AcKz
Dec 31 2002, 09:39 PM
This gorge guide ( or whatever the hell you think it is) does absolutely nothing. How often do gorges have babblers? Jesus christ...
1 gorge: 1d/rt/2d/rt/rt/hive - and i dont even **obscenity** play it.
b00ted
Jan 3 2003, 05:24 AM
whoah there pal...wanna lay off the sugar cubes for me?
civman2
Jan 5 2003, 04:53 AM
| QUOTE |
| 1 gorge: 1d/rt/2d/rt/rt/hive - and i dont even **obscenity** play it |
and that isn't even right.
I usually do rt/rt/1d/rt/hive/2oc/2d
abbazab
Jan 7 2003, 04:36 AM
first off: if you 'dont even play the game' what makes you think you know the perfect strategy?
Strategy based on a game i played the other day (with a 60 ping 60! ive never pinged that well in ns before...)
Phase 1 (before marines expand) - When to build the gorge is most often decided using number of kharaa players. If there are fewer alien players, every skulk should rush the base maniacally. Group and rush. You should be able to hinder the marines tech and res advancement long enough for every skulk to have 33 res. Thats when each skulk should, on their way to the marine base, change to a gorge, drop a res node, build it until you have 4 res, and change back to skulk. One person build, instead, a d chamber and stay gorge(hive right away). S/he will be it for the game. If it is a big server with many players, there should be one gorge right away (rem: 3s =1g on res) Anyways, these res nodes scattered and undefended serve a purpose...
Phase 2 (marines attack!) - marines, whichever direction they go, will most likely encounter one of your resource nodes. hivesight is your friend. Since you have spent all the resources on nodes and upgrades for your skulks: use your skulks! If you see a res node under attack, say something about it, and go for it. This and parasite should let you keep track of the marines quite well. For the rest of the game, if any skulk has 33 res and isnt saving for something, gorge, cap a node, skulk. That way, even losing occasional res nodes, you will still end up on the positive. (note: people will argue a waste of res (39 + temp drain on gorge res) but if the node is up for only a few minutes, it will make up for itself, and then some.)
shoot i gotta go to work...
anyways, if marines have bases, and they most likely will, have gorge build dcs (like 5

) just outside siege distance of that base and have fade them out with carapace, the 5 dcs will keep them good and healed if they can fade well (blinkin and stuff)
it doesnt usually go much longer than that... and the aliens are all having a hearty chuckle and friendly conversation on the voice comm.
Cyclopean
Jan 18 2003, 09:40 AM
Whoo, you people seem cold to one another... I use regeneration, cloaking, and adrenaline. It's a good combination, and I enjoy screwing around with marines when they're trying to build a new base. I held off three or four marines once with my babblers for a good minute or two, but then one of the marines nailed me with his machine gun. They were trying to build a new resource tower, but they were distracted by me. Too bad they succeeded...
RobinHood99
Jan 21 2003, 10:04 AM
I've mastered my game of Gorge quite well, but I always find 3 scenarios happening in a game
1) (love this one) I'm gorge, build 2 RT's, then a second gorge joins, and we both go to separate hives and have 3 hives in a short time.
2) I'm gorge, noone else knows how to play. 1) secure your main hive, build D chamber first so that your guys don't die as fast (but still die constantly) in this case you just try to stay alive until your skulks get tired of rushing their base. Once that happens you should have a few RT's and a couple d chambers, move onto the selected hive to save/build. Usually around this time a second gorge helps to cap a resource or 2 (and then switches back to skulk)
3) your skulks rule, you are gorge, run around having as much fun as possible building every RT on the map and 2 hives, run up to the base with you 4-5 fades and heal/build d chambers, and watch your lerk use umbra to keep you fairly safe. Without the seige there you can build 2-3 OT's and 3 DT's inside their base for a nice finish.
Vinegar_Ninja
Jan 24 2003, 10:21 PM
ok, no one thus far has said this.....
