Using Skulks As A Manufacturing Method
K_e_r_b_e_r_o_s
Join Date: 2003-02-01 Member: 12966Members
<div class="IPBDescription">Skorge or Gulk</div> Skorge or Gulk,
To introduce what exactly these words mean, (and what they're doing together) I would like to say I've come accross a very good discoverey that I believe, resources low or not, could save a lot of hives, a lot of Kharaa and by far, a lot of time. When we play online games, be it clan or public ruled, how many times have people seen a location high into the cieling, or low below floors that we wish we could reach with all damndest of luck in order to setup superb defenses there? I can name many times when I've played the Gorge Class that I wish I could have a fly ability, or rather a lerk to tote me to places I need to go.
Well, if Lerks are'nt readily available and or the server refuses to let Lerks tote around Gorges, you can use my little tactic if you need to get to places that require a little "effort".
First and Foremost, before I explain this tactic it should be noted it is a resource eater in that you switch classes three times over; but judging on how gameplay is'int as faced paced as it was before you should have to do this class and switch and setup what you need.
--Skulk+Gorge=Skorge--Gorge+Skulk=Gulk--
I call this Skorging or Gulking simply because this tactic requires many class switches in order to get to locations you need to be. First and foremost, you do not have to slowly build resources in your resource bar; I suggest you go find locations that require your resource nodes first before commencing to this tactic. Ensure when you choose a resource site, that you build a good "distraction defense." As soon as this new Node starts dragging in the nessecary resources required, find a location not to far from your base and start looking into its features. It could be any map you want; any. You will find that many of maps have pipes lying around just below the cieling, and often times propose height advantages in order to exploit "Jet-Packers" or "Vent Campers". First, as they teach in many RTS's choose "height" over "weight". (C1-See Below in Bubbles to understand what I mean.)
But when you choose "height", ensure its a height that can overlook specific chokepoints or entry ways, and cannot be readily shot at from around corners without the structure EFFECTIVELY retaliating. Part of bulding good defenses, is ensuring their almost "ambushing" in nature. You want the enemy provoked in by lack of sight of your buildings. You want him to enter hastily in order to do what his commander wants; and its at this point a structure attacks him, right when hes out in they open.
This we'll ensure confusing amoung his ranks; and if he escapes will be forced to wait for adequate reinforcements to assist him in the destruction of the defenses you've setup.
Now that you've decided on where you want to go; act as if you were a marine. Goto the different doors if possible (recommend doing this part personally, not online) that seep into the room your going to place the structures in. Look all around as you come in, especially to the point your going to build. Ensure that when you do build a structure, it is visibile, but its base is simply blocked by map objects or otherwise. Ensure its protected, and ensure it will attack when others come right into the open.
As soon as you figured plausible weaknesses, immediately switch classes to a Skulk (If not one already), as begin to make way to that vantage point you've come to discover. Look around from where your at, and try to decide where you want the structure placed exactly. When you have decided where you want it, look around from where it would be possibly placed. Try to figure how it would attack, and how the marines would try to overlook it (sneak past it), or attack it. Once you've done this, you can now switch classes. Switch to Gorge and build your structure in the place you've selected. Once it is done, look around the structure again, just to double check what could attack it, and what could'nt it.
For a reason why you want to block the mid base, and lower half of the structure, is for the sole purpose bullets go through the top of the model, and therefore do no damage whatsoever. You see where I'am going with this, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Once you've looked around, on all sides of this structure, plan a way if someone was to exploit a particular weakness of this new location, that another structure or even you could move into immediate position to counter this person and force them back into your other structures line of fire and sight. If you, or the other "counterstructure" is outdone with other weaknesses (make sure you apply the look and decide methods) place another two structures, but make sure each one counters something aswell, working to keep the marine forced at one point or forced forward to your hive. Plan a briar patch of defenses in systematic chokepoints the enemy is forced to use. This we'll keep him trapped effectively until he is mopped up.
