<!--quoteo(post=1882062:date=Oct 25 2011, 08:32 PM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 25 2011, 08:32 PM) <a href="index.php?act=findpost&pid=1882062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorge is my favourite class - and I'm sure there are many that think he's great to play. That and an alien team without gorges will absolutely lose.
Perhaps it takes a new player a little longer to work out his nuances than say, 'go bite humans till they die,' but that's not necessarily a bad thing.
Perhaps there are more abilities coming for the Gorgey that we don't yet know about, that could alleviate your concerns about his place in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
if the main point of the alien comm is to look at the map like the marine commander does, why not just make a chamber that does this or give that ability to the hive but allow gorges to retain builder status but allow them to "use" the hive to get a view of the map -- problems fixed
Bile Bomb is one of the most effective building crusher in the Alien arsenal. This gives Bile Bomb utility all game long, and by giving it to a non-combat oriented life-form, it encourages teamwork with other players to become effective. It can still be useful in a solo situation; there are many places to emerge as a Adrenaline Bile Gorge and wreak havoc on Marine infrastructure.
Moving it to the Fade doesn't fit his role in the current Alien metagame. The Fade is meant to be used as a hit-and-run class. It has an armor-piercing primary and is easier to obtain than Jet-packs. While he can be used to destroy buildings, he is probably better off leaving that to nearby Skulks.
In NS1 I use to exclusively play gorge. It was important, it was involving, it was very fun being that kind of support. NS2 made gorge feel kind of gimped. Sure bile bomb is awesome, but the heal isnt as good as it use to be, you cant slow marines down anymore, and you cant defend yourself with structures like you use to, you need a comm to do that for you which is hardly ever.
I then thought, "well, ill be a comm then, its the same thing as being an NS1 gorge". I was wrong about that. Sure you build structures and choose upgrades, mostly like NS1. But the biggest problem is you are disconnected with all the other aliens. Sure you can watch them from above, but you arent exactly involved with them, just invested. Its not personal, its buisness. And to me, that turned me off comm. Buisness is for humans, living for a hive is personal. I felt that is what really made aliens, aliens back in NS1 and that seems to have gone to the side in this version. Its not a "hive" mentallity for aliens anymore, its military. And that is a bit too human for me, and for the gorge.
<!--quoteo(post=2031055:date=Nov 21 2012, 12:47 PM:name=Lofung)--><div class='quotetop'>QUOTE (Lofung @ Nov 21 2012, 12:47 PM) <a href="index.php?act=findpost&pid=2031055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->for most of the time when people care about fun instead of win more in this game they do not play gorges. cause its boring to most. enough said.<!--QuoteEnd--></div><!--QuoteEEnd-->
i love playing gorge even without the healing side... obviously you build structures for your team which is a big help, but i really don't like the healing role as it feels like being a porn set ######.
you drop a few stacks of 'sandbags' aka clogs as cover for you to spam bile bombs onto the incoming exo army... what can they do to stop you? shoot the clogs? drop some new ones for free or fall back to your next foxhole... you can use clogs in a similar manner for spitting at marines. clogs are far more useful than just a door barricade.
a good gorge won't usually get a lot of kills but you can be extremely annoying for the marine team.
i would really like spit to be less 'laggy' though... the projectile is very slow and doesn't seem to sync with the visual loogie, making it extremely unituitive and inconsistent to aim.
<!--quoteo(post=2031019:date=Nov 21 2012, 05:36 PM:name=pendelum5)--><div class='quotetop'>QUOTE (pendelum5 @ Nov 21 2012, 05:36 PM) <a href="index.php?act=findpost&pid=2031019"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bile Bomb is one of the most effective building crusher in the Alien arsenal. This gives Bile Bomb utility all game long, and by giving it to a non-combat oriented life-form, it encourages teamwork with other players to become effective. It can still be useful in a solo situation; there are many places to emerge as a Adrenaline Bile Gorge and wreak havoc on Marine infrastructure.
