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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Kharaa Strategy
TankBuster
1. Please build only 3 - 4 offensive chambers max inside the hive area (to guard against jet packers). Instead, concentrate your oc placement on the exterior of the hive -at possible seige points.

2. When placing movement chambers in the hive area, put them in easy to see areas like in the middle of the room so aliens can find them quickly. Not bundle up in a mass of dcs and ocs.

3. When placing D's to heal the hive, please PLEASE put them behind the hive away from possible siege halos, so the seige hit the hive first. Not the DCs.

Six properly placed DCs and one gorge healing the hive, can hold off two seige canons indefinetly.
Insomnia
How about instead of dropping 4 ocs drop 2 ocs and a res node. biggrin.gif biggrin.gif
TankBuster
How about you..... nevermind


Naturally you'd cap all avail rts from the start of game. And continue capping as nodes are taken down. What this thread is about is basic hive defense, and common sense movement chamber placement.
Sky
As long as we're on the subject of chamber placement - how much res do you think is the limit to spend on a sc-network?
A_Boojum_Snark
That can't really be determined. Maps vary in size and layout alot. Not to mention it depends on where you place the chambers, and if you just want the main paths cloaked, or the nooks and crannies too.
Jared101
QUOTE (TankBuster @ May 13 2004, 05:35 PM)

Naturally you'd cap all avail rts from the start of game.

your the man with the plan huh

most of the time i dont complain about chambers,cause i went lerk at the beginning cause gorging gets boring
Church
So you're not a team player...
Jared101
no,i just let people who want to gorge go gorge,called a PUG
Swift_Idiot
Early lerks are funny. I always see them do stupid stuff and die, or just go off and do something useless. GG, you used all your res on yourself and wasted it, and now the rest of us have nothing to work with because you couldn't be bothered to drop a resource node, upgrade chamber, or even a well-positioned OC, and you don't even care. JUST CAUSE FOR RETROACTIVE ABORTION IMO THX.

Early lerks are nearly as stupid as gorges who don't go back to skulk after they drop below ten resources. A gorge sitting somewhere or running around somewhere away from the action where he can't healspray his teammates is as much of a waste of a server spot as the early-lerk nubs. Except for one or two guerilla gorges hidden close to the front lines for healing skulks, everyone else needs to be a skulk and be hitting the marines.

There are a lot of common sense things that wouldn't take any time at all to explain that I see people not doing every time I play, like that your whole team shouldn't be gorges, or that you should play conservatively as aliens unless you have larger numbers, or that you should always focus on what gives the whole team more of an advantage. If people like Jared are what I can expect from PUGs, my opinion of them has dropped. Dramatically.
e_Nadagast
Why would you put up 6 DCs to heal the hive? They heal 10 a tick, what? Once every 2 seconds or so? That's like 30 hp/sec, for 60 res... waste of res IMO. Why do people think that DCs can effectively heal buildings? sad.gif
DC_Darkling
I go for 4 DCs in the hive. 3 first, the 4th later. This in combo with the hive even gets a onos back in action in less the 5 secs. But even so, don't do this in first 5 min.
SaltzBad
QUOTE (Swift Idiot @ May 14 2004, 04:28 PM)
If people like Jared are what I can expect from PUGs, my opinion of them has dropped. Dramatically.

Huh? In Pugs the practice is to pre-define roles, you have plenty of time to do so before the match obviously. My personal preference is no permagorges until ~5 minutes into the game (obviously, just the amount of tempgorges the instant the game starts to support whatever strategy we're going for).

And imo, on publics, Gorging is a tad overrated. The times when an OC is actually useful are far and few between, and theres never a reason except threatened locations to have more than 3 DCs/MCs. Certainly not for the local chamber benefits. The biggest mistake Gorges on publics make is that while 4 guys drop a node, all 4 stay Gorge and stare at a wall for res - thats half the alien team out of comission right there, gg, half those nodes get overrun immediately.
Jared101
i wouldnt really call going lerk a waste when your able to be 17-0 by the time some as gone fade
lerks can extremely help defending res,3 rines knifing,shoot spores,go in with skulk,1 bite kills

i thinks its kinda dumb you have toget all hissy with me just because i disagreee with your "Im right,and all these gorges are dumb" plan

1 youv never played with me
2 you dont know how good or bad i am with lerk
3 if you want a dcs to be built in a special spot,do it yourself because most people are glad to have 3 dcs down anywhere as apposed to none
Jared101
QUOTE (Swift Idiot @ May 14 2004, 04:28 PM)
and now the rest of us have nothing to work with because you couldn't be bothered to drop a resource node,

or that you should always focus on what gives the whole team more of an advantage.

ever heard of keeping resnodes from dying?
Sky
QUOTE (Jared101 @ May 16 2004, 04:10 PM)
QUOTE (Swift Idiot @ May 14 2004, 04:28 PM)
and now the rest of us have nothing to work with because you couldn't be bothered to drop a resource node,

or that you should always focus on what gives the whole team more of an advantage.

ever heard of keeping resnodes from dying?

a lot of pub players haven't
Jared101
come play on lunixmonster
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