Gorges Are Running Rampant.

SilverWolfSilverWolf Join Date: 2003-05-20 Member: 16540Members
Gorges have become a huge problem IMO. When people decide to get adrenaline, then gang up with 4 plus gorges it is next to impossible to kill them even with multiple marines focusing fire on them. Even shotties do next to nothing. Gorges only cost 10 res and you can go gorge right in the begginning of the game. Now think about this, gorge healspray stacks not only damage wise, but healing wise as well. Say you have 4 gorges, thats 64 damage all together per healspray (if all gorges are healing together) to the marines and 64 hp's healed all at the same time. Gorges heal quickly and there is pretty much nothing you can do about it. I think gorge healspray should not stack similar to how spores stacked. Either that or i think that gorges healspray should not do damage. I also believe gorge hp or armor, perhaps even both need to be toned down. Thoughts anyone?
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Comments

  • jdub17jdub17 Join Date: 2002-11-01 Member: 3107Members
    Its not that much of a issue compared to medspams. Cause doing healspray rush or defending somethign takes teamwork , if 1 isint healing ur fux. Mebbe lowering healspray damage nerfing how much it heals could mebbe help but I like it the way it is. If anything we should be wanting to be nerfed is the **** medpams.
  • SilverWolfSilverWolf Join Date: 2003-05-20 Member: 16540Members
    Comparing medspam to healspray is comparing apples to oranges. Healspray is free, medspam is an investment. You have to pay to heal, aliens do it for free and there healing also damages the enemy while healing at the same time. Med packs dont hurt aliens when i drop them on them.

    Anyhow, Med spam is a pain yes, but an organized attack can overcome it, a gorge gang healing non stop is pretty much unstoppable unless they run over a pack of mines
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    any relevant discussion going on?


    maybe I can set a trend


    actually I haven't noticed the gorge gang to be a problem, as grenades can counter it, and so do turrets, gorges can't do squat against turrets at one hive, except spit, and then the healing goes away because it's spitting, and I rarely see cooperation of a level of several gorges healing while one biles or spits etc on a pub
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    well, i see where you are coming from, but you dont necessarily have to kill them. If they have 4 gorges in 1 area that means they only have 2 skulks (assuming a 6v6). You could go kill the nodes they capped if they are far from them. You could cap a bunch of nodes yourself.

    Now if theres skulks with the gorges then you are really in trouble, but shotties can usually take the skulks out of the equation. If there whole team is not in their hive, and 4 of them are slow gorges, you can easily rush their hive with shottys.
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    I think this thread illustrates why we're going back to the old private beta. You know, you could actually state why you disagree with the post instead of saying "omg lock the thread" or ridiculing the poster. I can remember a post relating to this topic a few months back that resulted in Flayra tweaking gorge health/armor.
  • WitherWither A Bugged Life Join Date: 2002-12-24 Member: 11513Members, NS1 Playtester, Contributor, Constellation
    I haven't seen "big" gorge gangs running around in pubs, since most of the players there are too slow/stupid to get organized, but I always noticed that mines/shotguns, as long as they have 1 hive, will do the trick. One direct hit with a shotgun is a roasted gorge.
  • MatchheadMatchhead Join Date: 2003-06-13 Member: 17342Members
    i kind of like the idea of the gorge gang, it requires teamwork to be fully effective. i usually organize a few gorge gangs myself, hehe. they're uberly deadly with adrenaline, but they can be stopped. gorges are a little slow to move around the map, so if there is a gang roaming about, sometimes it is best to circumvent them and attack their nodes, hives, or movement chambers. gorges are a little slower then most aliens to react to those sort of things...
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    I see what you are going at here wolf, and I agree that a "mass" gorge ruse(one involving at least 6 gorges) is next to impossible for an equal team to stop without HMG's or a GL. Shotguns do assist greatly, and minese can help as well though. Pretty much you have to do your standard defense and hope your troops can focus fire somewhat. A triple shotgun blast with LMG focused fire will take down a LARGE gorge rush. But if your team panics and does not work together its over.

    I think that the gorge rush is simply very valid, not over-powered. In clan matches, it can make a nice strategy anytime during game. Though early game its devastating.

    There are nice counters to this, but the best is to be prepared for it. If you hear a lot of gestating at their hive as comm I usually drop a pack of mines and some shotguns.

    Also, gorges are not the best structure killers until bilebomb. Turrets can go a long way to assisting you in defense.

    It just takes more teamwork to play as marines, and it always will. I wish it would take as much to win as aliens, but there is still a larger margin for errors with the alien team than the marine. But NS is still awesome, even if that is true.