Moving it to the Fade doesn't fit his role in the current Alien metagame. The Fade is meant to be used as a hit-and-run class. It has an armor-piercing primary and is easier to obtain than Jet-packs. While he can be used to destroy buildings, he is probably better off leaving that to nearby Skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
You know, Bile Bomb actually started on the Fade in early NS1 releases but was moved to the Gorge later. Agree with the general feeling going around that the Gorge needs his attack improved, it deals solid damage its just impossible to hit a moving target with it. It's also pretty sad that a marine can stroll past your hydras (shooting him) casually blow you to bits with his LMG, while having enough health to survive. Hydras are scarcely more than an annoyance.
Fade had acid rocket, but not bile bomb. I believe Bile bomb went straight to the gorge in place of babblers.
Also, OP is wrong. Gorge is right now a very useful class in small numbers. (The whole team can't go gorge and expect to win) This goes back to the idea that a mix of classes is superior to just everyone going for 1 class. A single Gorge among a group of 4 skulks is better than 5 skulks. This remains true at every stage of the game.
With the addition of Gorge tunnels, I don't think there is going to be a case to be made for gorges being useless. Maybe I'm just tired of hearing the same regurgitated nonsense over and over.
I can cope with things like Fades losing acid rocket, but I really think the Gorge has been crippled in NS2.
In Beta we had the promise of more abilities, but we're now in the official release and the Gorge is still no better off. Clogs are no replacement for Web or DCs, markedly so when it takes over half your allocation to even partially block an entrance.
I understand why a Gorge Wall of Lame should be discouraged, but trying to discourage marines with 7 clogs and 3 hydras is a joke. You can stack your leftover clogs to use as "cover" for spit sniping, but even with all that in the one location you'll struggle to stall marines.
I feel that the flexibility of the Gorge has been negatively affected, and what he has lost has not been re-focused. While Fades and Onos have been streamlined into melee (I miss devouring marines), and Lerks and Skulks retain pretty much everything, the Gorge has nothing to replace it's Engineering role. It seems now that you're now nothing more than a walking healspray, and perma-gorging is now a liability.
A few small boosts would put the variety back into the Gorge. Larger clogs, perhaps even bring back a limited number of mini-cysts with a modification that makes them "true" when mature. This would give the Gorge the capacity to partially block 2 entrances at a time, and a role in repairing small broken links in the Cyst chain. Both of these boosts are non-combative and supplement the role of the Khamm rather than attempting to replace it.
A Gorge able to drop (at most) 3 mini-Cysts would be able to repair one or two chain breaks, or link tactically-placed Hydras to a nearby existing Cyst chain. If there's a concern that 2 or more Gorges could use their 6 mini-Cysts to capture territory, rather than reinforce it, simply reduce the number or range of the mini-Cysts or increase their maturation time.
Really at this point I'd take anything that would take the Gorge closer to his old role, rather than the current "healspray on legs with delusions of grandeur".
Best ranged attacker, Sieger, Healer, Builder, and 3 Gorges mashing heal spray can hold off an entire marine team with clogs and hydras at a choke point
It's also what a good Khammander turns into every game with their locked 20 starting res because it's the cheapest evolution
If aliens didn't have the gorge they would be losing a lot more games
<!--quoteo(post=2031108:date=Nov 22 2012, 12:00 AM:name=Wyattx3)--><div class='quotetop'>QUOTE (Wyattx3 @ Nov 22 2012, 12:00 AM) <a href="index.php?act=findpost&pid=2031108"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fade had acid rocket, but not bile bomb. I believe Bile bomb went straight to the gorge in place of babblers.
Also, OP is wrong. Gorge is right now a very useful class in small numbers. (The whole team can't go gorge and expect to win) This goes back to the idea that a mix of classes is superior to just everyone going for 1 class. A single Gorge among a group of 4 skulks is better than 5 skulks. This remains true at every stage of the game.
With the addition of Gorge tunnels, I don't think there is going to be a case to be made for gorges being useless. Maybe I'm just tired of hearing the same regurgitated nonsense over and over.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1882062:date=Oct 26 2011, 02:32 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Oct 26 2011, 02:32 AM) <a href="index.php?act=findpost&pid=1882062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gorge is my favourite class - and I'm sure there are many that think he's great to play. That and an alien team without gorges will absolutely lose.