REDEM!!!!!!!!!!!!!!!!!!!
christ, you have NO idea how many times its saved my fat waddleing **** ^_^
but I do like to play gorge, and I am damn good at it too
I usually get rt, def, rt, 2 more def, hive, then o tower wall.
Back in the beginning of the 1.04 patch, I could make walls so fat, not even 2 sieges could get through ^_^
I am gonna try to make a demo of my gorging, just to show how I do it.....
but I might wait untill 1.04 goes public dunno
nihility
Feb 4 2003, 11:49 AM
Im suprised that noone mentioned that when building lots of chambers, you should place them all first (buildings build themselves at a reduced speed) then go back and finish them off, this way you get your towers built quicker.
Akalamanaia
Feb 4 2003, 08:05 PM
its funny when aliens have 3 hives and marines dont have got ha yeat,go to gorge and own the marines with babblers(i got 22 kills on streak)
Belgand
Feb 11 2003, 03:04 AM
Someone else has mentioned it already, but I feel it ought to be reiterated: get redemption. Why? Well, it's pretty simple with redemption (assuming it works) you stay alive longer and keep the resources. You shouldn't have to worry about doing hit-and-run attacks (regeneration) or charging the enemy (carapace) so redemption should be perfectly good for what a gorge needs to be doing. I know it's been a great help since I started using it.
Also, on the issue of webs. Put them on the floor. By this I mean ON the floor... shoot the little glob directly onto the floor. Follow this up with another shot diagonally on the other side of the hallway. Do maybe 3 of these. It should look like /\/\/ keep the spacing appropriate for how much space you need to cover. Marines will likely not see it and webbing is cumulative so while they may only be out for 3 sec or so from one web 4 webs has them out for 12 secs. Many marines will attempt to slog through webbing if they hit it accidentally... this really makes them pay and unless they pay close attention to the floor they're likely to miss it. I might occasionally put a web up by the ceiling (especially in Computer Core) but only if I'm having problems with jetpackers flying in over the chambers. Too many gorges use webs badly... if nothing else try this, I'm sure you won't go back.
DG-MATRIX-TPF
Feb 13 2003, 11:13 PM
CadaverBoy
Feb 20 2003, 10:56 PM
As an aspiring gorge, I was wondering how yall set up defense walls, IE, blocking the door to a hive or a corrodor. I set mine up as following :
D = Defense Chamber
O = Offense Chamber
W = Web
|| = wall
- = Just a spacer(empty area)
Top-down
D--D---D
||OOO||
-WWW
--W
-------W
Front(looking at my blocked doorway)
||O--O||
||OOO||
(strategetically placed webs in front of this)
I use this strategy, and for the 4 games I've played as gorge, It's worked well. I stack 2 offense chambers on etheir side, and only 1 in the center to make for an easy entrance for anyone trying to get in. It really sucks if your a carapace fade trying to get back to the hive and can't get back in
One thing I'm concerned about is the number of Dchambers I have up... I've always heard to put an equal amount of d chambers and ochambers in the same area, but that seems like a waste.. I try to put about 3/5 dchambers to ochambers in an area.
One more thing.. Whats the range on healing for a dchamber? Also how much does it heal for and how much do d/ochambers have for hp?
Thanks

*edit* Didn't realize my letters got smashed toether, adding spacers.
Silv3rfish
Feb 21 2003, 12:46 AM
Best way to see the range on a d chamber is off course to go alien, go get hurt and come back to a D and see where it starts to heal you, but its a pretty fair distance. I reckon about 5 chamber widths but I'm not too sure.
The only thing I might add to your wall is webbing across the top above the towers, to catch any jumping or jetpacking marines trying to get past. Also, one or two offensive at the back, covering the defensive towers will stop any marines jumping over/coming round the back and taking out your D towers without getting shot.
Brain_Cleaner
Mar 2 2003, 10:34 PM
this is my tactics for going Gorge, and it works 90% of the time.