    All you people who are acting so rude to silver wolf need to grow up.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    You can't heal instant death, and a shotgun is not quite that. 2 shotguns or 1 shotgun and a few lmgs, firing on the same gorge, will not allow the chance to heal. The bigger a group of gorges is (just like with marines, etc.) the more dangerous they will be, so just take out a few and they won't really be much of a threat anymore.

    As for it being powerful, so is a shotgun rush. Both even sacrifice economy (mostly because a gorge rush means less res for onos) for a chance at a win. Both even have counters. A lerk or two in time can pretty much thwart a shotty rush, and a few shotties and maybe some res to drop a siege if you don't react quickly enough for a gorge rush. It's fine.
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    Gorge rushes are just like shotgun rushes. They cost 10 hp per person and are all or nothing. If they pull it off well then welcome to defeat my freind, population: you.
  • El_Pollo_LocoEl_Pollo_Loco Join Date: 2003-06-11 Member: 17255Members
    <!--QuoteBegin--Cheez!+Sep 4 2003, 09:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheez! @ Sep 4 2003, 09:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gorge rushes are just like shotgun rushes. They cost 10 hp per person and are all or nothing. If they pull it off well then welcome to defeat my freind, population: you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Amen, on a pub game not to long ago I got the entire team to gorge rush on nothing. We dropped 3 movement and got adren, It was an 8 on 8 game and we used 2 skulks for assist purposes. When we first started the rush we ran into docking wing and got surrounded by the marine team. Being surrounded is what messed us up usually in a gorge rush you want fire to be on one gorge so you can all heal him. I think that gorges are good the way they are and that even large rushes can be stopped with good teamwork and statagy.

    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->

    DIE GORGY!
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Gorge rushes aren't normally very effective... Drop a few shotties and the rush is ended, AND the marines have map domination plus shotguns, and alien early expansion is ground to a halt. That said, just like skulk rushes, they can end an unbalanced game and let you start a new, hopefully more balanced, game.

    However, gorge gangs generally are very effective for three big reasons, which I think pts and vets mentioned during the beta. One, they keep your gorges alive while they waddle around the map... Packs of 2-3 marines can wipe out gorges all over the map, take out res nodes, etc, if they're not ganged up or protected by skulks... Which brings up the second advantage, namely that gorge gangs free skulks to ambush/delay/stop marines. And, finally, gangs allow rapid building, as well as more building... Rather than taking extra large amounts of time to put up a res node, you can put up a res and an oc in about half the time.

    They're nice, and I wish I actually saw them more often... As it is, I often waddle around the map as a gorgie and pick up other gorgies to go move as a gang...
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--STD-SilverWolf+Sep 3 2003, 09:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (STD-SilverWolf @ Sep 3 2003, 09:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Comparing medspam to healspray is comparing apples to oranges. Healspray is free, medspam is an investment.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So are Gorges.
    They cost 10 res and do you have any Idea how slow RES comes in for a gorge without tonnes of RTS?
    Med spam is something the commander can do anytime, anywhere, as much as he has the res to do.
    You need a Gorge, to heal you, its slow with 1 gorge, he cant be everywhere at once and he can be killed!

    Comming from a vet, I am very surprized at this thread.
  • OneFishTwoFishOneFishTwoFish Join Date: 2002-12-11 Member: 10624Members
    edited September 2003
    The map was ns_veil. I am base guard. Game just started and the marnies moved out. I take a peak down the hallway that leads towards skylight and there are about 7-8 gorges bearing down on me. Before I can even reach for my screenshot key I am dead(screenshot instead of shooting? Yes I knew I was a toast). Now the important part. They were all out of effective shotgun range. Even if there were 5 marines with shotguns we would have all fell. The heal spray range in that quantity is increadiable. Plus a major factor was the straight away hallway. The range of the heal spray is what counts. What was even harder after that was they started droping o's all over the base. Even though there were not built up they created and obstical course effect for the marines returning to base making it harder to get shots off on them but thats besides the point. The range of the heal spray beats the shotty range by far.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    How is a gorge rush any cheaper than a shotgun rush?

    Marines start with enough cash to give the entire team shotguns under most cases. And a SINGLE shot can kill an unupgraded gorge. So, what is there to complain about?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I'm not going to say anything on whether or not gorge gangs are overpowered, but I can say that as easy as it sounds it is an advanced tactic. It rarely happens on pub servers, and when it does the gang is either too small or the players too incompetent to keep eachother alive. Most pub gorges seem incapable of grasping the concept that they have to keep healing eachother, and are more prone to start healspraying marines and assuming their teammates will sit back and heal them. The majority of gorge gangs, assuming they're big enough, fall apart quickly due to lack of teamwork.