Perhaps it takes a new player a little longer to work out his nuances than say, 'go bite humans till they die,' but that's not necessarily a bad thing.
Perhaps there are more abilities coming for the Gorgey that we don't yet know about, that could alleviate your concerns about his place in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 to having lots of fun with gorges!
Love the defense building, hydra placing and accelerating structure growth etc. Plus bilebombing is so OP that it makes sense to me it is in the slowest lifeform (like "artillery" in most any RTS game out there). Coordinating bilebomb with the rest of the team IS fun because is challenging due to the weaker nature of the gorge while being very rewarding if successful.
Plus I suck at Fades and Lerks :p so when i get bored of skulks, gorging is whats left for me! :-)
Playing a lot of games recently, the gorge is actually essential to Alien gameplay. Clogs can change the game completely. Still the best addition to NS2 imho. Not to mention the speed-building they can do or Bile-Bomb.
I think a lot of people dont see the bigger picture, all the classes in combination are an unstoppable force, skulks and fades taking out welders, lerks gassing, gorges bile and healing while onos batters the daylights out of everthing that dares not to die... bliss. :)
The biggest issue with gorge isn't that they aren't useful, but they are boring to play a lot of times. While many players will tolerate ass-sniffing a fellow player and holding down rightclick, it is plain boring to hold down right click next to extractors or hives for 30 seconds or a minute. A crying shame too, because a gorge actively maturing extractors and hives makes a huge difference to your res flow and tech level. Something like making healspray dot (or at least the maturity portion) would go a long way towards fixing this, though there may be better solutions.
My favorite post in this topic that says it all. :D
Oh and yeah. I think people who say remove gorge because it is obsolete are guys who don't know how to use gorge in defense of early base expansion, supporting onos when crags are not available and don't know how to use bile bomb.
I admit in the current build they do kinda feel like they aren't so much a class, as a collection of abilities that aliens have use for and can't really be put on any other class.
So, they have the siege weapon, the movement blocker, the area protector, the healing, and a crappy ranged attack, and they can spread infestation a bit too.
Lots of situationally useful abilities stuck onto the situationally useful ability class.
The Gorges appearance is enough to keep him in the game, apart from being adorable he provides a great distraction for marines, I know when I see a Gorge I drop everything to chase that sexy mother ****er.
Give webs back to the Gorge and it will kick ass once again.
From NS1 there was nothing like seeing a Gorge snare a marine with web and then pop out of his hiding spot to do the hokey pokey. Snared marine squirms like mad, gorge just spits in his face til dead or keep him snared til backup arrives. True battlegorging right there.
I still think Gorges should be allowed to build Crags/Shifts/Shades after the Khamm has dropped them and while the supporting hive exists. Additionally, I'd like to explore the idea of allowing Gorges to drop a hive on a Khamm designated Tech Point.
Also, webs.
I don't buy the "removing control is no fun for the player" stuff for this game. Marines should not be wandering around alone. In NS1 welders removed webs and it should be the same in NS2. Teamwork; it's what is all about.
<!--quoteo(post=2056004:date=Jan 4 2013, 11:36 AM:name=MMZ_Torak)--><div class='quotetop'>QUOTE (MMZ_Torak @ Jan 4 2013, 11:36 AM) <a href="index.php?act=findpost&pid=2056004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still think Gorges should be allowed to build Crags/Shifts/Shades after the Khamm has dropped them and while the supporting hive exists. Additionally, I'd like to explore the idea of allowing Gorges to drop a hive on a Khamm designated Tech Point.
Also, webs.
