No Gorging At Start

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">More skulks</div> One idea Iv'e been toying with is NO gorges at the very start. Everyone goes skulk until someone has 33(maybe less you want to hit 33 as you get to the hive) res so that they then run to an empty hive.

They then use thier normal gorge strat. Which for me is cap two res (3 inc 1st hive). Then wait for hive.

You may get slightly less gorge res right away, but all the skulks should also be full quicker so you should rake in the res very quickly.

This also brings up the idea of a none dedicated gorge. A gorge secures a location goes back to another form then when a gorge is needed elsewhere the closet person gorges. Left over res goes into the pool so should really matter.

Discuss.

Comments

  • Soldier_of_MisfortuneSoldier_of_Misfortune Join Date: 2003-01-06 Member: 11957Members
    There are several ways you can start the game as an alien. The one i prefer is there is one gorge who saves for the hive (after putting up a res node and maybe a D chamber) the rest of them evolve gorge when they get 33, place a resouces node, then devolve. That one seems to be the most effective because you get some crazy resources later on.

    Stroke the Gorge <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    edited January 2003
    Probably better for a clan match then a pub, and then, I would guess gorging when you have 20/33 would be best, probably get that 2'nd rt at around the same time. That would mean you wouldnt get your gorge assasinated early on (not one fo kill), plus put's extra pressure on the marines to get away from their spawn early on.

    That would be bad in a pub as you would end up with 2 or 3 guys going gorge at once, when 1 full-time gorge>3 part time ones. Once those skulks get full, the res just flies in, where if you are constantly morphing back and forth between gorge and skulk, that time wouldn't come until possibly to late. I know I have gorge'd well when I get that res boost when I have about 60 res(when saving for hive #2), and 2 DC's up, along with 3 nodes total capped.(including the 1 you start with)
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Soldier of Misfortune+Jan 15 2003, 06:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soldier of Misfortune @ Jan 15 2003, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There are several ways you can start the game as an alien. The one i prefer is there is one gorge who saves for the hive (after putting up a res node and maybe a D chamber) the rest of them evolve gorge when they get 33, place a resouces node, then devolve. That one seems to be the most effective because you get some crazy resources later on.

    Stroke the Gorge <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Wrong.
    One gorge is ALWAYS best.
    Having people go from skulk->gorge->skulk again is just a waste of 17 resources, 13 if they kill themselves. If they just stayed at 33/33 resources, the gorge would get all the overflow anyway, and no resources would be wasted by people putting up RTs, when the full time gorge could do it himself, but not lose resources for the team.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    <!--QuoteBegin--Canadianmonk3y+Jan 16 2003, 04:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Jan 16 2003, 04:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Soldier of Misfortune+Jan 15 2003, 06:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Soldier of Misfortune @ Jan 15 2003, 06:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There are several ways you can start the game as an alien. The one i prefer is there is one gorge who saves for the hive (after putting up a res node and maybe a D chamber) the rest of them evolve gorge when they get 33, place a resouces node, then devolve. That one seems to be the most effective because you get some crazy resources later on.

    Stroke the Gorge  <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Wrong.
    One gorge is ALWAYS best.
    Having people go from skulk->gorge->skulk again is just a waste of 17 resources, 13 if they kill themselves. If they just stayed at 33/33 resources, the gorge would get all the overflow anyway, and no resources would be wasted by people putting up RTs, when the full time gorge could do it himself, but not lose resources for the team.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    no, see you are wrong. one gorge is not ALWAYS best. when ns first came out, we had 5 gorges, were happy, and won. all the damned time. now everybody is saying that there is a specific way to do things. like ONE GORGE only!!!1 or... DC->MC->SC!!!1 or many other things. you need to try out new things. like gorge rushing... it works! and also you say its a bad idea for a gorge to evolve, make a rc and then devolve. what, so we should wait for the gorge on the totally other side of the map to get to that resource point and build a resource chamber? bah <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
  • doctorskizodoctorskizo Join Date: 2002-07-31 Member: 1035Members, Constellation
    there really no right and wrong, just a matter of preference. both strats are as equally as valid. it's just a matter of people using it right.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    Erm no sorry but if you have 5 gorges you're going to lose.

