Gorging For Res...

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">Worthwhile?</div> There seems to have been an increase in aliens with 33 res gorging to cap a res node. They all adamantly believe its worthwhile, I thought it was a waste of 15 res (13+2).

Can anyone tell me for sure?
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Comments

  • WoLLyBoYWoLLyBoY Join Date: 2002-11-15 Member: 8687Members
    edited March 2003
    Total toss up there. More res=Good. But, to many gorges=Bad. It depends, is the res node going to be safe? When are you planning on going gorge to cap it, and for how long? Well to put it simply, do it fast, and you should'nt have a problem. This means you dont wait around as gorge to build it up, this means you go gorge, drop it, go skulk, done. Inform your team! "Hey guys, I'm going gorge to cap the res nozzle in Power Sub Junction!!" Let your team know, ask your gorge if it fits with his plan. And don't be silly and cap a node where marine patrols go frequently. If it's a heavily patroled area, don't build there, it IS a waste of res. That's about it really. So to conclude, you can, if your gorge(s) are alright with the move, and you play it smart.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    It's an excellent, excellent tactic in games where you can trust your gorges to immediately switch back to skulk (via kill or devolve). When done correctly, you can suddenly have 5 RT's in place and a gorge who's at 100 RP's constantly. Since your skulks don't really need a lot of points until hive 2 comes on line, doing this early in the game with a couple players, then saving the rest of the time means you'll have a great tech counter to the marines researching.
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    Exactly!

    All things being equal, if one gorge can do it, 2 more skulks gorging to capture res in safe zones is better. Why? One gorge simply can't move that fast, and the earlier you have nozzles capped the more res accumulation.

    What I dont understand is the ferocity with which people dismiss this tactic as a 'waste of resources'. 13 res to gorge. Can't that be reclaimed within 1 minute of the res tower going up?

    Does anyone have some figures for, say, a 7v7 matches, where one match has only one gorge and another where a couple skulks cap res when they reach 33? Assume no RTs get destroyed by marines...
  • WoLLyBoYWoLLyBoY Join Date: 2002-11-15 Member: 8687Members
    Ya, the only problems with this tactic are 1: Losing RT's because silly skulks don't defend (and if your the skulk who put it up, it's "your" RT, so damn right it's defended) 2: Skulks who won't go back to skulk after gorging the RT. I really hate guys like that. "Lemme build up some defenses... " "I'm just gonna go cap this other nozz to...." NO!!!!!! Go back to skulk, all is well. Really I think this should become not just a tactic, but a valid, and oft used, stratagy, much like "Defence, Movment, Sensory" The res nozzle cap order should be "One from main gorge, 2-3 from skulk/gorges, last 3-6 main gorge". it would make the game a helva lot quicker. And, just to prove some people wrong, I was reading an eirlier post someone made about aliens constantly losing large (22+people) games. Well with this stratagy (and luck, or just go onto one of Voogru's servers, he has a nifty MOD for the aliens res) you CAN win larger games. If marines res=Marine win, then aliens res=aliens win? Not true aliens tech=aliens win. Want fast aliens tech? Res=fast aliens tech. No, this does not mean res=win for aliens, you can get alien tech with slow res, it's just harder to hold the marines back. So to recap (i love bad puns!) skulk capping is not only a valid tactic, but if used CORECTLY (skulks go back to skulks, not dropping anything else, it's gorge, drop res, die, or devolve to skulk) it will put you on the fast track to all the res your ever going to want/need. BTW Evil, your my hero!!!!! I can't belive I actully got to play a game with you!!! wow....
    *faints*
  • RuddiggerRuddigger Join Date: 2003-02-04 Member: 13095Members
    Ugh, if you're gonna gorg to make a RT, you should at least use-build it. Use-building the rt makes it almost pay for itself.