I don't buy the "removing control is no fun for the player" stuff for this game. Marines should not be wandering around alone. In NS1 welders removed webs and it should be the same in NS2. Teamwork; it's what is all about.<!--QuoteEnd--></div><!--QuoteEEnd-->
Stomp removes control from the player, and web doesn't have to be as drastic as NS1's removing the ability to fire + move quickly, with a good chance of being webbed again. Simply adjust parameters/cooldowns/etc until balanced. Or something quirky like stomp/web causing the marine to drop his welder/gun on the ground. Web was probably one of my favorite mechanics; it adds dynamic immersiveness as the round evolves (like infestation), offers new play styles/strategies for Gorge, and promotes marines to buy welders (strategic teamwork). If they bring back weld points that would make the welder a viable purchase for any marine, meaning webs are easily countered with welders in the field.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
edited January 2013
<!--quoteo(post=2056004:date=Jan 4 2013, 05:36 PM:name=MMZ_Torak)--><div class='quotetop'>QUOTE (MMZ_Torak @ Jan 4 2013, 05:36 PM) <a href="index.php?act=findpost&pid=2056004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still think Gorges should be allowed to build Crags/Shifts/Shades after the Khamm has dropped them and while the supporting hive exists. Additionally, I'd like to explore the idea of allowing Gorges to drop a hive on a Khamm designated Tech Point.
Also, webs.
I don't buy the "removing control is no fun for the player" stuff for this game. Marines should not be wandering around alone. In NS1 welders removed webs and it should be the same in NS2. Teamwork; it's what is all about.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps... but I think the devs might think it makes the khaam less important?
I however had a mixed idea how to make my favority fatty build more, while still keeping his healer role.
* scale up the number of clogs & hydra's with each active hive. (balance damage and health as needed) * introduce a gorge only 'tank/soak' chamber. Idea is a chamber which soaks a % of damage up in a area around it. So if a marine is shooting a RT, it would damage the soak chamber for a % instead. Not hard to imagine that combined with a healing gorge/chamber, and some hydra's this could make for much more gorge build use in later games. To make it more or less viable, you could have the % scale with amount of active hives. Balance the %, test which maximum of active soak chambers around each other would be best and we get our lil buddy building a lot more again.
One can argue clogs somewhat do this already, but I say let them just be that.. clogs. you either hit a clog, or you dont. This suggested soak chamber would act different by giving area of affect.
<!--quoteo(post=2056015:date=Jan 4 2013, 11:59 AM:name=sloe)--><div class='quotetop'>QUOTE (sloe @ Jan 4 2013, 11:59 AM) <a href="index.php?act=findpost&pid=2056015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Stomp removes control from the player, and web doesn't have to be as drastic as NS1's removing the ability to fire + move quickly, with a good chance of being webbed again. Simply adjust parameters/cooldowns/etc until balanced. Or something quirky like stomp/web causing the marine to drop his welder/gun on the ground. Web was probably one of my favorite mechanics; it adds dynamic immersiveness as the round evolves (like infestation), offers new play styles/strategies for Gorge, and promotes marines to buy welders (strategic teamwork). If they bring back weld points that would make the welder a viable purchase for any marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd be ok with allowing a webbed marine to fire, but not change weapons. It must include the slow down and still eliminate flying for the duration of the time being webbed.
Comments
Perhaps it takes a new player a little longer to work out his nuances than say, 'go bite humans till they die,' but that's not necessarily a bad thing.
Perhaps there are more abilities coming for the Gorgey that we don't yet know about, that could alleviate your concerns about his place in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
WEB? BABBLERS?
Good luck dealing with MAC and ARC spam without a gorge.
Moving it to the Fade doesn't fit his role in the current Alien metagame. The Fade is meant to be used as a hit-and-run class. It has an armor-piercing primary and is easier to obtain than Jet-packs. While he can be used to destroy buildings, he is probably better off leaving that to nearby Skulks.
Gorge is the best.
Good day, sir!
I then thought, "well, ill be a comm then, its the same thing as being an NS1 gorge". I was wrong about that. Sure you build structures and choose upgrades, mostly like NS1. But the biggest problem is you are disconnected with all the other aliens. Sure you can watch them from above, but you arent exactly involved with them, just invested. Its not personal, its buisness. And to me, that turned me off comm. Buisness is for humans, living for a hive is personal. I felt that is what really made aliens, aliens back in NS1 and that seems to have gone to the side in this version. Its not a "hive" mentallity for aliens anymore, its military. And that is a bit too human for me, and for the gorge.
