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Hybridclaw
QUOTE
Three Hives: Babblers

with this most advanced ability, the Gorge becomes a kind of hive itself. It can spontaneously create primitive, fully autonomous Skulks, that attack any enemies nearby. These Skulks are not as powerful or clever as hive spawned ones, and are also unstable. If not destroyed in combat, they self-destruct after 15 seconds, doing damage to any enemies nearby (a lesser version of xenocide).
Gangsta_Monkey
Another good tactic with ocs is build one on another. Then touch the top one and shoot it with spit AT THE SAME TIME! It makes the top oc sink and they can shoot thogether.
degamer106
lets see..
-you need sound
-a good computer w/ a good gfx card
-a good internet connection so you don't lag to death
-knowledge of the map you are playing on
-coordination with team members
-enough res to drop an rt if you are gonna perma-gorge
voiall
gorge ownz tounge.gif
Snakestyles
blabbers!!!!!!!!!!!!!!!!!!!!!!!!!!

pls upgrade the main post
Ice9
Lol I know... That was so 2 versions ago nerd-fix.gif
KoniaX
ahhh, the good 'ole days of Babblers.... good times...good times
Mach6o_KAS
What on earth are babblers?

















pudgy.gif
Rushakra
Gorges used to be able to fire miniature Skulks. They were, more or less, just Snarks from the regular HL campaign. They bounced around, tried to bite things, then exploded.

They were removed because their AI was very buggy (they'd attack their own team) and wreaked havoc on servers, causing them to lag or crash. Very CPU-intensive, or so everyone says.
Cheese
..this should really not be webbed....

*uses welder to get rid of the webs*
Phsyc0
Everyone is saying "babbler",just what the heck is a babbler in the first place???
DragonMech
QUOTE (Phsyc0 @ Apr 2 2005, 01:26 PM)
Everyone is saying "babbler",just what the heck is a babbler in the first place???

Back in 1.04 babblers were the gorge's 3rd hive ability. It allowed the gorge to spawn mini-skulks called (no duh) babblers. Babblers looked exactly like a skulk, but were AI controlled and much weaker.
KoniaX
heh just make the babblers have the Whichbot AI, then they would own.
Gigabane
Gorges need a way to lay eggs.
Little eggs that work like prox mines or something, but instead of an explosion out pop babblers! pudgy.gif
Breakthrough
I think this thread should be either un-pinned or updated GREATLY
DroneFragger
QUOTE (Gigabane @ Apr 16 2005, 05:01 PM)
Gorges need a way to lay eggs.
Little eggs that work like prox mines or something, but instead of an explosion out pop babblers! pudgy.gif

i made a post about this somewhere, but instead of gorges, i suggested a spider like alien, and as a counter, i said ha with built in *refillable* mine layer.
Asal_The_Unforgiving
pudgy.gif The Life Of A Gorge v2.0 pudgy.gif
Updated by Asal the Unforgiving

A guide to the one creature that can be both the most powerful and the weakest unit in NS. I hope it helps.

Lets start off with the basics before we go into more complex stuff.

Gorge - A slow, chubby, rodent sized builder class.
Gorge Attacks - Ranged Light Damage; Health Spray; Bilebomb; Web

Gorge, though slow and chubby, has more life than the skulk, and also more armor. However, the slow movement and low damage lead marines to believe them as 'free kills'. Often, this is correct. A lone gorge has little chance of taking on well-armed marines. HOWEVER, a smart gorge can engage and defeat a single marine, even later game. Though even two will probably destroy the poor fatty before it has much of a chance.

