Newbie Gorge Tips
Alien_Bob
Join Date: 2002-11-11 Member: 8185Members
<div class="IPBDescription">things *not* to do</div> I've often seen newbie gorges make a lot of the same common mistakes. These are things which may well seem like a good idea at the time, but are actually counter-productive.
1) Spamming webs on a single entrance. I've come across doorways completed covered with webs. This is bad because it not only uses up a lot of the quota of webbing (there is a limit to the number of webs allowed on a map) but a single marine with a welder can take it all down in a second. Use webs sparingly and tactically. Put them on ceilings around hives to catch jetpackers, or on the floor where marines are less likely to spot them. Spread them out and remember to save some for later.
2) Not defending the hive. While you're waddling off to cap resource nodes at the start of the game, remember to go back to the hive and drop a few OCs for those unwelcome visitors who would be only too happy to find an empty hive. A few marines can set up camp in your hive in two minutes. Even one OC will be useful, as you will the "structure under attack" message as they shoot it.
3) Building in backwaters. This is related to number 2. I sometimes find a lone gorge who's just built a res tower proceeding to surround it with five OCs and four DCs (usually in a remote corner of the map where nobody goes) while the hive is rapidly being occupied by happy marines. Don't built walls of lame to protect single res towers when they'd be much more effective at the hive.
4) Watch the back doors. If a hive has more than one entrance, some people make the mistake of piling defences at one entrance (towards the marine base) and completely ignoring the other (where a rambo can sneak in and set up a siege while you're not looking).
When gorging, try to think what you would if you were a marine. How you would attack this hive, and what sort of defences would stop you?
1) Spamming webs on a single entrance. I've come across doorways completed covered with webs. This is bad because it not only uses up a lot of the quota of webbing (there is a limit to the number of webs allowed on a map) but a single marine with a welder can take it all down in a second. Use webs sparingly and tactically. Put them on ceilings around hives to catch jetpackers, or on the floor where marines are less likely to spot them. Spread them out and remember to save some for later.
2) Not defending the hive. While you're waddling off to cap resource nodes at the start of the game, remember to go back to the hive and drop a few OCs for those unwelcome visitors who would be only too happy to find an empty hive. A few marines can set up camp in your hive in two minutes. Even one OC will be useful, as you will the "structure under attack" message as they shoot it.
3) Building in backwaters. This is related to number 2. I sometimes find a lone gorge who's just built a res tower proceeding to surround it with five OCs and four DCs (usually in a remote corner of the map where nobody goes) while the hive is rapidly being occupied by happy marines. Don't built walls of lame to protect single res towers when they'd be much more effective at the hive.
4) Watch the back doors. If a hive has more than one entrance, some people make the mistake of piling defences at one entrance (towards the marine base) and completely ignoring the other (where a rambo can sneak in and set up a siege while you're not looking).
When gorging, try to think what you would if you were a marine. How you would attack this hive, and what sort of defences would stop you?
Comments
Double gorging is mildly useful when done correctly, horribly painful when not. When you understand the resource system well enough to figure out why this is true, then you can give it a shot. Otherwise, stick with one gorge when possible.
Choke points are also useful to hold. If the marines have no option but to take paths covered in OC's, defense will be easy. Be aware, however, that creative jetpackers can bypass the chokepoints, so have hive defenses as well. Added bonus: your mates have a place to go heal without trudging all the way back to the hive, and can cause more damage in the same amount of time.
In NS 1.0, aliens will lose a tech rush every time. Trying to get the 2nd hive up before the marines have JP is fruitless - you can try it, and all you'll end up with is your 2nd hive getting popped by a JP/HMG before it's even a third of the way built.
The only counter to the tech rush is a good defense. As long as you can keep the marines out of your hives with good OT placement, you can take as long as you want with that second hive, and then push out with fades and lerks.
In NS 1.0, aliens will lose a tech rush every time. Trying to get the 2nd hive up before the marines have JP is fruitless - you can try it, and all you'll end up with is your 2nd hive getting popped by a JP/HMG before it's even a third of the way built.