    1 dedicated gorge from the start <b>is</b> the best way to play, its his build order that is worth more discussion. Also where he decides to build his RT's can be a key point. For example, on eclipse the gorge could go and secure the horseshoe res point first. Now chances are the marines are going to find this res point and start attacking it, this is going to slow down the marines from expanding IF they do decide to attack it, and while they are skulks can always rush them from the nearby ceiling vent. On the other hand, if they decide to just leave it alone because its more trouble than its worth then you have that res point <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    A lot of gorges would rather build res points at "secure" places like hives but you have to consider that if the marines move to a hive (Which is a much more likely place for them to move than the horseshoe) then they WILL destroy that res point after getting up their phase etc.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    winning build order, IMHO, especially for really great RP maps (ns_nothing with cargo hive comes to mind).

    4-5 RTs, THEN 2nd hive. then DT, and OT/DT BOTH hives

    why? so that when the fade becomes an option, aliens can evolve QUICKLY to fade. requires excellent skulks.

    also, the gorge will have a WHACK of rez to D up hives. and to properly defend against JP, sieges, it takes a SCHWACK or rez.

    IMHO.
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    How you can possibly say 'one gorge always'? The 13 res you used to gorge is earned back by an RT in <b>less than a minute.</b>

    If a skulk goes gorge and caps a res on the far side of the map from the 'dedicated' gorge, then you will have gotten a NET PROFIT because the dedicated gorge would have taken 5 minutes just go get to that far-away res node in the first place. If the other skulk caps it, then he earns RPs for what would have been the transit time of the dedicated gorge. It's a NET PROFIT. You cannot argue with that. No single dedicated gorge can cap all the rest as fast.

    What's worst is when you 'one gorge only' fanatics start trying to justify your ludicrous position with math. It doesn't add up.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Sephiroth2k+Jan 15 2003, 11:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sephiroth2k @ Jan 15 2003, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->no, see you are wrong. one gorge is not ALWAYS best. when ns first came out, we had 5 gorges, were happy, and won. all the damned time. now everybody is saying that there is a specific way to do things. like ONE GORGE only!!!1 or... DC->MC->SC!!!1 or many other things. you need to try out new things. like gorge rushing... it works! and also you say its a bad idea for a gorge to evolve, make a rc and then devolve. what, so we should wait for the gorge on the totally other side of the map to get to that resource point and build a resource chamber? bah <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, one gorge <b>IS</b> best.
    Gorge rush is a gimmick, which CAN work but it is not anything guaranteed versus decent marines.
    If you have 33 res, and the dedicated gorge is saving for the hive, then you just waste 13 RUs, AND slow down the completion of the hive by going gorge, and building a RT. Sure if the gorge is stupid, and/or not very good, he will have large excesses of money which he does not spend. If he keeps his money down, there will be RTs all over the map. YOU DO NOT NEED EVERY SINGLE RT ON THE MAP FROM THE VERY START OF THE GAME! Wow, you see an un-occupied RT. Good for you. Now go do something useful by killing marines. The gorge will be by when he has resouces to build that RT.
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    Building 4-5 RT then hive will lose u the game on a pub match everytime vs half decent marines.

    gorge>>RT>>DC>>OC>>OC>>hive If your saving for hive get another gorg (7 player +) to build RT.

    Defend that second hive asap. Its not a clan game so u cant rely on skulks to keep marines out of your hives.

    Wat exactly do u think those marines are doing while u build 5 RT? There bloody well securing 2 hives asap, build DC asap to give your skulks a chance and get OC up for deterence and second line def.

    1: A gorg dieing is a huge blow, res loss + res not gained loss + time lost + gorg evolve res = ouch.
    2: a cara gorg next to a DC is bloody hard for 2 lmg + no upgrades to kill
    3: OC are very good at close range, hug them and the marines will die.

    Please dont play pub gorg the same way u play in a clan match.

