Seraphy's Sub-class Guide For New Players (2)
SeraphyGoodness
Join Date: 2003-06-05 Member: 17029Members
<div class="IPBDescription">Part the second : Gorges</div> To help new players get used to the bewildering options presented by the kharaa
upgrade system, and the wide range of tactics available to the individual, i've put
together a list of 'sub-classes' for each evolution based on which upgrades you take.
This list is not exhaustive or fully comprehensive. feel free to suggest other roles
and subclasses in this thread.
listed with upgrades, basic tactics, role
and suggested weapon advice. bracketed () upgrades are optional, ie, not strictly
necessary to perform the role. All of these show full upgrades, but in many cases
can be performed with only the first one or two. obviously, these sub-classes may
or may not be available depending on chamber build order, but theres a sub-class
for most all build orders.
Part 1, Skulks, can be found Here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=42686' target='_blank'>Subclass guide: skulk</a>
Gorge <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
=====
*Note: all these gorges should take some responsibility for building.
the field medic for example should set up heal stations prior to an assault.
Capper: None
Works with: Alone
Primary weapon: None
Favoured Chamber: Res Tower
Description: What every player should do at the start of the game.
Stay skulk, run to a clear res node, gorge, drop res node, build it
and devolve back to skulk. you (as a team) can claim most of the res on
map in roughly 30-40 seconds like this. at least one player should then
_stay_ gorge,and take up one of the other roles.
Field Medic: Adrenalin, Carapace, SoF
Works with: Any Kharaa assault force
Primary Weapon: Healspray
Favoured Chamber: Defense
Description: follows his allies into battle and provides healing to frontline
troops. The surprisingly long range and area of effect of healspray lends
effectiveness to the attack. it's a two-for-one: Heals your allies, and kills
your enemies. Your allies should assist in keeping the marines away from you,
since they will value your healing.
Field Engineer: Silence, SoF, Regen
Works with: Alone, or on periphery of assault
Primary weapon: none
Favoured Chamber: OCs, Sensory
Description: Almost duplicates the field medic, with the exception of avoiding
mass combat. the field engineer should concern himself with building support
areas for other kharaa. Healstations, cloaking areas with sensory, OC batteries.
Does _not_ build RTs or hives (unless flush with res and passing through).
If supporting a battle, dropping DCs and OCs nearby to heal allies or shoot
fleeing enemy will be appreciated. if alone, should retreat from approaching
marine groups, or drop OCs to hide behind if lone marines approach.
Builder: Cloak, Silence, Redemption
Works with: Alone
Primary weapon: None/Webs at hive 3
Favoured Chamber: Res Tower, Hive
Description: Played correctly, this class should never see combat. lurking
around behind the kharaa lines, this gorge class concerns itself with claiming
un-capped res, and putting up hives and their defences. Cloak and silence allow for
stealthy building, and should you get pinned down, redemption should pull you out
of trouble. This gorge should never engage marines directly, instead, it should
run and hide. somewhat boring, but essential, and oddly satisfying to play.
Seige: Adrenalin, Regen, (SoF)
Works with: Any base/outpost assault, or alone against marine res nodes.
Primary Weapon: Bile bomb
Favoured Chamber: Movement
Description: Hangs around at the edges of combat hurling bilebombs in to
soften up defences, or finds marine nodes and takes them out. Should not attempt
to attack an outpost with extensive turrets and/or phasegates without help from other
classes. small turretfarms (3-4 turrets) are risky, but a wisely timed retreat to heal
will see them go down.
Anti-Aircraft: Cloak, Redemption, Adrenaline,
Works with: alone, or lerks/skulks.
Primary weapon: webs
Favoured Chamber: Sensory
Description:Only viable at hive 3, and as rare as it's chosen prey, the AA gorge lies in
wait for jetpackers trying to rush through your lines. webbing them in the air
can kill in one shot if they are high enough, or allow your ground based allies
to savage at leisure. Very very effective in Sensory cloak fields. If they shoot you,
you'll redeem to a hive, probably ahead of them, giving you a second attempt at
downing them.
Next: Lerks <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
upgrade system, and the wide range of tactics available to the individual, i've put
together a list of 'sub-classes' for each evolution based on which upgrades you take.