    You should also ask the gorg before you go because he might have bigger plans (... its cool comm, I just ejected you so I can make a RT!).
  • WoLLyBoYWoLLyBoY Join Date: 2002-11-15 Member: 8687Members
    <!--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-->Inform your team! "Hey guys, I'm going gorge to cap the res nozzle in Power Sub Junction!!" Let your team know, ask your gorge if it fits with his plan.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It's true use build makes the RT go up faster... but what about your gorge? Will he like having a good 30 seconds of low res coming in? What if there are multiple skulk cappers? Gorges need res to make life good for the rest of us (I for one, can't gorge for carp, but I give all kinds of love to a good gorge, always think of your gorgie first, and he will make you a happy lurk/fade/onos/whathaveyou) and even a 30 second gap in the influx of res can make life hell for your gorge. I will admit, sometimes building it up faster will make an impact, but generally it's the wrong impact. All IMO, by the way.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I was actually going to mention this topic the other day, I think its a very good idea to go gorge <b>when you have accumulated 33 res</b> just to drop an RT then go back to skulk.

    I don't think that you should bother building the RT, because if a marine happens to wander past, both <b>you and the tower</b> are usually dead. Instead hide in the shadows and use the RT as bait for unsuspecting marines.

    You can quickly get 4 or 5 res nodes this way, and should the marines take out 1 of your RTs, then you'll still have gained rather than lost, if not wasted marine time and delayed their own RT.

    Having said that, the skulk who becomes a gorge temporarily to cap a node, should be able to make an informed decision to whether that RT is worthwhile or not.




    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Doing this is <b><i><u><span style='font-size:30pt;line-height:100%'>NOT</span></u></i></b> a good idea.

    Why?
    Every time you do it wastes 15 resources almost no matter what.
    If you stayed at 33, all your resources would just go to the gorge at no loss. This significantly delays the second hive.
    Say 5 skulks did it. At 15 a skulk, that is 75 resources which have been thrown into the garbage can. (Think 3 additional resource towers which the original gorge could put up for not doing it...)
    If the gorge has any skill whatsoever he can make more resouce towers in the same time and get the hive up faster. Walking to new resouce towers is not hard for ANYONE who knows the map, and if you do not know the map, you SHOULD NOT be gorging.

    Another point: The gorge does not get the full share of the resources, prolonging anything he is trying to do.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    however...

    it would mean your master gorge can sit tight in a secure location while the others get the nodes, while gorge may be killed on route.

    but, hmmmmmm the waste of res to evlove does seem to be a bit of a ****, but if i am at 33 and i see a free node in a safe location that i would gorge, take it and as soon as my res gets to 4 i would go back to skulk.
    the assumption that i am at 33 already means that we have lots of nodes anyway.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    this is a great tactic when your team is capable of at least basic team work. As long as you have players you can trust will revert back to skulk, on organized pubs this can make the game much easier for aliens.
  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Narf+Mar 3 2003, 07:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Narf @ Mar 3 2003, 07:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> on organized pubs <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    hahahahahahhahahahaa!!! Nice one! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    I always figured capping nodes if im at 33 is worthwhile, and generally people agree with me when I ask the main gorge if I should go ahead. Recently, though, people seem to be against it... and yet I've seen no hard numbers on whether it's worth it or not, assuming the tower doesn't get taken down quickly by marines.

    Isn't there someone who really knows the workings of the res system that can answer this?


    [11]alex
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I think it's worthwhile, especially if your main gorge is just idling at the hive. Ideally, the first gorge should be capping at least 4 nodes by themself, but I've found that either out of fear of bumping into a lone marine or whatever, they usually prefer to stay inside the hive frozen in fear.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    many gorges dont know that a gorge can hop inside a RT to build it, thus hiding yourself from oncomming marines. Many marines dont know this, so they walk by the RT in fear that they'll alert the skulks by attacking it. once the 'rine is gone, the gorge can carry on building the node.

    i've played a game where _everyone_ just hammered away at the marine base and all the things they built untill all the skulks had 33, then _everyone_ drops a node (there should be no marine nodes anyway) dropping 6 rts, then everyone goes back to skulk except one guy who has pretty plentiful resources.