i love playing gorge even without the healing side... obviously you build structures for your team which is a big help, but i really don't like the healing role as it feels like being a porn set ######.
you drop a few stacks of 'sandbags' aka clogs as cover for you to spam bile bombs onto the incoming exo army... what can they do to stop you? shoot the clogs? drop some new ones for free or fall back to your next foxhole... you can use clogs in a similar manner for spitting at marines. clogs are far more useful than just a door barricade.
a good gorge won't usually get a lot of kills but you can be extremely annoying for the marine team.
i would really like spit to be less 'laggy' though... the projectile is very slow and doesn't seem to sync with the visual loogie, making it extremely unituitive and inconsistent to aim.
Moving it to the Fade doesn't fit his role in the current Alien metagame. The Fade is meant to be used as a hit-and-run class. It has an armor-piercing primary and is easier to obtain than Jet-packs. While he can be used to destroy buildings, he is probably better off leaving that to nearby Skulks.<!--QuoteEnd--></div><!--QuoteEEnd-->
You know, Bile Bomb actually started on the Fade in early NS1 releases but was moved to the Gorge later. Agree with the general feeling going around that the Gorge needs his attack improved, it deals solid damage its just impossible to hit a moving target with it. It's also pretty sad that a marine can stroll past your hydras (shooting him) casually blow you to bits with his LMG, while having enough health to survive. Hydras are scarcely more than an annoyance.
Also, OP is wrong. Gorge is right now a very useful class in small numbers. (The whole team can't go gorge and expect to win) This goes back to the idea that a mix of classes is superior to just everyone going for 1 class. A single Gorge among a group of 4 skulks is better than 5 skulks. This remains true at every stage of the game.
With the addition of Gorge tunnels, I don't think there is going to be a case to be made for gorges being useless. Maybe I'm just tired of hearing the same regurgitated nonsense over and over.
In Beta we had the promise of more abilities, but we're now in the official release and the Gorge is still no better off. Clogs are no replacement for Web or DCs, markedly so when it takes over half your allocation to even partially block an entrance.
I understand why a Gorge Wall of Lame should be discouraged, but trying to discourage marines with 7 clogs and 3 hydras is a joke. You can stack your leftover clogs to use as "cover" for spit sniping, but even with all that in the one location you'll struggle to stall marines.
I feel that the flexibility of the Gorge has been negatively affected, and what he has lost has not been re-focused. While Fades and Onos have been streamlined into melee (I miss devouring marines), and Lerks and Skulks retain pretty much everything, the Gorge has nothing to replace it's Engineering role. It seems now that you're now nothing more than a walking healspray, and perma-gorging is now a liability.
A few small boosts would put the variety back into the Gorge. Larger clogs, perhaps even bring back a limited number of mini-cysts with a modification that makes them "true" when mature. This would give the Gorge the capacity to partially block 2 entrances at a time, and a role in repairing small broken links in the Cyst chain. Both of these boosts are non-combative and supplement the role of the Khamm rather than attempting to replace it.
A Gorge able to drop (at most) 3 mini-Cysts would be able to repair one or two chain breaks, or link tactically-placed Hydras to a nearby existing Cyst chain. If there's a concern that 2 or more Gorges could use their 6 mini-Cysts to capture territory, rather than reinforce it, simply reduce the number or range of the mini-Cysts or increase their maturation time.
Really at this point I'd take anything that would take the Gorge closer to his old role, rather than the current "healspray on legs with delusions of grandeur".
Best ranged attacker, Sieger, Healer, Builder, and 3 Gorges mashing heal spray can hold off an entire marine team with clogs and hydras at a choke point
It's also what a good Khammander turns into every game with their locked 20 starting res because it's the cheapest evolution
If aliens didn't have the gorge they would be losing a lot more games
Also, OP is wrong. Gorge is right now a very useful class in small numbers. (The whole team can't go gorge and expect to win) This goes back to the idea that a mix of classes is superior to just everyone going for 1 class. A single Gorge among a group of 4 skulks is better than 5 skulks. This remains true at every stage of the game.