Teamplay, use it
Voicecomm is your friend. So is your map. Use your map to see where the 'battle lines' are in a game (Most often, you'll figure it out quickly. They tend to be fairly obvious) If you are going to build an RT/Chamber/Hive near the lines, then call for a skulk to 'sweep' (search and destroy, basically) it first, to look for any rambos or enterprising marines. If you hear any marines nearby, call for support, and RUN. You may not always be able to safely run to your own hive. Don't. There's no need. Run to the nearest friend. Even if you can't be sure that your ally will defeat the marine(s), the marines may be unwilling to attack you and your allies. If all else fails, some skulks are willing to attack the enemy, for the sole purpose of drawing fire while you run (preferably bhop) past the marines, in a mad dash for the hive.

Bad team? ok
If your team cannot seem to kill marines, stay clear of the line, and suggest pack-hunting by your friendly skulks. They're more likely to do this if you actively talk to them, and act as a guide for the battle. Yes, gorges can act in a manner similar to a comm if needed. They have more time to watch maps, and keep track of what is going on.

Stay Alive!!
This one is different now, because of different versions. Only a perma-gorge needs to truly worry about this. Though, as this is what I intend to write this guide for, I'll give you a few tips. Run, don't fight fair and in a marine's face. Use turns to your advantage, get a feel for how a marine is following you, and run around corners to shoot before disappearing around another turn. Marine weapons are hitscan, while gorges shoot a slow projectile. If you fire and turn the corner, marines are unable to even return fire. Learn to bunny hop, this makes you much faster, and better able to avoid a dangerous fight. (Note I do not promote scripts. I do not use any myself) If you EVER are in a fight and have web, USE IT. And if you so much as THINK you hear a marine, call for assistance. Gorges should never be alone. They need all the kharaa love they can get.

Now that you have some simple tips...its time to give you the meat and potatoes, yes thats right, how to build properly..

Bob the builder
Ok, first off, you should know how to build chambers correctly, heres the breakdown:
[O]Offensive
[D]Deffensive

Offensive chambers are nowhere NEAR as dangerous as they once were, and walls of lame (though a powerful deterrent if used well) are not the great unbreachable bastions they once were.

Instead, use OCs to discourage rambos. Spread them out where they will have mid-length halls to cover, or at junctions where they can watch many directions, and increase the amount of time that any single OC may fire upon a lone marine. Use them as sentries, as when they are attacked, they show up on hive-sight, giving away any marine's presence in the area. Stack these effects, with multiple OCs, and you end up with a lot of medspam, or battles where the marines must crawl slowly and obviously toward your hives, giving you plenty of time to prepare.

Webs....
Webs are now the gorge's most powerful weapon. They allow teammates to slaughter countless enemies, or allow you to flee and save your cushy butt. Web along lighter-colored areas, and low to the ground (or near the ceiling, if you expect JP rushes). But keep it from plain sight. Even if you don't expect something to be there if the marines get webbed, it is better had than not. However, there are only a small number allowed in any single area, so use it sparingly. Try to place it where marines must go, and use long webs if possible, to cover as much area as possible. If you -know- marines will pass, perhaps in large numbers(blockading marine start), web multiple times in the same area, back and forth once, to slow the front few marines, to allow your allies to slaughter them when they are defenseless.

On The Attack?
Use bilebomb and web liberally, or if you have only one hive (though you should only attack with a one-hive gorge in the most desperate of circumstances) stay close to your allies, and use healspray. Bilebomb clusters or important structures, and web IPs or phase gates. Heavies are also a juicy target, especcially when supported by only skulks, or lerks.

Support your teamates!
Healspray is a blessing to allies, and the bane of your foes. It can heal multiple allies at once (it heals over a small area before you) so if there are a number of injured skulks biting a phase, scurry up beside them and heal as many as possible as quickly as possible.

Bilebomb from the protection of your friend's teeth and claws! Bilebomb uses a lot of adrenaline, so you are hard-pressed to defend yourself when attacking structures in this way!

Web is the endgame. Heavies fall to skulks, JPs crash to the floor, nothing can stand against it's might except the glorious GL. Use it to smash enemy armies and turn the tide drastically in your favor. Do not let up, and do not show mercy. Remember, they wish to only kill you and your allies. Show them the might of the gorge.

