Battle Gorge
Niteowl
Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
<div class="IPBDescription">better than lerk/umbra?</div> lerk umbra/fade seems to a fairly general combo. but i put forward a better combo
battle gorge/ fade troop.
i basically consists of a regen/adren gorge with 3 or more fades wreaking havoc with marine outposts. gorges spam heal spray non stop to all fades reasons this works better, in some cases, than umbra.
1) gorges have better HP, and can last longer, in some cases than lerks.
2) fades can be very misbehaved, can/will leave the cozy confines of umbra to slash stuff. with gorge ,u just follow and healing spray them. or be ready to top them off when they come bcak
3) GLs negate umbra, and a good fade will blink slash, blink retreat to takt out a GL. in this case, heal spray is the ONLY thing of use to them
4) heal spray has a HUGE range, compared to umbra, i can stay in relative safety while the fade troop rocks HA/hmg, HA/GL, Tfac/ Turrs/siege
5) gorges can be easier to manoever, get around a bunch of blinking, strafing fades
6) better that those fades spend their defense uprgrade on carapace than regen.
7) to take out siege, D towers will have to be placed HELLA far back for a fade troop to take siege out, and then go heal
8) battle gorges can setup a safe area that tthe fades have taken by spamming webbing to stop advancing ha/hmg
9) just used it to take out a seemingly impregnable fortress of siege, turrest, ha/hmg, ha/gl in ns_nothing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
thoughts? comments?
battle gorge/ fade troop.
i basically consists of a regen/adren gorge with 3 or more fades wreaking havoc with marine outposts. gorges spam heal spray non stop to all fades reasons this works better, in some cases, than umbra.
1) gorges have better HP, and can last longer, in some cases than lerks.
2) fades can be very misbehaved, can/will leave the cozy confines of umbra to slash stuff. with gorge ,u just follow and healing spray them. or be ready to top them off when they come bcak
3) GLs negate umbra, and a good fade will blink slash, blink retreat to takt out a GL. in this case, heal spray is the ONLY thing of use to them
4) heal spray has a HUGE range, compared to umbra, i can stay in relative safety while the fade troop rocks HA/hmg, HA/GL, Tfac/ Turrs/siege
5) gorges can be easier to manoever, get around a bunch of blinking, strafing fades
6) better that those fades spend their defense uprgrade on carapace than regen.
7) to take out siege, D towers will have to be placed HELLA far back for a fade troop to take siege out, and then go heal
8) battle gorges can setup a safe area that tthe fades have taken by spamming webbing to stop advancing ha/hmg
9) just used it to take out a seemingly impregnable fortress of siege, turrest, ha/hmg, ha/gl in ns_nothing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
thoughts? comments?
Comments
->2) Thats because you can do alot more dmg with your claws, and you've got a lerk with you who should be throwing up umbra to cover you. Their are several cases to this though.
claws++ = claws better in this case (all be it at a higher risk then ranged attacks)
claws-- = ranged attack better in this case(acid rocket primarily is what is being comphered here)
1) if you know that healing is near by
claws++, You can do more dmg faster
2) carapaced
neutral this benefits both sides. Though it is really nesscary if your going to close to melle range
3) celerity
claws++ doesn't do much for the acid rocketer, but lets the fade using claws circle strafe faster/taking less dmg however adereline is still normaly a better choice as you cant destroy buildings (tf etc) nearly as fast as you run out of juice swinging
4) adereline
neutral as it allows you to keep attacking with claws and not run out of juice/ lets you get off
a couple more acid rockets faster
5) Active marine defense
claws-- a couple lmg marines make claws very risky to use to take out turrets. then your better off just
using ranged attacks.
6) alot of turrets
claws-- you start taking to much dmg to quickly then your wasting time/taking a large risk
7) you can isolate turrets /marines
claws++ if you can get outta firing arcs then of course your going to be taking alot less dmg (you'd be surprised how often I see people getting shot at when they need not be)
8) room to circle strafe/ cover
claws++ less dmg and see 7)
9) regeneration
claws-- you heal to slowly to make up for the dmg you would be reciving
good if your facing marines that have no back bone, and allow you to heal and shoot acid rockets at them
however you face a much larger risk then when carapaced verues comptent marines.
10) their are other targets around (errr teamates) onos/fades/skulks/babblers(dont last long though)
mostly claws but multiple ranged attacks really speed up taking out buildings
11) their are support classes around lerk gorge
neutral depending on how much of a gamble your willing to take for faster dmg.
as a side note, the marines (aim/ aggressiveness) determines when you must retreat to go heal(which is a huge thing really). Ie versus a dumb team that does nothing but sit around the amory whining about guns and not moving out, you can dish out alot more dmg to their bases in alot less time as only a few marines actually are actively attacking/respawning. As such those idiots on the human team just sitting there ignored one of the marines biggest advantages(respawntime)!. (just so they wont get "owned" by a fade... ya know their isn't a score board for humans for a reason......... <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->)
->7) its really not that far back and is very importent to have a forward base. Not having a forward base/gorge can easly lose any goal as you have to run across the map to heal/ having that around attracts groups of kharaa you need to smash things. Having the gorge up front is more usefull then having them stick around their chambers unless he needs to defened them.