This list is not exhaustive or fully comprehensive. feel free to suggest other roles
and subclasses in this thread.
listed with upgrades, basic tactics, role
and suggested weapon advice. bracketed () upgrades are optional, ie, not strictly
necessary to perform the role. All of these show full upgrades, but in many cases
can be performed with only the first one or two. obviously, these sub-classes may
or may not be available depending on chamber build order, but theres a sub-class
for most all build orders.
Part 1, Skulks, can be found Here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=42686' target='_blank'>Subclass guide: skulk</a>
Gorge <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
=====
*Note: all these gorges should take some responsibility for building.
the field medic for example should set up heal stations prior to an assault.
Capper: None
Works with: Alone
Primary weapon: None
Favoured Chamber: Res Tower
Description: What every player should do at the start of the game.
Stay skulk, run to a clear res node, gorge, drop res node, build it
and devolve back to skulk. you (as a team) can claim most of the res on
map in roughly 30-40 seconds like this. at least one player should then
_stay_ gorge,and take up one of the other roles.
Field Medic: Adrenalin, Carapace, SoF
Works with: Any Kharaa assault force
Primary Weapon: Healspray
Favoured Chamber: Defense
Description: follows his allies into battle and provides healing to frontline
troops. The surprisingly long range and area of effect of healspray lends
effectiveness to the attack. it's a two-for-one: Heals your allies, and kills
your enemies. Your allies should assist in keeping the marines away from you,
since they will value your healing.
Field Engineer: Silence, SoF, Regen
Works with: Alone, or on periphery of assault
Primary weapon: none
Favoured Chamber: OCs, Sensory
Description: Almost duplicates the field medic, with the exception of avoiding
mass combat. the field engineer should concern himself with building support
areas for other kharaa. Healstations, cloaking areas with sensory, OC batteries.
Does _not_ build RTs or hives (unless flush with res and passing through).
If supporting a battle, dropping DCs and OCs nearby to heal allies or shoot
fleeing enemy will be appreciated. if alone, should retreat from approaching
marine groups, or drop OCs to hide behind if lone marines approach.
Builder: Cloak, Silence, Redemption
Works with: Alone
Primary weapon: None/Webs at hive 3
Favoured Chamber: Res Tower, Hive
Description: Played correctly, this class should never see combat. lurking
around behind the kharaa lines, this gorge class concerns itself with claiming
un-capped res, and putting up hives and their defences. Cloak and silence allow for
stealthy building, and should you get pinned down, redemption should pull you out
of trouble. This gorge should never engage marines directly, instead, it should
run and hide. somewhat boring, but essential, and oddly satisfying to play.
Seige: Adrenalin, Regen, (SoF)
Works with: Any base/outpost assault, or alone against marine res nodes.
Primary Weapon: Bile bomb
Favoured Chamber: Movement
Description: Hangs around at the edges of combat hurling bilebombs in to
soften up defences, or finds marine nodes and takes them out. Should not attempt
to attack an outpost with extensive turrets and/or phasegates without help from other
classes. small turretfarms (3-4 turrets) are risky, but a wisely timed retreat to heal
will see them go down.
Anti-Aircraft: Cloak, Redemption, Adrenaline,
Works with: alone, or lerks/skulks.
Primary weapon: webs
Favoured Chamber: Sensory
Description:Only viable at hive 3, and as rare as it's chosen prey, the AA gorge lies in
wait for jetpackers trying to rush through your lines. webbing them in the air
can kill in one shot if they are high enough, or allow your ground based allies
to savage at leisure. Very very effective in Sensory cloak fields. If they shoot you,
you'll redeem to a hive, probably ahead of them, giving you a second attempt at
downing them.
Next: Lerks <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
Comments
Marine Trapper: Silence, Cloak, (Regen)
Works with: Alone, possibly with skulk assistance
Primary weapon: Heal Spray
Favoured Chamber: OCs, Sensory
Description: Avoids combat entirely until he is ready. Builds
SC/OC combinations in strategic chokepoints or resource areas.
Then, either wait for the marines to try to take the area, or
attract some meat to your newly created trap. Keep them
healed by using Heal Spray, and quickly you'll become a major
distraction for the marines, and can hold the area against determined
marines for quite a while, meanwhile your friends control the rest of the map
behind you. Skulks can take advantage of this distraction and the SC
cloaking to munch marines, and web always adds to the fun. Only
viable in early game, later game marines are too powerful, and seiging
becomes more useful than containment. But keeping half the map cut
off to marines on a map by one chokepoint can provide a great advantage
to your team later on. The resources you earn from mowing marines down
also helps you keep your site upgraded and provide new bonuses.