Evolve!!
Two choices that I find best for gorges, because we don't all act the same. I will, however, place a * at my prefered upgrades, for reference.

Movement : *Celerity (To better move in combat, or to avoid engagements)
Movement: Adrenaline (To fight more effectively, spitting/BBing/Webbing more and longer)

Defense : Carapace (Less damage, extended life)
Defense : *Regen (Best if you do not expect to be spending much time at a hive, or if you expect a longer seige)

Sensory : *Focus (Damage increase, even medspam doesn't help much against a determined focus gorge)
Sensory : Scent Of Fear (knowing where your enemy is is the first to avoiding it...or defeating it. Choose your course of action, prepare, and then do what you must with the knowledge that your enemy is at best only as well informed as you are.)

You will notice my preferred setup allows me to withstand light combat without being forced back to the hive, as well as packing enough punch to deter any foolish enough to think me an easy kill.

Tricky Stuff
Web phase gates and IPs, then bilebomb the obs in base to prevent a beacon.

Bilebomb from vents, to make yourself a much harder target.

Spit before you see your enemy come around the corner, then flee around your own corner. Let them walk without warning into your attacks without even the chance to return the damage they take.

Guts and glory: Healspray your allies despite the odds, and if something is near, don't regret fighting to the last. One bilebomb can be the difference between a phase gate and an alien hive, so if you NEED to destroy something, do not hesitate to give a little for the team.

Good luck, and good hunting!
Hopefully, this helps a little more than the 1.04 era guide that this is based off of.
DroneFragger
i suggest you copy all of this into a new thread, and then ignore this thread for the next 100 years till the moderators sticy the new one and delete this one.
SLizer
QUOTE (DroneFragger! @ May 20 2005, 03:24 PM)
i suggest you copy all of this into a new thread, and then ignore this thread for the next 100 years till the moderators sticy the new one and delete this one.

QFT FTW
Smo
babbler? confused-fix.gif
tjosan
Oh my, old old post.
Chocolate
I miss the days of v1.04 (don't let my join date fool you). I particuarily miss the OC's being very feared, blabbers and all the old attacks (bile fades hurting marines), easier alien stacking chambers and marines stacking buildings and teamwork being much more needed then now-a-days. Those old, missed things made for some long, fun and quite.... unique matches.
drunkPlayer
QUOTE(Chocolate @ Jan 1 2007, 07:14 AM) [snapback]1593689[/snapback]

I miss the days of v1.04 (don't let my join date fool you). I particuarily miss the OC's being very feared, blabbers and all the old attacks (bile fades hurting marines), easier alien stacking chambers and marines stacking buildings and teamwork being much more needed then now-a-days. Those old, missed things made for some long, fun and quite.... unique matches.


Thats true man, I also re-joined again after starting playing the first 1.0 versions and I miss the 3-4 hours games were u could kill a thousand times someone. They were exhausting, but when you won one of those you really felt happy. And I wasnt even playing in a clan.
SmoodCroozn
OC bases are more difficult to maintain.

So at the beginning, you would go to a choke point and lay an OC. You have to hope you can last until you can drop a MC. Once that MC is down, you should get celerity for the gorge. Then you drop the 2nd OC. All you need to do is heal.

What this does is it helps aliens keep territory for the time being, well until GLs arrive. True, that's forty res, but it's worth it if you can hold off marines from res nodes and lockdowns.
Underwhelmed
QUOTE(SmoodCroozn @ Apr 5 2007, 02:10 PM) [snapback]1619147[/snapback]

OC bases are more difficult to maintain.

So at the beginning, you would go to a choke point and lay an OC. You have to hope you can last until you can drop a MC. Once that MC is down, you should get celerity for the gorge. Then you drop the 2nd OC. All you need to do is heal.

What this does is it helps aliens keep territory for the time being, well until GLs arrive. True, that's forty res, but it's worth it if you can hold off marines from res nodes and lockdowns.