Also, keep in mind when going through and placing structures on higher grounds that they can also effectively assault jetpackers and people in vents. If its possible, place them at a perfect height to engage all around targets; but reinforce it with others in its position. This is to ensure that this structure is not outdone and does minor damages to enemy rushes. In addition to this, when building massed amounts of structures, place defense chambers, one or two of them in the center of this offense chambers. DO NOT use them as shields because they use shield-like designs on the model. They do not deflect bullets, but absorb them and these structures are extremely crucial to your success in effective defenses. Place them in the center always, so Offensive Chambers take the hits, and are pumped up with health from health Defense Chambers.
The same can be said with any structure; namely anything that provides hivesight abilities, movement enhancements etc. Make sure you adapt to any methods the enemy uses to counter your strategey. While it wastes resources it does good to keep the enemy at bay; but manage two points at once if you have too.
Use the same methods when defending your hive aswell. Using Skorging or Gulking, you can get into positions where jetpackers might camp to mow over your hive. You can place structures in locations he cannot see, but you can see. This will keep them flying around like Maxis Man on Crack on Sim City 2000.
(C1-Height being how tall or distant from the ground things are, "weight" being masses of readily undefenseable units or structures all grouped in one location; typically called weight (Also known sidely as Massing, or Mass.)
I would also like to address other defensive methods here aswell.
When building structures, always make sure they can catch the enemy off guard. As said earlier, build structures accordingly; and make sure they always have the advantage.
-------Look and Decide Method-------
Practise this general method when your offline, and playing with bots. Look around as a marine (Because you have height advantages) and try to figure out points you've selected that are in danger to a marine attack, or typically exploited from a certain area. Looking and decided offline, should be done as just that. Offline; not unless you've had practise with people and can adapt quickly without error. Remember however, one of Murphys Laws.
What ever can go wrong, Will go wrong.
Ensure perfection in every way, and make defenses not as simple as massing and "weight".
Usually, using simplar planning three structures can keep marine squads at bay, rather then eight of them. If placed correctly, a skulk can keep a whole column of troops busy. Remember the webbed thread about Pshycological Warfare? Read that before you jump to here to get some general ideas.
------Advancing Defense (Using defensive structures as Offensive Measures)-------
When your team is advancing; never get cocky. Always stay in the rear of they're forces, and judge where you need to apply defenses, in judging on how the enemy reacts and attacks your forces. Placing structures where they need to be; can catch entire marine counterattacks offguard, and can by time for your attacking forces to respawn in order to place a new decisive attack. Remember, place defensive chambers in the center or rear of your offensive chambers to ensure they're consistently healthed when your not around. Remember, you cannot be two places at once, but only look to they other as it falls under attack. Construct your defenses wisely.
If you also are just a two person team; apply defenses closer to your hive as you advance. It just makes it easier to keep all the marines at bay, so they do not slip through your lines. Two marines can stop eight skulks. You might have spit, or teeth, but they got range. Avoid there range, and bring them into yours. An essential way to attack and defend. Also build webs as close to the floor as possible. DO NOT try to make them unpurposely visible for the sake of marines chickening them out. Make them confident, allow them to walk right into your webs. This makes it perfect for him to get pummeled by structures you setup. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If the time calls for it, I will place other strategies here on these boards. Right now I'am making sure I get my Day of Defeat Tactics Manual setup. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To introduce what exactly these words mean, (and what they're doing together) I would like to say I've come accross a very good discoverey that I believe, resources low or not, could save a lot of hives, a lot of Kharaa and by far, a lot of time. When we play online games, be it clan or public ruled, how many times have people seen a location high into the cieling, or low below floors that we wish we could reach with all damndest of luck in order to setup superb defenses there? I can name many times when I've played the Gorge Class that I wish I could have a fly ability, or rather a lerk to tote me to places I need to go.
Well, if Lerks are'nt readily available and or the server refuses to let Lerks tote around Gorges, you can use my little tactic if you need to get to places that require a little "effort".
