in RTS view.
that doesn't even make sense. even if the delay was the same as current build that meant the gorge could heal himself fully before a magazine could be emptied every time.
provide numbers for that scenario instead of the current build because i <b><u>explicitly </u></b>was referencing how horrible 100% self heal was. didnt flayra even address this issue at one point? i don't know why its even being argued?
when one says "i emptied two magazines into him" do you really take that literally as in every round, in a beta with low fps and hit reg , that i was a pro player who landed every round?? no. stop being so literal. i was making a point.
<i>builder class doesn't necessarily have to be the weakest - but he shouldn't be a near invincible tank either.</i> and that was exactly why 100% self heal was removed.
If this happened, I would have no problem at all with the gorge co-existing with commander. Maybe not necessarily with mines, but I think you might have stumbled on something.
If the gorge could more readily expand infestation and had significant personal advantages for doing so, I could see the player having incentive to doing things that benefit the team. Maybe he gets abilities that work on infestation, or gets a buff. I could see a gorge being scary playing on his home turf, slipping along the infestation and leading enemies into ambushes.
eh i think you misplaced a few decimal places when you read my post? Rate of fire has always been the same too im pretty sure.
I'm not arguing with you. Im correcting this common fallacy that the gorge was near invincible when it was 100% self heal whether flayra thought so or not. I'm a playtester, i give my gameplay feedback as honest as i can and i dont take flayra as the bible. Gorge self heal was put to 50% because that was how it was in NS1, but clearly NS2 is a slightly different game. Not to mention i conservatively suggested 75% self heal.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->when one says "i emptied two magazines into him" do you really take that literally as in every round, in a beta with low fps and hit reg , that i was a pro player who landed every round??<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes i do take it relatively literally and my arguement has to start somewhere. It just shouldn't take you more than 2 clips to kill a gorge whether or not thats what actually happened in your loose anecdote. Whether you like it or not, gorges are not hard to hit and we shouldn't be balancing around a low skill level (not saying im elitist or pro myself. Its just fact that in high levels of competition and especially as the game gets older, people get better and progression in games is always a fun thing). I was also under the impression we were discussing in terms of balance for the future - I'm not taking into consideration beta performance as a balance factor.
This whole thing seems moot now though given plans to make healspray leave a cloud but we shall see...
what if, the gorge - or commander - has the ability to hold their attack for a while. so the hydras stay hidden until the marines crossed the room halfway. the room looks like no threat at all.
with this ability gorges could set awesome traps. re-add web and our "fat slow alien" is going to kick some ass!
or an ability for the commander to bind the hydras attack to a specific situation or building (the attacking hidden whip e.g.)
=> 5 hydras start to shoot
if hidden whip attacks an marine
given the whip is placed at the end of a corridor and along the corridor 5 hydras are placed. a whole group of marines panic when the hydras reveal themselves in that moment the whip ######slaps the leading marine in the face. i like that scenario :)
ps. increase gorge selfheal to at least 75% :(
1st : Gorge should do better healing against themself and teammates
2nd : I think it would be great if the gorge has he's web again. The gorge should have the option to set up blockades for the marines, so they can't go through a certain hallway because of the web (wich should be hard to see, should maybe look like some sort of spit that is hard to see :) ) When marines run into the web they are slowed and maybe the guns should block or something? or slow walking and rotating and mouse movement, just something effective :), wich makes it great for aliens to defend and ambush.
3rd: Maybe the gorge should have another building like Hydra's? Maybe something like a whip? Or gorge should be able to set some sort of traps? maybe hydra's with a parasite ? or a "cyst" that explodes when you run into it and it blinds the marine for like 2 or 3 second ? Maybe instead of a defense chamber a small healing tower ( less then cragg ofcourse )? Maybe give gorge an ability to run on walls for a few sec? Or another sort of hydra that shoots something slimey and 1/3 times blocks the marine gun for a second?
Anyways it would be nice if gorge had a more defending role in the game, by setting up ambushes and traps or slow the marines etc etc etc
Because alien commander is now THE builder, gorge should be more defensive,support and should be able to set some traps
Selfheal is fine on 50% in my opinion, more than that would definitly be OP.
Remember the invincible gorges from when they had 100% selfheal. 1v1 gorge vs rifle was likely to win as gorge, if the gorge had the moment of surprice.
And with regeneration incoming, I don't see the gorge having any trouble keeping himself alive.
[EDIT] It would also be good to have webs as a counter for when the jetpacks come into play, because once that happens marines are going to be moving all over the place. So if gorges web up the place = flamethrower counter, if marines go jetpacks = web counter. Whoever prevails is the one utilizing support in addition to raw fire/chomp power.
Simply, give him more health and armor. Let the gorge be the tank of the skulk pack. He'll be standing in the open spraying out heals. If marines focus fire on the gorge, the skulks will simply rip apart the squad of marines. This forces marines to be more cautious when engaging gorges to see if there are any skulks waiting for marines to take the bait. So marines would have to kill all of the skulks first, then kill the gorge last.