    Oh and if u gorg use voice please.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    nothing <b>IS</b> best... its all opions, theres many different ways to win, i say one main gorge, and as skulks find empty nodes, moprh build node, then de-morph, thats the way it works for me, but ever one is different, and there is no right answer.
  • doctorskizodoctorskizo Join Date: 2002-07-31 Member: 1035Members, Constellation
    For me, 1 gorge rc > rc > 3 dc > 1 or 2 more rt's then the next hive.
    optional: gorge #2 after the 3rd dc has been built, fortify.

    my brother insists on 3 dc before anything else to give the skulks in early advantage, but by the time he get the third dc, it's equivelent to the time it took for me to do the things i mentioned above.

    i play with speed and fire power in mind.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    The 'no dedicated gorge' was just an aside. The tactic that I use *is* a dedicated gorge but you leave it a short while (usually equivalent to around 2 skulk rushes) before anyone evolves into one. Then the gorge player runs to the hive you want. The bonuses are this:
    -More skulks in initial rush
    -Faster Movement more versitile for the 'gorge to be'
    -Less chance of losing gorge at start (the gorge is alive a shorter time therefore marines have less opportunity to kill it.

    Cons
    -No securing of initial hive or upgrade chambers
    -Possibly a slightly slower income

    Now for me I don't build chambers until the hive is building just RT's so there's virtually only Pro's as far as I can see. You may have a different view tho. Obvioulsy doesn't work on Pubs as no gorge will usually = n00b gorge who takes the place.
  • H4nDC4PdH4nDC4Pd Join Date: 2002-12-24 Member: 11500Members
    gorge rush is not a gimmick. Ive done it several times, and we still havent lost. All u do is wait till u have 2 hives. Everyone goes gorge but maybe 1 who fades. The Fade takes out the Tf in the rush and gorges heal and web the **** out of everything. Then 1 gorge places OT is the base and maybe a DC. Its still funny tho to me whenever we do it. But it works as long as everyone goes along with it.
  • MerciorMercior Join Date: 2002-11-02 Member: 4019Members, Reinforced - Shadow
    You can say that somebody can go gorge and build a res point which will get enough res in under a minute to make up for it, but understand that a minute is a long time in NS, and it does <b>not</b> take a gorge more than 5 mins to cross a map. You dont necescarily want a res point on the other side of the map! As a gorge I strategily plan where all my RT's are built and i take it into consideration when I'm building my defences to ensure that all my res points are covered by minimal defence.

    I suspect the people who are saying > 1 gorge is good are people who havent actually played NS in a clan situation.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Mercior+Jan 16 2003, 06:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mercior @ Jan 16 2003, 06:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You can say that somebody can go gorge and build a res point which will get enough res in under a minute to make up for it, but understand that a minute is a long time in NS, and it does <b>not</b> take a gorge more than 5 mins to cross a map. You dont necescarily want a res point on the other side of the map! As a gorge I strategily plan where all my RT's are built and i take it into consideration when I'm building my defences to ensure that all my res points are covered by minimal defence.

    I suspect the people who are saying > 1 gorge is good are people who havent actually played NS in a clan situation.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Exactly. Have you EVER seen a good clan play by having skulks go gorge, then building a RT, and morphing back to skulk? NO.
    On public servers, it is possible to get 1-2 RTs before you need to get a DC or two, but in clan games, the DC goes in first most of the time, otherwise the skulks just get creamed.

    Ok, multiple gorges is not THAT bad, its just another skulk off the line, eating up half the teams resources, when one gorge could do the exact same thing in the same amount of time...

    The thing that is really completely and utterly bad is the skulk->gorge->RT->skulk bullsh*t. That is a minimum of 13 RUs <b><i><u>WASTED</u></i></b>, when you could just let your gorge do it from the overflow.
    Say the skulks did it 4 times.
    Best case scenario:
    All four skulks are without carapace, and kill themselves once their RT is up.
    -52 alien resources. That is ALMOST enough for a hive, or the ONE gorge could put up 2.5 extra RTs with that cash.
    Worst case scenario:
    All four skulks have carapace starting out, go gorge, build the RT, and then morph skulk again.
    -52 for the RTs
    -16 for the morph back to skulk
    Total of 68 RUs. <--<b><i><u>HUGE</u></i></b> waste of alien money.
  • Dalai-LamaDalai-Lama Join Date: 2002-11-20 Member: 9459Members, Constellation
    The technic of my team is 1 gorge for multiple reasons:
    - at the begining, all the skulk attack (except gorge), if they die the ressource goes to the gorge.
    - one gorge have faster ressource than a method of 0 or 2,3 etc... to build the FIRST ressource node (it's mathematic)
    - have a lot of skulk always attacking keep pressure on the marines and slow them to evolve and to progress on the map.

