Best Ratio...?

The_IRSThe_IRS Join Date: 2003-11-30 Member: 23798Members
edited December 2003 in Kharaa Strategy
<div class="IPBDescription">Attacking and gorging</div> I was wondering what the best ratio of attacking Aliens to gorges building, I think at about a 5:1 ratio of Aliens to Gorges, what opinions do you have on this?

Comments

  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think 2:1 is a good ratio. It really depends on what you are trying to do, though. If you want a sensory network up, then you will probably start with more gorges to get that going.
  • WastedWasted Join Date: 2002-12-14 Member: 10795Members
    edited December 2003
    I think that as a general rule there should be enough skulks on the team to keep up the pressure on the marines, with the role of gorge being a flexible one any team member with sufficient resources takes up temporarily. This requires a good deal of communication and willingness to cooperate, of course, but it's the sensible way to go if the alien team wants to win.

    If the marines play defensively and advance slowly (staying in base initially, then proceeding to cap a couple of nodes before locking down a hive - typical of an inexperienced team), then the alien team can afford more gorges in an attempt to cap as many nodes and seal off as many choke points with OCs as possible. All the few skulks need to do are to ensure that the marines don't get too brave and venture into places they shouldn't.

    If the marines expand aggressively, however (as a good marine team with strong rambos might), more skulks are needed to constantly scout the map and counter attempts to expand. Marines are most vulnerable on the move from point to point; once they establish themselves in a particular location it's harder to kill them. Having many gorges against an aggresive marine team would simply result in many dead little <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> ies and lost RTs.
  • WyxWyx Join Date: 2003-12-10 Member: 24203Members
    Played a map with my brother against 3 marines with aliens, went gorge and built OC & DC outside their base while my bro built RTs. Marines started attacking and I died once. In the end of the map I morphed to Onos and destroyed them had 30:1 then lol. Not sure what gorge ratio is but it's probably 20 or something. =)
  • UndeathUndeath Join Date: 2003-03-19 Member: 14696Members
    edited December 2003
    Wyx, he wasn't referring to kill:death ratio but fighter:gorge ratio. I think that 3:1 or 2:1 is a good choice, depending on the team sizes obviously. Staggering the early rts to maintain this ratio works wonders. There will always be exceptions of course, gorge rushes and skulk rushes being the most notable ones.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Gorges can help the attack too; agressive gorges with skulks rip lightweight marines apart.
  • UndeathUndeath Join Date: 2003-03-19 Member: 14696Members
    Yes, but in such cases the gorges tend become the prime targes, I know that when I'm facing a gorge/skulk combo I always go for the gorge first, the team loses 10 res, plus my buddies can clean up the skulk when I die. I'm not saying it's not a good idea, just make sure the group is large enough to keep the gorge alive.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Generally you would want to keep it at a 7:3 ratio, whereas 70% puts pressure on the marines by aggresion or attrition. The 30% left are the gorges left to build things. That way you have a rather sizeable attack force while you have enough builders to keep up the tech race (provided enough resources that is)
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    There are usually 2 RTs nearby the hive, and one hive thats closer than the other. Getting those 3 RTs up fast, and then waiting to see where the marines are going for another 1-3 RTs is what I would prefer.

    Other thanthat, NEVER EVER GO DUAL, at least not in the beginning. Dual is like having 2 external RTs. but about twice as hard to say.
  • tempest64tempest64 Join Date: 2003-11-03 Member: 22258Members
    >Other thanthat, NEVER EVER GO DUAL, at least not in the beginning. Dual is >like having 2 external RTs. but about twice as hard to say.

    Forgive me for being a retard, but what do you mean by DUAL?

    I too agree with the staggering of gorges to keep about a 60%-70% skulk/gorge ratio, as long as the initial skulks switch places with the first gorges.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I believe he means the locations with 2 resource nozzles, like Reactor Room, or Atmospheric Processing etc
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    I depends upon the quality of the skulks, some skulks can do the job of 3 or 4 skulks, so that means more builders can go out and expand faster. Its ok to have less gorges at the beginning, its more important to protect the RTs and chambers that are built, rather than rapidly expand and have it all goto waste. in a typical 7v7 pub, I would have 4 skulks in 3 gorges though, to answer your question.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited December 2003
    <!--QuoteBegin--The_IRS+Dec 5 2003, 03:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The_IRS @ Dec 5 2003, 03:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was wondering what the best ratio of attacking Aliens to gorges building, I think at about a 5:1 ratio of Aliens to Gorges, what opinions do you have on this? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Depending on team style, map, and circumstance. I would have to say on a small map such as eclipse a 4combat:2gorg ratio is good. Medium size maps such as tanith 3combat:3gorg. For big maps such as nothing or veil a 2combat:4gorg ratio is good. This is assumed to be a 6v6 as the numbers change when more people are playing due to a limited number of nodes and force needed for map control.

    Also note: After early game I suggest converting gorgs in combat units as skulks or combat gorgs. To a poing were there are no more then a ratio of 4combat:2gorgs.
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    edited December 2003
    I think a 2:1 ratio is a pretty safe bet in pretty much all circumstances and teamsizes. Of course that would just be the starting gorges to cap res nodes and place chambers. You'd probably have one combat alien save for a hive, and possibly more to have res in case an emergency situation that calls for a few buildings in a certain location.
Sign In or Register to comment.