With the addition of Gorge tunnels, I don't think there is going to be a case to be made for gorges being useless. Maybe I'm just tired of hearing the same regurgitated nonsense over and over.<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://3-pg.com/urd/manual/alien_fade.html" target="_blank">http://3-pg.com/urd/manual/alien_fade.html</a>
Perhaps it takes a new player a little longer to work out his nuances than say, 'go bite humans till they die,' but that's not necessarily a bad thing.
Perhaps there are more abilities coming for the Gorgey that we don't yet know about, that could alleviate your concerns about his place in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 to having lots of fun with gorges!
Love the defense building, hydra placing and accelerating structure growth etc. Plus bilebombing is so OP that it makes sense to me it is in the slowest lifeform (like "artillery" in most any RTS game out there). Coordinating bilebomb with the rest of the team IS fun because is challenging due to the weaker nature of the gorge while being very rewarding if successful.
Plus I suck at Fades and Lerks :p so when i get bored of skulks, gorging is whats left for me! :-)
Nothing like two gorges as a defend / attack team though.. go team gorge! :)
My favorite post in this topic that says it all. :D
Oh and yeah. I think people who say remove gorge because it is obsolete are guys who don't know how to use gorge in defense of early base expansion, supporting onos when crags are not available and don't know how to use bile bomb.
So, they have the siege weapon, the movement blocker, the area protector, the healing, and a crappy ranged attack, and they can spread infestation a bit too.
Lots of situationally useful abilities stuck onto the situationally useful ability class.
Watch this (min 0:35) and then you ll fall in love with them!
<a href="http://www.youtube.com/watch?v=PZdY_M9n24c" target="_blank">http://www.youtube.com/watch?v=PZdY_M9n24c</a>
From NS1 there was nothing like seeing a Gorge snare a marine with web and then pop out of his hiding spot to do the hokey pokey. Snared marine squirms like mad, gorge just spits in his face til dead or keep him snared til backup arrives. True battlegorging right there.
Also, webs.
I don't buy the "removing control is no fun for the player" stuff for this game. Marines should not be wandering around alone. In NS1 welders removed webs and it should be the same in NS2. Teamwork; it's what is all about.
Also, webs.
I don't buy the "removing control is no fun for the player" stuff for this game. Marines should not be wandering around alone. In NS1 welders removed webs and it should be the same in NS2. Teamwork; it's what is all about.<!--QuoteEnd--></div><!--QuoteEEnd-->
Stomp removes control from the player, and web doesn't have to be as drastic as NS1's removing the ability to fire + move quickly, with a good chance of being webbed again. Simply adjust parameters/cooldowns/etc until balanced. Or something quirky like stomp/web causing the marine to drop his welder/gun on the ground. Web was probably one of my favorite mechanics; it adds dynamic immersiveness as the round evolves (like infestation), offers new play styles/strategies for Gorge, and promotes marines to buy welders (strategic teamwork). If they bring back weld points that would make the welder a viable purchase for any marine, meaning webs are easily countered with welders in the field.
Also, webs.
I don't buy the "removing control is no fun for the player" stuff for this game. Marines should not be wandering around alone. In NS1 welders removed webs and it should be the same in NS2. Teamwork; it's what is all about.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps... but I think the devs might think it makes the khaam less important?
I however had a mixed idea how to make my favority fatty build more, while still keeping his healer role.
* scale up the number of clogs & hydra's with each active hive. (balance damage and health as needed)
* introduce a gorge only 'tank/soak' chamber. Idea is a chamber which soaks a % of damage up in a area around it. So if a marine is shooting a RT, it would damage the soak chamber for a % instead.
Not hard to imagine that combined with a healing gorge/chamber, and some hydra's this could make for much more gorge build use in later games. To make it more or less viable, you could have the % scale with amount of active hives.
Balance the %, test which maximum of active soak chambers around each other would be best and we get our lil buddy building a lot more again.
One can argue clogs somewhat do this already, but I say let them just be that.. clogs. you either hit a clog, or you dont. This suggested soak chamber would act different by giving area of affect.
I'd be ok with allowing a webbed marine to fire, but not change weapons. It must include the slow down and still eliminate flying for the duration of the time being webbed.