The only counter to the tech rush is a good defense. As long as you can keep the marines out of your hives with good OT placement, you can take as long as you want with that second hive, and then push out with fades and lerks. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
agreed
If you want a chance against good marines do NOT build anything but resource towers and defence chambers before the 2nd hive is building .....
Takes me on to my next point -
Always try to build 3 dc's before saving for the 2nd hive, level 3 cara is vital.
Problem with putting oc's up in hive to counter jetpack hmgs, is that eventually the hive WILL go down, after all it takes only 3 clips of a hmg.
If the marines are smart theyll use the jp hmg sets to destroy all your rt's too, which means, a probable slow death for aliens.
First of all go gorge in a vent near the res point so that the marines phisically can't reach you while you wait for 22 res. Therefore you don't need to waste skulks time protecting your stupid **** for the first 2 minutes.
Do not spit, commanders can see spit from a gorge without line of sight. When I am comm I always tell my marines where the gorge is if I see their spit or hear them...
Don't jump up and down or move at all. Commanders and marines can hear you!
A good gorge is one marines never see.
When I see a gorge do this ancient OC placement I can't help but pray our lerks can do the job without OC support.
A WoL has its advantages and disadvantages. When marines come without JP only a WoL can stop them from entering the hive location.
This thread is about "Newbie" Gorge tips so I do not think it is meant for clan wars where the marines use the same tactic nearly all the time.
I could understand if every one have agreed that they will start with SC, but when they get that firts weapon upgrade, the skulks will fall as if they where hit by a railgun.....
Another thing is.... when someone ask for healing, dont just look at em like they have grown 3 heads more..... Heal em....
I asked for it ones cause i was pretty low on health and there was some marines nearby and he just looked at me.... then i head for the hive to get healed so i would have better chances against em, and less than a minut after, he was dead..... Thank god.... If he had healed me, i could have taken em down with ease..... unless they where tranied marines.
but my plan of hive 2 is always the same.
1. Cap nearest res
2. Go to nearest hive and cap res
3. Build 3 Def chambers under unbuilt hive.
4. CAp anotehr res closest to the hive you are at
5. Wait for res for hive. and then build it
6. Build Ocs at your new hive, and ocsa nad defs at your original. and WEB FOR GOD's SAKE WEB THE HIVE.
7. Once new hie comes up, build 2 movements at the hive you are closest at., then teleport to the other one and build 1 movement.
8. Continue building ocs, defs and capping res
Yeah...thats pretty much it. after that, well it justs goes on its own.
Newbies, please don't gorge until you've played for a while and understand what your team needs from you. Watch more experienced gorges before trying it yourself.
There are few things more frustrating to the experienced player than a new player as gorge.
Oh, and you get <span style='font-size:14pt;line-height:100%'>64</span> webs ONLY per map! NEVER use 10 where 1 would do. I prefer to put one on the floor before and after a WoL, and one above. Also put OCs ALL over the hive, preferably so they can't be shot at 1 by 1 but spread out enough to give even a decent JPer a real headache.
EDIT oops...
The Seige Cannon.
It can shoot through walls, so you HAVE to make as many rooms and halls a "buffer room". A alien controled room or hall with many OCs in it, meant to make the Seiges target them first, and to wear-down a rambo marine or a group of poorly equiped marines.
even five OCs in a hall (not necessarily a WOL) can slow the marines enough so that skulks can move in for the killing blow.
2 in the hive and 2 in every room near hive. even small rooms next to a hive like eclipse can end the game for the kharaa! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
....just played a game...omg..just horrible...nsplayer...no..plz..not gorge.
Does it only take 1 line of web to catch a marine?
Shoot at wall
Shoot at OPPOSITE wall
Look at the line
Wait for marine to touch line
Plonk OC in front of line
Another downside to putting ten webs in a doorway when two would do is that a lone marine can "eat" all ten webs by taking two steps. Sure, he's stuck and practically immobile from the webs, but how many gorges actually spend the time to check up and replace webs? Also, don't web up random hallways. You want the guy who gets tripped up in the web to be under fire from one or two OCs. Use them to support your static defenses.
Cheers,
Alias20
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You mean 20?