Start off as a skulk and rush to another hive, find a shady spot and go gorge. By the time you evolve you should have a few res saved, place ONE OC in a position that can cover any entrances to the hive. You will be bitched at LOTS but stick with it. That OC can take the place of a skulk that outherwise would have had to play body guard to you and it acts as a buffer zone against any lone marine that would shoot your big fat wobbly arse up. save and get the res node. v1.04 can support 2 gorges off of one node, but that's crap. But one gorge CANNOT cover enough area alone so you need to get someone else to go gorge to get res nodes, while you place your 3 DC, giving lv 3 cara for your lil' skulks who will have been bitching for it cos you covered yourself first. For now do not worry about your start hive as all the team, when killed, will spawn there so there will be a pretty much constant flow of skulks there. By this time you should have OC going up in the new hive, there's no point spending 80 res on a hive that 2 marines can walk into, kill you, then shoot your hive up! when the def is good enough*(see note on placing OC/DC) start the hive. if the marines have moved into the other hive, the newly spawned cara'd fades can deal with it . now one of the two gorges defends 'home' hive, while the other makes his/her way to the next hive, placing OC along the way to make marines progress around the map a lil' harder.
Placing OC/DC.
the WoL is only good for blocking a door and stopping a marine on foot. making a group of OC/DC is pretty much pointless, it give a HMG marine just one target to open up on. He'll just fire blindly into the mass of chamber and get most of them. Now if you spread them out then there's lots of "spit" coming at the marine from different directions, it also means that if a location with OC/DC's gets seiged, the cannon will have to take out each chamber on its own cos they are spaced out enough to avoid most of the seiges splash damage. For instance anyone who's played with me on the map with sewer hive (forgotten the name) and i've gone gorge, check out the room the hive side of the pipe from sewer vest. (the one with balcony over look) i scatter the OC about and place DC among them to make many targets. I also hide OC behind crates and stuff, so an area a marine thinks is clear isn't so when the walk in the OC hits them from the sides/behind.
anyone who has played with me should know my tactics
agree/disagree?
Thygrrr
Mar 6 2003, 02:47 PM
Yes, I think most players place their OCs the wrong way!
Instead of using them exclusively to block the passages to your hives, use a good portion of your OCs in open spaces. They will cover a huge area in their firing radius; and also, note that when you have two or more turrets packed in one location, a HMG will inflict much more net damage - those shots that'd be off to the left or the right will hit the other chambers.
Leave at least one or two chambers worth of space between OCs. DCs have really long ranges, and work through walls... use that to your advantage, as well. Of course, if you have a long tunnel, placing a bunch of chambers in a row one behind another will at least prevent the marines from advancing too quickly. In fact, build one or two towers in the entrances, but no more. this way, IF the enemy is bold enough to advance past them, they will either be weakened and can't face the spread-out chambers in the following room, or they will just ignore those in the tunnel (since there are so few) and rush into the room. However, they will get plastered, and are likely to fall prey to those chambers on their escape route they ignored.
As for webs: note that you can't just web everything, you have a set maximum amount of webs. So, use them carefully, because eventually, you won't be able to put down more webs until someone removed your old ones (i.e. by welding them, or getting trapped).
Webs are a KILLER in tight ventilation shafts (if you expect marines to crawl through it). Good example would be the Subspace Array Interface on whatever map it was on (ns_nancy?).
Unless you and your team are very sure what they are doing, build a MOVEMENT chamber after the second hive (and several of those, of course, well-distributed so your aliens will be much more responsive to threats for the hives). No matter how cool the sensory chamber is with cloaking, Movement benefits you much more (unless you have a team you are familiar with and who has a killer strat for 2nd Hive sensory .... I haven't seen one so far)...
Immacolata
Mar 9 2003, 11:13 PM
| QUOTE (b00ted @ Nov 16 2002, 09:07 PM) |
Babbler-Ambush Use cloak,webs and babblers for easy kills, and I mean EASY kills.
|
A socalled ba-mbush
Apsylum
Mar 15 2003, 11:40 AM
Dunno if some1 said these, but...
1. I think the best way to get a hive early in the game, is to gorge ASAP, then get the res nodes near the hive OR get the res along the way to the next hive.