40 Res spent on an emplacement that can be taken down by two vanilla marines is not a good investment.
TrueVeritas
QUOTE(Underwhelmed @ Apr 6 2007, 01:42 AM) [snapback]1619242[/snapback]

40 Res spent on an emplacement that can be taken down by two vanilla marines is not a good investment.


don't tell him its what makes playing marines on g4b2s so fun
SmoodCroozn
QUOTE(Underwhelmed @ Apr 6 2007, 12:42 AM) [snapback]1619242[/snapback]

40 Res spent on an emplacement that can be taken down by two vanilla marines is not a good investment.
Well, you are going to spend 10 res to gorge and another 10 to drop a movement anyway. So that would be as if someone dropped an early mc.

But then you could spend 10 or 20 more res on the OCs to hold an area.

Sometimes this is the only way to hold vital areas like cold turn in ayumi or cargo in tanith.
Kombin3
Bump! I demand updated guide on GORGES! Because their gorgtastic. Know how long it took me to find out with a babbler is and all the possible memories i missed out because i started after they removed them?

I just about cried. I hope you know that! I Just about CRIED. Babblers...-sigh- i miss them and never even knew them. Anyway. UPDATE PLEASE Ill pay you....with the laugh of a friend?
Chocolate
QUOTE(Kombin3 @ Jul 28 2007, 07:45 PM) [snapback]1641127[/snapback]

Bump! I demand updated guide on GORGES! Because their gorgtastic. Know how long it took me to find out with a babbler is and all the possible memories i missed out because i started after they removed them?

I just about cried. I hope you know that! I Just about CRIED. Babblers...-sigh- i miss them and never even knew them. Anyway. UPDATE PLEASE Ill pay you....with the laugh of a friend?

I agree, and I give this man a virtual cookie

On a serious note:
To start off, here is my top 3 tips on gorging.
  • Stay Alive. The more you die the more res you waste, and that res can add up in large matches.
  • Think. Think before you drop a chamber. Will it be worth the investment where you put it or will the chamber die within a minute or two?
  • Support. Try and get to the front lines and support your fellow Kharaa. Maybe the Fades need healing or the sieges need to be biled? You could even serve as bait for lone marines, giving the Skulks easy kills.
I would also advise reading my Guide to Dropping Chambers, which is still in progress.
asmodee
I only have 4 tips right now.


1. Build chambers in smart locations - Build in vents and other areas strategically placed throughout a map that are not easily killed (basically in vents that are near places aliens will be fighting for). A great example is the vent near fusion hive in ns_tanith. No matter what your first hive is, you can be sure a chamber in that vent will be useful to lerks and fades no matter what that chamber is (mc/sc/dc). A celerity lerk/fade could always use an mc near by to keep up the pressure. SC for cloaking skulks in cargo, and dc for healing without requiring a gorge (like when fusion isn't your first hive and it's not up yet).

2. Do not build chambers directly under the hive - If you build them in the hive room, try to put them as far away from the seige spots as possible. It sucks to lose your chambers right when a seige starts firing, so put them back so at least you have your full chambers while fighting for your hive.

3. Use yourself as bait - Marines often think gorges are easy kill. And many (pub) marines will fall for the bait. Heal yourself for no reason right around a corner so a marine looks. Make sure he sees you and starts running. Bhop back around the corner (to avoid getting shot a few times). The marine will empty quite a bit of his ammo while chasing you down. Just make sure you have skulks nearby that are aware of what you're doing. They'll get easy kills.

4. Battle gorge - No sorry, this doesn't mean spit, it means heal. 1 gorge plus 2 or 3 skulks = deadly. The gorge goes into battle first doing nothing but healing. As soon as marines start firing the skulks come running by. The gorge heals the skulks as they are being shot. The marines wasted the beginning of their ammo on the gorge, the little healing from the gorge keeps the skulks alive slightly longer and therefore have a higher chance of getting the kills.

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