    So a method of 0 gorge can be fun and very effective, but you need a really good team of skulk <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • King_titanKing_titan Join Date: 2002-12-14 Member: 10776Members
    ehh a lot of people are very strongly opiniated on their " orders of building "
    which is good to be confident in yourself and your strats ;0
    BUT I do believe and im quite sure the best way is to have 1 gorge, and get d tower first. Then depending at the rate ur skulks are killing the marines or losing to the marines, you either go for the next rt or for the second d tower, and you move from there. You should cap at LEAST 3 rt's before saving for the hive, and you should never save for the second hive, without having 3D towers up. of course in my opinion ;0
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    In general, I support the one-gorge-per-team thing. However, if I'm a skulk, and a I have 33 rp, and I find myself in an empty hive, I will:

    1. Go gorge.
    2. Build an OC
    3. Build an RT
    4. Go skulk
    5. Camp until the main gorge can get there

    Yes, I suppose I'm "wasting" 17 rp here. But the RT makes them back for the team. And, let's keep in mind people, the goal is to <b>win the game</b>, not save up more rp than the humans.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I'd just like to add that, if you do decide to not have any gorges for the first rush or two, try to have the skulk who will eventually evolve into gorge die first. Reasoning: Popping out of the respawn queue first will mean a long flood of resources, rather than having to wait 30 seconds - a minute or so to get any at all. The gorge gets everything when everyone else is dead, so future builders lead the charge <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    O towers ? LOL. The BEST gorge build orders:
    If youre under a little pressure: 2dc/rt/dc/rt/*
    If youre under heavy pressure: 3dc/rt/*
    If your skulks are containing them: rt/3dc/rt/*
  • captmorgancaptmorgan Join Date: 2002-12-23 Member: 11432Members
    For pub play, the exact build order depends totally on how your team is doing. If there is no line to respawn, the skulks are doing well without upgrades, and therefore it's a waste of res to get them early.

    I agree wholeheartedly with monkey about the gorge thing. You say you get 13 res back in a minute, but everyone forget's to figure in the time until full. If you went gorge when you were "full" you have to equate the time to when that occurs again, as that is when that 1 full-time gorge really gets res flowing in, and can make typically a lot of things quick. I know on a 14 player server, if I am the only player who went gorge I can have some decently defenses at hive #2, and be doing the same with hive #1, while still having res to get up that 2nd upgrade when the hive completes. In my opinion, that is much more important then capping another rt...
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    A good time to have two gorges is if you need to defend two places at once - say, you started in generator hive, you just managed to keep out the marines from ventilation and the hive is building ... now is an excellent time for a second gorge to start build up defenses to protected stab monitoring and the generator hive, while you build defs at vent hive and elevator access.

    As to starting without a gorge ... eh, no. You want to double your income (ie get the first res tower up) as soon as possible. Waiting till everyone has 33 res on just the starting tower will take about 6 minutes.

    I've got a <a href='http://www.dtek.chalmers.se/~matso/resmdl.xls' target='_blank'>spreadsheet</a> that shows some timings and incomes for various common builds and team sizes.

    If you want to fear something, take a look at max tech speed for a 16 player marine team. After 3 minutes, MT/HMG/GL/HA/WU1/AU1 is paid for.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    edited January 2003
    <!--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-->gorge rush is not a gimmick. Ive done it several times, and we still havent lost. All u do is wait till u have 2 hives. Everyone goes gorge but maybe 1 who fades. The Fade takes out the Tf in the rush and gorges heal and web the **** out of everything. Then 1 gorge places OT is the base and maybe a DC. Its still funny tho to me whenever we do it. But it works as long as everyone goes along with it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If you have 2 hives and enough res to go fade then you have already won.

    <!--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-->
    O towers ? LOL. The BEST gorge build orders:
    If youre under a little pressure: 2dc/rt/dc/rt/*
    If youre under heavy pressure: 3dc/rt/*
    If your skulks are containing them: rt/3dc/rt/*
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Agreed completely, DC's before RT's all the way.

    For those who disagree, try playing eclipse without carapace until the first RT is up. You die... lots...
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    My preference is two gorges, so you've got one getting res and one saving for a hive.

    I don't understand the advantages of going no gorge until everyone's got 33 res. Isn't the point to have gorges going and capping RTs, building, etc, as soon as possible? My RTS instincts tell me that you should be building all the time, no matter what...
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