P.S. Theres a fade guide that got buried a while back, you might get some good info from it if you need any.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Just one small error in a otherwise perfect/awsome guide <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Listed 2 sensory traits, instead of a defense one.
The Ninja Gorge : Celerity , Carapace , SoF
Works with: any other evolution , at best lerks and fades.
Primary weapon: Spit
Favoured Chambers: Movement , OCs
Description: Here's the cute gorge eager to avenge the fallen fattys of 1.04 ! Its main strength lies in the vulnerability reputation the gorges have. I can tell you that a gorge with 150 hps and 125 armor is NOT going to lose when facing a marine who doesn't even have better agility ! Until level 3 upgrades you can treat random rambos like free res.
The ninja gorge can afford to build and defend at the same time , which means a marine scout isn't going to knife your RTs or sensories without much trouble.
At 3 hives you can even web your preys , making you less vulnerable to gorge hunters. Your ways of catching marines is more reliable than onos stomp , sticking with an intelligent fade will let you bag entire groups of marines , even HAs !
You can also bile bomb outposts by surprise , laying a few movement chambers. Works best with a lerk , who covers you with umbra and possibly uses primal scream to destroy the turret farms faster. Both evolutions seem weak and vulnerable , but they kill the lighter marines pretty fast , and can flee marine artillery with ease.
Lastly , the ninja gorge can initiate a gorge rush. It can deal with a shotgunner , and quickly heal the currently attacked gorge/OC.
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> = <b>DEATH!</b>
When we get sensory first I climb on something really well placed and place a sens there then get back to skulk. I do that when my allies don't place them well enough.
Farmer: Celerity, Regen, SoF
Works with: Alone
Primary Weapon: Healspray
Favoured Chamber: Offense
Description: Works a circuit of 3 RTs or 3 RTs and a hive. Slowly reinforces defenses in its chosen area. This offers a few advantages:
1. Broken aliens always know where to find healing
2. A few well-placed OCs and SCs can halt rambos and slow down early-game rushes
3. A farmer walking a circuit can easily identify when his defenses are damaged, and start looking for signs of marines
In the early game, farmers generally end up as front-line defense (and defense coordinator) against marine rushes. By mid-game, they mostly stay busy repairing damage from marine attacks. In the late game, farmers should switch to a different role, as marine rushes will be less frequent and can no longer be halted/slowed by OCs.
Most newbies don't know what "SoF" is.
Harrassment: Carapace, Celerity, (Cloak)
Works with: Assaulting Groups
Primary Weapon: None
Favoured Chambers: Offense
Description: This gorge specializes in aiding the final attacks and in multiple waves of assault groups. It runs in with the first wave, looking for a place of relative shelter where OCs can be dropped that have a line of fire to the main battle. It does not build the OCs until all of its res are spent. If sufficient cover is available, a defense chamber can also be built to keep the OCs around longer. It helps to bind OC creation to a specific key for fast application. The point is to create continual distractions for marines so that they do not get a break between assault waves to reload and heal.
A lucky harassment class Gorge will even be able to cloak within the marine base while all the fighting is going on, thus being available right at the start of the next wave. This style of gorge runs through res like water, so should have a lot to start with and should be dropping chambers fast enough to use up all its res before it gets killed and sent back to the hive as a skulk -- ready to quickly return and join the next wave.
As a bonus, the carapace/celerity combo also works well for skulk-bombs, so you can adapt at the hive, and then decide on the way to the battle whether you have enough resources to bother going as a harrassment type of gorge.
When being chased by a lone marine, I find that by running backwards and spitting is better than taking them on with healspray. I don't get so many healspray kills as I did in 1.04, strangely I seem to be more effective with spit in NS 2.
You may want to mention somewhere that since movement chambers give you extra adrenaline, they are very very useful while bilebombing. 2 DCs, 1-2 MCs, and 2 OCs are my usually bilebombing setup. You can take out a very large turret farm like that, and with basically no help if the marine support line has been cut (no phase). The OCs are just to protect you against a marine or two who stumbles across your stronghold. Obvously, this doesn't work well if there's a siege amongst the turrets.
I've already seen people master celerity gorges and jump around you so fast you can hardly keep track of them , so most of your rounds are lost while they have no trouble hitting you at close range with spit (no hope of knifing them as well)
fear the ninja gorges...