    Obviously that limits them to clan games primarily, where one would hope the marines are good enough to focus fire and/or use shotties.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    HMGs easily dissolve gorge gangs, as do grenades. If those aren't available, the commander can use his brain, hand out shotties, and then have marines focus on one gorge at a time while med spamming. No, shotguns <b>do</b> in fact kill Gorges quite well. The trick is not to scatter the shell but to concentrate it on one Gorge.

    So my stance is that just like Gorge gangs need teamwork, the Marines need teamwork to beat Gorge gangs. With a skillful shotgunner, the Gorges will have lost 10+ resources each - while Marines lose maybe 10-30 on medpacks (assuming 4 gorges or more). Usually it isn't even that many medpacks. Attacking Gorge gangs doesn't mean that all the Marines run straight at them and into the healspray. Marines attack from different angles, so they don't all take damage (I believe that there is a certain point to the side of a gorge where healspray doesn't work, since you can't heal anybody behind you - you have to look at them). Gorge gangs aren't invincible - Marines just need to smarten up.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin--Cheez!+Sep 4 2003, 08:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheez! @ Sep 4 2003, 08:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gorge rushes are just like shotgun rushes. They cost 10 hp per person and are all or nothing. If they pull it off well then welcome to defeat my freind, population: you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agreed.
  • Jim_has_SkillzJim_has_Skillz Join Date: 2003-01-19 Member: 12475Members, Constellation
    Shotties make quick work of gorge gangs, you just need to know how to aim. A couple medpacks will help aswell. The only nerfing that may do good is if the healing spray range is reduced a little bit.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--Sarisel+Sep 4 2003, 04:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sarisel @ Sep 4 2003, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> HMGs easily dissolve gorge gangs, as do grenades. If those aren't available, the commander can use his brain, hand out shotties, and then have marines focus on one gorge at a time while med spamming. No, shotguns <b>do</b> in fact kill Gorges quite well. The trick is not to scatter the shell but to concentrate it on one Gorge.

    So my stance is that just like Gorge gangs need teamwork, the Marines need teamwork to beat Gorge gangs. With a skillful shotgunner, the Gorges will have lost 10+ resources each - while Marines lose maybe 10-30 on medpacks (assuming 4 gorges or more). Usually it isn't even that many medpacks. Attacking Gorge gangs doesn't mean that all the Marines run straight at them and into the healspray. Marines attack from different angles, so they don't all take damage (I believe that there is a certain point to the side of a gorge where healspray doesn't work, since you can't heal anybody behind you - you have to look at them). Gorge gangs aren't invincible - Marines just need to smarten up. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well Said!
    I think this discussion is done with.
    The points have been made!
  • SilverWolfSilverWolf Join Date: 2003-05-20 Member: 16540Members
    o_O people... plz at least try to read what other people write and maybe even think about what is being said a little bit instead of just immediatly saying that i am a retard and blah blah blah omg how can a vet be saying this.... this is a legitimate problem and if you arent going to take it seriously dont bother posting.

    I'm asking you why you think they way you do, do you agree first off? if so why? if not why? etc, back up your reasoning with logic and facts. Thankyou.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Gorge gangs require teamwork and a decent amount of coordination. The counters to gorge gangs require teamwork and a decent amount of coordination. I have no complaints.
  • vonfiddevonfidde Join Date: 2003-07-27 Member: 18479Members
    Most people here on the forum are jerks, like this dude "Gorges cant do squat vs. sentrys or GLs" hehe. First of all gorges is a start time user, and i dont think a comm start massing sentrys at marinebase. Also this gorge-gang-tactic will close the marines near the base. I notice this tactic and with DC as first chamber having like 5 gorges with capra..(what is it called? that armor thing?) using healingspray and making dcs near marinebase is a goodrush. Also i notice that dc as first chamber adds alot of very powerful tactics for the aliens the only weakness is that on publicgames well teamwork is a problem. (Sorry my bad english, but i guess you got tha message!!!) <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited September 2003
    I noticed a quiet easy way to deal with them, it worked several times:

    As the gorges advance at you, concentrate fire on the gorges running in the background. As there is no Gorge behind them to heal while facing forward, the front gorges either have to turn around, blocking the group cause moving backwards is slower than forwards, or they risk loosing their own support. So: If they don't turn around, the gorges die, beginning with the one being last. If they turn around the front ones can no longer damage your rines, so you don't need as many medpacks and can just keep on firing. This is concentrated fire, as said before, but this here is a little bit more special ^^

    And because of you're higher point of view you can shoot right over the front gorges, cause they are not so big in height ^^
  • Raptor-TLRaptor-TL Join Date: 2003-01-26 Member: 12746Members
    It's not free..