First and Foremost, before I explain this tactic it should be noted it is a resource eater in that you switch classes three times over; but judging on how gameplay is'int as faced paced as it was before you should have to do this class and switch and setup what you need.
--Skulk+Gorge=Skorge--Gorge+Skulk=Gulk--
I call this Skorging or Gulking simply because this tactic requires many class switches in order to get to locations you need to be. First and foremost, you do not have to slowly build resources in your resource bar; I suggest you go find locations that require your resource nodes first before commencing to this tactic. Ensure when you choose a resource site, that you build a good "distraction defense." As soon as this new Node starts dragging in the nessecary resources required, find a location not to far from your base and start looking into its features. It could be any map you want; any. You will find that many of maps have pipes lying around just below the cieling, and often times propose height advantages in order to exploit "Jet-Packers" or "Vent Campers". First, as they teach in many RTS's choose "height" over "weight". (C1-See Below in Bubbles to understand what I mean.)
But when you choose "height", ensure its a height that can overlook specific chokepoints or entry ways, and cannot be readily shot at from around corners without the structure EFFECTIVELY retaliating. Part of bulding good defenses, is ensuring their almost "ambushing" in nature. You want the enemy provoked in by lack of sight of your buildings. You want him to enter hastily in order to do what his commander wants; and its at this point a structure attacks him, right when hes out in they open.
This we'll ensure confusing amoung his ranks; and if he escapes will be forced to wait for adequate reinforcements to assist him in the destruction of the defenses you've setup.
Now that you've decided on where you want to go; act as if you were a marine. Goto the different doors if possible (recommend doing this part personally, not online) that seep into the room your going to place the structures in. Look all around as you come in, especially to the point your going to build. Ensure that when you do build a structure, it is visibile, but its base is simply blocked by map objects or otherwise. Ensure its protected, and ensure it will attack when others come right into the open.
As soon as you figured plausible weaknesses, immediately switch classes to a Skulk (If not one already), as begin to make way to that vantage point you've come to discover. Look around from where your at, and try to decide where you want the structure placed exactly. When you have decided where you want it, look around from where it would be possibly placed. Try to figure how it would attack, and how the marines would try to overlook it (sneak past it), or attack it. Once you've done this, you can now switch classes. Switch to Gorge and build your structure in the place you've selected. Once it is done, look around the structure again, just to double check what could attack it, and what could'nt it.
For a reason why you want to block the mid base, and lower half of the structure, is for the sole purpose bullets go through the top of the model, and therefore do no damage whatsoever. You see where I'am going with this, right? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Once you've looked around, on all sides of this structure, plan a way if someone was to exploit a particular weakness of this new location, that another structure or even you could move into immediate position to counter this person and force them back into your other structures line of fire and sight. If you, or the other "counterstructure" is outdone with other weaknesses (make sure you apply the look and decide methods) place another two structures, but make sure each one counters something aswell, working to keep the marine forced at one point or forced forward to your hive. Plan a briar patch of defenses in systematic chokepoints the enemy is forced to use. This we'll keep him trapped effectively until he is mopped up.
Also, keep in mind when going through and placing structures on higher grounds that they can also effectively assault jetpackers and people in vents. If its possible, place them at a perfect height to engage all around targets; but reinforce it with others in its position. This is to ensure that this structure is not outdone and does minor damages to enemy rushes. In addition to this, when building massed amounts of structures, place defense chambers, one or two of them in the center of this offense chambers. DO NOT use them as shields because they use shield-like designs on the model. They do not deflect bullets, but absorb them and these structures are extremely crucial to your success in effective defenses. Place them in the center always, so Offensive Chambers take the hits, and are pumped up with health from health Defense Chambers.
The same can be said with any structure; namely anything that provides hivesight abilities, movement enhancements etc. Make sure you adapt to any methods the enemy uses to counter your strategey. While it wastes resources it does good to keep the enemy at bay; but manage two points at once if you have too.
Use the same methods when defending your hive aswell. Using Skorging or Gulking, you can get into positions where jetpackers might camp to mow over your hive. You can place structures in locations he cannot see, but you can see. This will keep them flying around like Maxis Man on Crack on Sim City 2000.
