Grab The Hive And Run?
Jetjap
Join Date: 2003-12-05 Member: 23979Members
<div class="IPBDescription">What to do in gamestart?</div> I am relatively new to NS and when I go Kharaa I usually (since no one else in the team do it) run to the nearest hive, go gorge and try to put up a rt and then protect it and the soon-to-be hive with ocs (2 or 3), then I try to grab another rt (I try to leave the hive and chambers for other gorges). This tactic worked for a while, cause when the marines recovered from the early skulk rushes they come in force (3 or 4) to try a hive lockdown but get stopped by me, the ocs and other kharaa when I cry like a girl "they are rushing the [hive name]!!!"
But now in certain games the marines started to rush earlier the vacant hives (sometimes both at the same time) and I get caught alone with a rt and no res to put ocs. If I put an oc first it will take centuries to get enough res for a rt and an one oc and one gorge are no match for 3 (organized) marines.
What I ask is: what you guys usualy do when gorging in the round start (and why)? Try to secure an empty hive, deploy rts around the map or put chambers at the first hive? Sorry if it looks much like a fill-the-blanks gorge guide, and thanks for your comments.
But now in certain games the marines started to rush earlier the vacant hives (sometimes both at the same time) and I get caught alone with a rt and no res to put ocs. If I put an oc first it will take centuries to get enough res for a rt and an one oc and one gorge are no match for 3 (organized) marines.
What I ask is: what you guys usualy do when gorging in the round start (and why)? Try to secure an empty hive, deploy rts around the map or put chambers at the first hive? Sorry if it looks much like a fill-the-blanks gorge guide, and thanks for your comments.
Comments
best thing to do is get to some chokepoint with a RT with an ally gorge, and secure it together
one puts a res tower, the other gorge puts OCs/DCs (2 gorges with DCs and carapace can be lethal :'/)
however if you insist on going alone, you should secure the least active hive (furthest from marines / soon to be marines outposts)
...
2 gorges with DCs and carapace can be lethal :'/)
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Good advice!
I said it once I say it again... 2 gorges with heal spray as weapon/heal-other-gorge combo can take down a group of 3 lmgers with little problems; the 3 lgms will never target just one gorge.
As for the game start, I would not rush and IP-kill, as this makes for a boring game. However, as Fat_Wang says, killing rines one by one as they pop out of rine start with 250 ammo is good fun. Best scenario is on Tanith, where I can get 5 marines in a row by clinging onto the wall above the exit. Most of the time the marine will die and not say anything about the skulk just outside. Sometimes you can even get the same marine twice.
This all adds up to HUGE rfk, and so not only have you hindered marine expansion, but you porbably have enough res to gorge and get BOTH the rt and an OC.
But now in certain games the marines started to rush earlier the vacant hives (sometimes both at the same time) and I get caught alone with a rt and no res to put ocs. If I put an oc first it will take centuries to get enough res for a rt and an one oc and one gorge are no match for 3 (organized) marines.
What I ask is: what you guys usualy do when gorging in the round start (and why)? Try to secure an empty hive, deploy rts around the map or put chambers at the first hive? Sorry if it looks much like a fill-the-blanks gorge guide, and thanks for your comments. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
My best advice is not to rely on static defense so much. Thats what your skulks are for! I would suggest putting up 1 rt, then maybe even another if your skulks are doing a good job then if you do have all your upgrade chambers THINK about putting 1-4 oc's in the hive. Dont feel like you must stay gorge either, if you put down a resource and your team is having trouble holding ground then go skulk and help, you will gain rsr's faster and be helping hold the map. From that stage you can put up the hive save for oc's at a building hive, get upgrade chambers:3, go fade and pressure or do a numberous amount of things.
if most players cap rt's i save for the hive or early fade (please do not go fade unless you are good with it <u>and</u> the second hive is going up).
saveing for onos from the start is stupid. no rts means no hive. about the time you can onos the mariens will be rushing your hive and you will live for 30sec. trying to stop them with no stomp.
i dont bother lameing up the hives unless some one says JP's. then it's oc's on top of the hive and around the hive room. do to the speed of the skulk (i change back if every thing is going well) i patrol the back halls between/around the hives to make sure we dont get a pg sg rush or a sneak seige, untill i can fade. if i fade late in the game i will go after their base rt and armory to force some of them to stay in their base.
tip. if you can kill the armory about 1/3 of the way into the match you can delay them getting HA's JP's HMG's and GL's. the best way to kill a HA train is to not let it happen in the first place.
If you can take out the armory while it's upgrading, or the advanced armory, that's a lot of time and a lot of res taken out, since the advanced armory upgrade takes the longest of the upgrades.
Personally if you're going DC first, I suggest getting redeem so its harder for rines to ambush you. Failing that, don't expand further than you can actually hold, keep near-ish to where the team is. Always watch the map for where the enemy is, in case your team are rushing headlong into a marine train.
If you know where the team is, and where the enemy is, and where you are, then you'll get killed less as gorge.
o_O