    30 res for the towers...

    10 res per gorge..lets say 4 do it...40 res

    2 res per adren 8 res

    So by my count that's 78 rez spent to gorge rush for 4.

    Can be countered by one pack of mines at one hive...

    At 2 hives...well that's not really a rush...
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    Sorry Silverwolf - you happen to be fairly off the mark here.


    At mid-game/tier2 tech stage, this is an irrelevant topic. Turrets and upgrades, maybe heavy weapons, make it a nonissue.


    Only in the opening minutes is this tactic viable.


    And then, the gorge rush is a valid tactic. It is just powerful enough to be so.
    Overpowered?

    Hardly.

    Note: Using an actual naked gorge rush will be totally and UTTERLY ineffective against a competant team. Marines don't need to stand in their base and take you on - they can move out and cap the map. Gorges will take an hour to kill their IP, if they even bother to construct one. Yes, that is the level of contempt that an over aggressive gorge rush can be treated with - avoidence.

    That said, when you have a skulk or two thrown into the mix, it suddenly becomes a potent strategy.
    We have won two wars in the last month using my variation on the gorge rush theme - the 'Drush' - 3 aliens gorge instantly and drop DCs, the other 3 run to near marine spawn. Any attempted migration is followed but not engaged. When the marines base is located, those skulks then gorge sneakily, and the original gorges skulkify and attack. The three combat gorges run in behind and heal, dropping OCs around. Even if the force is battered back, the OCs will have to be dealt with, at least slowing the marines.

    Variations include altering the number of start gorges/skulks, or using DCs on the offense, or even movements (adren is wonderful, but nerfed celerity vs carapace to shotty threat with the reduced cost of marine migrations in 201d means that we won't try this variant any time again).


    THAT is a viable tactic. However, it is complex enough, and counterable enough, to be totally balanced and fair.

    Case in point:
    We tried it against XxX, I think it was, and got burned badly. Anticipating it, a few early shotties totally ripped us up. In disarray and severely damaged economically, only because it was a 2.0 server were we able to pull the game back from the brink - and only after 35 minutes <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I mean heck, with noone with any res, and no hive or gorges....bad.
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    <!--QuoteBegin--STD-SilverWolf+Sep 5 2003, 10:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (STD-SilverWolf @ Sep 5 2003, 10:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> so your idea of teamwork is holding down +attack? ok. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No. Cycling the gorges so that the damage is spread out, knowing when/if to drop OCs, deciding where to group and when to attack where... that requires teamwork.

    As for marine counters, there is no imbalance. Two packs of mines, two shotties and a little medspam is enough to stop all but the largest gorge rush cold.
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Scenario : Marines move out,gorge rush,base guard even with shotty gets gangraped by sniper heal spray,marines rush back to base,gorgs start dropping OCs to slow marines down,marines cant get shottys by this point,LMGs are useless against mass gorgs,game over.

    Any tatic that counters the gorg rush seems to be based on ONE factor : That there is a sustantiable number of mairnes in base,you have resource left to get shottys for these people and you know the gorg rush is going to happen.Now since most of the time its only the base guard in base and the rest of the marines far,far away from base.....

    Btw ive never seen a shotty rush work on our servers.Yes even with scrims and everyone who is a vet.All the skulks do is simple : sit at corner,marine walks pass,CHOMP CHOMP 10 res gone,skulk down,repeat all the way back to the hive,sorta like guerilla warfare,marines lose all shottys then its game over.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    Well, turrets or mines or mines can stop them, I think <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> But wouldnt be a mass carapaced skulk-rush be deadly too?
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    But gorges are so slow moving! You can easily engage them at a long corridor. They take ages to crawl up to you. Concentrated pistol fire with a few marines should blow the gorge. Mixing in a few skulks wouldn't do much imo coz the overall speed of the alien assault would be only as slow as the gorges. I mean say there are like 2 skulks and 5 gorges. The skulks run up to u but u n' ur marines can easily take down 2 skulks. The gorges couldn't possible heal the skulks since they're runnin' so damn fast at ya. If they stay with the gorges then skulks lose their primary advantage - speed. Since pistol deals so much damage (20 I think) concentrated pistol shots (assume there are 5 marines) would kill a gorge BEFORE the healing begins. What happens if the gorges heal before shooting begins and walk towards the marine team? Simple, shoot the gorge at the back. Alternatively, you could purchase ONE shotgun and trap the gorges at a doorway. A single shotgun blast can kill a gorge at close range. OR you could AVOID the little "gorge gang." I mean offensively they're crap! A few turrets can totally stop gorges imo. Meanwhile the marine team can secure hives and do other stuff.
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