    Having the extra skulk at the beginning can help with attacks. Though it can be some time before carapace and other wizzy stuff becomes availiable.
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    You find a resource node in a secure place and have 33 res. Build it!
    Wether you go Lerk and "waste" your res or build res towers makes no difference for the Gorge. Every Skulk using upgrades needs res for some time to get back to 33. Meanwhile the "main" Gorge will only get his normal share of res. If you build a resource tower then do not only drop it but build it (use). Otherwise you "waste" (for all the people who think it's a waste of res) all your res AND it needs a long time until the resource tower begins to collect res. The "main" Gorge will survive these seconds you need to build it and afterwards he will get MUCH more res. While you build this resource tower he can just put up some defense around your hive.

    Even Skulks can hide in resource towers and it works fine *chompchomp* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • jabsjabs Join Date: 2002-12-14 Member: 10773Members
    It totally depends on the circumstances. If your main gorge is saving for a hive, do not build it. If your team is losing, do not build it. If your team tells you not to build it, don't build it. If you have at least 1 hive up and the 2nd being built and there is only 1 gorge currently, it is alright to build it. If you want to know what I'd do, I wouldn't do anything (as in go lerk or gorge). If you stay as a skulk, you'll be able to fade faster and get your 2nd upgrade chamber up faster provided no one on your teqam has lerked or gorged.
  • sceadusceadu Join Date: 2002-12-20 Member: 11237Members
    edited March 2003
    Not a good idea. Like it was previously stated you're throwing so many resource points down the garbage that buy the time you recooperate from the loss of the points from people going gorge and plopping down res towers (not to mention you could lose some, AND when someone is a gorge, they're not a skulk, so it leaves less people to hold off the res towers from curious marines) you could've already had a 2nd hive starting to go up.
  • MustardMustard Join Date: 2002-12-17 Member: 10953Members
    Despite someones comment earlier lampooning the idea of organised pub servers, they do exist. This strategy is valid, but only occasionally, and denfinitely best on organised pub servers.. Most of the time its better to just let the original gorge do the res building. Most maps only have a certain number of res points in safe and defensible postions, so building a res point that the marines are going to be walking past continously is not going to be of any lasting value.

    I do recall a game on ns_nothing where we did this. I think it was the marines relocated to cargo bay and we had them locked in with skulk attacks. We couldnt get in to attack the res points, but they werent getting out either. We had a few skulks knock up some res points so we could quickly take every other res point on the map. Along with that we also got the gorge to go back to skulk just as the 2nd hive went up, so as to return all his res to the pool. We faded up pretty fast, and manage to survive a number of jet pack rushes from the marines (they did take out a hive once I think), but with all the other res points on the map, we soon had it back up.

    Valid strategy in rare situations, when you have a team that is working together. As has been mentioned before, on most servers, someone who does this will invariably stay gorge and be tempted to 'put up some defenses' or 'go build another RT'. This just slows things down for the original gorge and leaves the team short one attacking unit (or more in some cases).
  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Mustard+Mar 4 2003, 08:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mustard @ Mar 4 2003, 08:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Despite someones comment earlier lampooning the idea of organised pub servers, they do exist.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That was me. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Actually, I know that organised pubs do exist, I have certainly played on a few and frequent 1 or 2 of them. My comment was meant as a joke, as most pubs are usually highly unorganised. To be honest, finding an organised pub where people actually work as a team, is quite rare, in my opinion.

    As for the gorging for a res issue, I think it is ok as long as you have 33 res and ungorge as soon as your are done. Need defense? Thats what the early game skulks are supposed to do. Defend alien structures and slow marine movement.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    It depends entirely on the situation.

    If the 2:nd hive isn't up yet, DON'T. You will slow down the gorges income, therby delaying the hive if it isn't started yet, or leech the res pool meaning it will take longer for you to fade.