(C1-Height being how tall or distant from the ground things are, "weight" being masses of readily undefenseable units or structures all grouped in one location; typically called weight (Also known sidely as Massing, or Mass.)
I would also like to address other defensive methods here aswell.
When building structures, always make sure they can catch the enemy off guard. As said earlier, build structures accordingly; and make sure they always have the advantage.
-------Look and Decide Method-------
Practise this general method when your offline, and playing with bots. Look around as a marine (Because you have height advantages) and try to figure out points you've selected that are in danger to a marine attack, or typically exploited from a certain area. Looking and decided offline, should be done as just that. Offline; not unless you've had practise with people and can adapt quickly without error. Remember however, one of Murphys Laws.
What ever can go wrong, Will go wrong.
Ensure perfection in every way, and make defenses not as simple as massing and "weight".
Usually, using simplar planning three structures can keep marine squads at bay, rather then eight of them. If placed correctly, a skulk can keep a whole column of troops busy. Remember the webbed thread about Pshycological Warfare? Read that before you jump to here to get some general ideas.
------Advancing Defense (Using defensive structures as Offensive Measures)-------
When your team is advancing; never get cocky. Always stay in the rear of they're forces, and judge where you need to apply defenses, in judging on how the enemy reacts and attacks your forces. Placing structures where they need to be; can catch entire marine counterattacks offguard, and can by time for your attacking forces to respawn in order to place a new decisive attack. Remember, place defensive chambers in the center or rear of your offensive chambers to ensure they're consistently healthed when your not around. Remember, you cannot be two places at once, but only look to they other as it falls under attack. Construct your defenses wisely.
If you also are just a two person team; apply defenses closer to your hive as you advance. It just makes it easier to keep all the marines at bay, so they do not slip through your lines. Two marines can stop eight skulks. You might have spit, or teeth, but they got range. Avoid there range, and bring them into yours. An essential way to attack and defend. Also build webs as close to the floor as possible. DO NOT try to make them unpurposely visible for the sake of marines chickening them out. Make them confident, allow them to walk right into your webs. This makes it perfect for him to get pummeled by structures you setup. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If the time calls for it, I will place other strategies here on these boards. Right now I'am making sure I get my Day of Defeat Tactics Manual setup. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
i rckn thats probably the most important fact in the whole thing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The thing is; even getting a skulk to help you is especially pointless unless theres people you know, or people that respond to you. In public servers it seems only the aliens can have a good base of communication, but its not something you want to risk or wait for. If your alone, and you got the resources do not hesitate. Switch classes if you need to, to get to locations you feel need to be defened.
Effectively, this tactic is based around when your alone and teamwork is not apparent. Think of the hive; and not yourself. Defend the mother, and you defend the children. The Height issue will for sure distract "them" (marines) from paying any attention to mobile forces, or static defenses on equal ground as them. One structure will by around 5 seconds to even entire matches; and you want that overall ability. To keep them busy, and buy enough resources for your team.
In a short while I will make a whole defensive strategey in reguards to maybe Ns_Bast or Ns_Nothing. I might also do a general defense strategey to help you along with structures, how they work, how to use them effectively, etc.
well maybe not. i didnt read the whole thing cause i was feeling myself growing old after the first paragraph. but i got the gist. using a skull to boost is commonplay. its smartplay, but its common.
if you need help when you are gorge, always call on someone you know.
it is very well written though and totally correct. so bravo on that. this will defintely help out a noob gorge for sure. cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
OT-
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If the OT hit zone is the bottom 1/2 of "OT" and the marine is at the M you can see why it is vary hard to kill an OT placed like that. 90% of his bullets will pass right through the top of the OT with out hurting it. you getadded advantage of haveing height to kill JPers
some more math for you. skulk=4 gorge =13 going from gorge to skulk=x(the amount of res you have)-4(to get skulk)-13(to get gorge) that equals 17 less res. Just a thought.