The best combo at times can be Gorge/Lerk/Fades. I remember once on a server we were assaulting the 3rd hive on ns_bast, the refinery that time. I was stalking romano^_^ that day, so he pretty much organized an offensive against the hmg people and such. It was an epic battle, both sides taking quite a few losses (The marines took lots more though..) After about 10 minutes of 2 or 3 Fades acid rocketing their way to the base they had set up (This was 1.01 or 1.02, just when commanders were getting out of the turret farm stage.. this one hadn't obviously), we had a Gorge and a Lerk supporting us. Without either of them, the HMGs would have easily mowed us Fades down.
So.. in conclusion, they're both good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
The Gorge can build D chambers outside, Lerk can make you pretty much invincible against normal gunfire, Gorge can heal, Lerk can spam spore to basically stop the marines from spawning while you chomp/slash/gore up the base at the end of the game... They both function effectively on the front lines.
The Gorge can build D chambers outside, Lerk can make you pretty much invincible against normal gunfire, Gorge can heal, Lerk can spam spore to basically stop the marines from spawning while you chomp/slash/gore up the base at the end of the game... They both function effectively on the front lines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ah, but whic h is BETTER?
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ya forgot to mention one of the most importent things gorges can do.... web! even at far off ranges throwing a
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<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->?
8) battle gorges can setup a safe area that tthe fades have taken by spamming webbing to stop advancing ha/hmg
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->2) Thats because you can do alot more dmg with your claws, and you've got a lerk with you who should be throwing up umbra to cover you. Their are several cases to this though.
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i'm away swiping is much better than acid rocketing. this is misbehaving BEYOND the blink in and swipe
<quote>
1) if you know that healing is near by
claws++, You can do more dmg faster
2) carapaced
neutral this benefits both sides. Though it is really nesscary if your going to close to melle range
....
7) you can isolate turrets /marines
claws++ if you can get outta firing arcs then of course your going to be taking alot less dmg (you'd be surprised how often I see people getting shot at when they need not be)
</quote>
i have NO idea what you are responding to, or what point you are trying to make here. expand?
<quote>
->7) its really not that far back and is very importent to have a forward base. Not having a forward base/gorge can easly lose any goal as you have to run across the map to heal/ having that around attracts groups of kharaa you need to smash things. Having the gorge up front is more usefull then having them stick around their chambers unless he needs to defened them.
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uhm.. did you read number 7?? the whole list is to reason why a battlegorge is better than a lerk. if it's alerk, the only healing would be for D chambers, which would have to be AWAY from siege.
and the last point is EXACTLY my point. dynamic healing IN fight is more important than static towers that fades have to let up the pressure on in order to heal.
and that thing about armour, yes.. it can be a bit of a pet peeve.
HINT TO GORGES!!
heal until they don't make any more healing sounds. that green circle around them is ONLY their health! when the target of healing stops making those gulp like sounds, THEN they are fully healed! armour and all.
as a battlegorge, i just keep healing nonstop. only letting adren catch up once and a while.
And webs. I think they're one of the deadliest and yet most misused abilities of the aliens. Sensible gorge players should realise that there's a max team limit on the number of webs and not web chokepoints till they're area maxed (worse still, webbed from wall-to-wall and ceiling-to-floor so that a welder-toting marine can conveniently burn through). Save the webs for assaults. Nothing turns an encounter in your fade's favour than when the marine stops shooting back.
What good is a HMG if you cannot... shoot? <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
My suggestion: Carapace/Addrenaline for battle-gorging, and keeping your finger on the mouse. Doesn't matter if they're completely healed. If you hear enemy fire, keep holding down that button. You're bound to save <i>someone</i> from their doom.
Also, if there aren't any sieges within firing range, build a Def. cluster (3 or 4 Def. structures together), or a Off/Def wall. Saves your fades, and wards off marines (tried and true! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
ive played a couple games where we got a troop of 2-3 fades, 1 lerk, and 1 gorge raiding bases.. everyone but the gorge with carapace, gorge with regen, and everyone with adren.. gorge would lay down a bunch of webbing, lerk would drop in the umbra, fades would start rocking while gorge did the heal, soon as the marines came to push us back the webbing stuck em up and it was all over.. umbra + heal spray = invinceable fades. even a couple marines with GLs wont get the group out unless they get real lucky.
The bouncing/spraying gorge thing is way more effective than I would have thought. If the marine can put some distance between himself and the gorge, the gorge is dead. But if the gorge can keep the marine within 3-5 feet, the marine has no chance.
i've only been in on one such raid, can't wait to try it again.
-d$