    Basically it is only a good idea if the 2:nd hive is on its way, the gorg is no-where near and/or overflowing. And even then it is only good if the Res is in a "safe" place, good example would be the hidden res node at Freight elevator on ns_caged.

    All these factors are of course over-ruled by the gorge, so if your gorge tells you to do it, do it, if he tells you not to, don't. He should have a better view of the situation then you, and if it turns out it was a mistake, you can always blame him.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Oh, and it is a waste of 13-17 res depending on whether the skulk evolves back, kills, or has any upgrades. But for the love of God don't build anything else!

    At least 90% of the time it is a bad idea though.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited March 2003
    It sounds like if a skulk does it, it spells doomsday for you. Hmm that kind of reaction seems familiar, but I just don't know where!

    Anyway... in a game today, we had 3 skulks cap almost at the same time and it didn't make much of a difference and probably accelerated us getting a hive. We started in cargo and the gorge did not cap the nearby nodes and went off to cap the nodes near viaduct. So it was easy for the skulks to cap the nodes.
  • goorooloogoorooloo Join Date: 2002-11-07 Member: 7647Members
    ZERG points out a situation where it would be really advantageous to do this that I want to emphasize.

    The Gorg has run off to a far off hive and capped some Rt's around there and is saving for the hive/upgrades. All is right with the world, BUT, there is a free res node still uncapped RIGHT OUTSIDE your main hive. In the early going your Skulks are, more often than not, going to be respawning, (or at the very least healing), at the hive anyway, and the resource nodes close to that hive are therefore resonably well defended by the constant patrol of Skulks that exists anyway.

    On the map Eclipse however, I don't suggest this at all without consulting the Gorg on your team, unless the 2nd hive is almost up and you've kept the marines bottled up the whole game.
  • WoLLyBoYWoLLyBoY Join Date: 2002-11-15 Member: 8687Members
    Like I've said before, it all depends on the situation at hand. Always ask your Main gorge. And dont forget, some maps do NOT support this type of move. Yes, orginized pubs are best for this, on an unorganized pub, your bound to get hammered by teammates for going gorge int he first place (or maybe not) Anyway, someone mentioned the resource model, and what it does when you go gorge, and there already is a gorge. It's true, the gorge does NOT, repeat NOT, gaint he extra resources you would be gaining if you where a full (33) res skulk, i.e. 1 extra res per tic. However, its also not a big deal, the extra res a node that has been INTELIGENTLY placed will generate will more than make up for it. Also, much earlier i stated not to build up the res node, now i think I was wrong there. Looking back on the 2 games I've played since then (On aliens team at least) and the one time I managed to pull this one off (On tanith, a very large map, good for this kinda stuff.) it IS worth it to not only build it, but maybe to hang around as skulk for awhile. Also, for all the very harsh naysayers out there, I need to point out, THE MAN, i.e. Monsouir Evil (Also knowen as Teh King, also knowen as the NS PR guy, also someone who would have if not a very good knowledge, at least a working knowledge of the NS res model) Gave this idea (made by someone other than me, but actully as a question) a thumbs up. Well, in my book, that means its not only workable, it's a good tactic. But again, only if you can do it SMART. Maybe a list of the best nodes on each map to take early game with skulk capping? Also how many are best to take, before it DOES become a drain on the Main gorge. Anyway, I just think it's a good idea, and with all we have heard about damage for weapons, I think working on how the res model works, and how to use it to our advantage (on both sides maybe?) would make the game alot easier for those of us who play smart, not just to win.

    BTW, to all the detractors out there, Really your right, it IS bad about maybe 70% of the time, but that otehr 30% can not really make OR break a game, but it can deffinatly make it much, much easier o win.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    I dunno... I'm not a big fan of this. I'd rather have two full-time gorges, but that's just me being stupid. This would work, but most of the time someone says "I'm temp gorging" and then they try to lock down an area... This tactic can only really work if you evolve to put up a res, drop it, then suicide so that the main gorge(s) don't lost any res to you. No point in wasting four res to devolve back to skulk.

    I'm skeptical about this tactic. It makes more sense to me for you to leave your res at 33 so that the gorge gets the excess. I prefer the idea of one or two gorges having the job of building - as in if you want something built you call in the builder rather than becoming one. I guess that's just personal preference, but I haven't really heard enough in favour of this tactic to embrace it...
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    You can actually build about half a RT without sucking up too much resources from the resource pool.

    I think if you decide to temp gorge and put up an RT, you should be responsible for it, and therefore if it is attacked you go and defend it.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    edited March 2003
    If you can get 3-4 players to wait until they have 33, go gorge, drop an rt and build it say 3/4 to full, then kill selves or drop back to skulk, you will not negatively affect your primary gorge. That massive influx of income from those additonal towers will both make up for his short-term income loss, and more importantly, will add a lot of longterm rp supply to your team. You'll have better classes sooner when your primary gets the 2nd hive up, and the more RT's you have, the less you need to defend them and the more you can concentrate on counterattacking the marines.

    As for not being able to find organized pub servers, you're not looking hard enough. I have a dozen in my favorites list that I constantly play on that offer an excellent organized environment. I would have more if I had bothered to look, but these suit me fine from a ping standpoint. Talk to veteran players in IRC, post in server ops, and find the best servers. It will only take a couple minutes of legwork on your part. Be part of the solution!
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Kid-A+Mar 3 2003, 04:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kid-A @ Mar 3 2003, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There seems to have been an increase in aliens with 33 res gorging to cap a res node. They all adamantly believe its worthwhile, I thought it was a waste of 15 res (13+2).

    Can anyone tell me for sure? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    the only wasted res is the nes not spent when you team goes back to the ready room because there was not enough res flow to get a hive or build hive defenses. After the first node, 2 gorges is ok, and if others cap off and want to build nodes, let them.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--MonsieurEvil+Mar 5 2003, 09:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MonsieurEvil @ Mar 5 2003, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can get 3-4 players to wait until they have 33, go gorge, drop an rt and build it say 3/4 to full, then kill selves or drop back to skulk, you will not negatively affect your primary gorge. That massive influx of income from those additonal towers will both make up for his short-term income loss, and more importantly, will add a lot of longterm rp supply to your team. You'll have better classes sooner when your primary gets the 2nd hive up, and the more RT's you have, the less you need to defend them and the more you can concentrate on counterattacking the marines.

    As for not being able to find organized pub servers, you're not looking hard enough. I have a dozen in my favorites list that I constantly play on that offer an excellent organized environment. I would have more if I had bothered to look, but these suit me fine from a ping standpoint. Talk to veteran players in IRC, post in server ops, and find the best servers. It will only take a couple minutes of legwork on your part. Be part of the solution! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    problem with 3-4 people going skulks is that your base will be widely unprotected, unless i read wrong and you meant they go gorge one at a time.

    One must not forget when someone goes gorge that is one less efficent fighting unit they lose, if everyone wants to cap res nodes thats fine, but make sure they do it one or 2 at a time, not everyone at once.
  • Fennec_FoxFennec_Fox Join Date: 2002-11-24 Member: 9858Members
    Situation. Situation. Situation.

    No such thing as a panacea. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> 95% of the time when I'm gorge, I prefer to be the only gorge. After initial building of RTs and such, I'll be getting roughly five res every second or two, in part due to the fact all my skulks will be capped res-wise. However, if some skulks do go gorge for an RT, it would be best for them to immeadiately go skulk after they recieve to res to do so. In other words, after evolution, they'll have 21 res from the accumulation during gestation, get another res (or two, or three, depending on how many RT there are and the res flow to other players), drop the tower and build it for a bit, then go skulk when they hit four res again. Works fairly well, and it lets the primary dominate the resources again.
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