2. As for OC and DC I agree with spacing them out, but if u like WoL, try building them just around corners- it surprises the marine. Later on use webs to stop marines before the corner so that they are faced with OC while webbed.
3. Often aliens have trouble with jp flyin over defenses, Web the space above the OC/DC so the jp'ers fall and meet their doom.
4. Give space between OC and DC this way, if the marines attempt to jump the wall they would be trapped in between:
lDC DC DCl
l------------l
lOC OC OCl '-' is space or webbing to stop jp
That_Annoying_Kid
Mar 24 2003, 10:50 PM
Gorge is a fun and skillfull way to play kaharaa
That_Annoying_Kid
Mar 24 2003, 10:54 PM
and I would add my gorge tips but I'm in class and i can't spend alot of time typing
but
webs are very good
wol is only good for blocking entrances
scatter your OC's around areas, don't clump them unless your blocking a door
and redemption is good if you don't want to take the resource hit of having to come back and evolve again
AIRinc_FaReZ
Mar 27 2003, 02:22 PM
um i think the MAIN point of a wol is actually SCARING rambo marines with hmg from entering that area? its pretty demoralising to see 3 ocs and 2 dcs in a hallway en route to the hive, even if you have a jp and can easily fly over. i agree that wols dont stop a dedicated marine group moving though. more of a psychological thing ya know? sort of like saying "ok this is my area your not getting it without a fight. so back off"
2Moronic
Apr 8 2003, 11:55 AM
It is good to get a gorg up as quickly as possible in the game so that res is diverted to him as quickly as possible. Also, know the map you are playing and where the rts are for this is likely indispensible to you. The biggest tip I have to offer is that in most games gorgs tend to stick around res nods they want to take initially. This is a unnecessary risk as you are waiting for res to come in and you are putting yourself in danger of getting killed. Many times gorgs will get "murdered" while waiting to get the first nod up. Many games are won and lost due to the gorg getting killed initially. So to prevent that all you have to do is just stick in the hive until you get say around 15 or 16 res, you will get res on the way so as when you reach the rt point you can just lay it down. Also, your comrades will be dying here and there so when one respawns ask him to check the rt point you wish to take as you are nearing the 22 magic number. Getting the first nod is always your first key step to getting things going...
I personally use the one rt, def cham, rt, def cham, def cham, rt... Level one carp may be weak but it does allow your skulks to survive normally far enough to get one bite or to make them use quite a bit of ammo for others to go in.
Webbing I noticed as well is more effective if you go from ground to ceiling as marines tend to try to fly over webbing. If you design it right the ground to ceiling web will cover alot more area instead of going from wall to wall over oc chams. Especially for viaduct in ns_nothing. Although web does not reach from ground to the over hanging bridge you can web from the over hang into the ground in case the jps like to float infront of the hive to take it down or attempt to fly in. If you use the ground to ceiling web with conjunction with just a few wall to wall web you can make it quite difficult for jps to manuver in for the hive. As a jp it is easier to go up than from side to side so by going from ground to ceiling you take out his ability to try to go over the web because now he must manuver side to side to avoid it(not one of the jps strongest points, I assure you...). This was learned from a painful lesson when a marine flew over the webbing in the narrow corridors over the wall to wall webbing which appeared to have no gaps between, the marine managed to fly through a tiny little hole for the hive. After that I started to web from the "ground up" and either they have to weld it or get stuck in it to fly past it. On a special note... A ground to ceiling web looks cooler... Try it out it looks cool with all the webs going from top to bottom(bottom to top).
mp40
Apr 11 2003, 02:22 AM
can any1 suggest a good build order?
Lord_Of_The_Pings
Apr 14 2003, 11:23 AM
I dont know if this is a known tactic, but as a skulk you can crawl ON TOP of the hive and then evolve into a gorge, from there you can build chambers ON TOP of the hive, although the chambers sometimes fall through the hive abd sometimes they sit.
sej
Apr 21 2003, 04:09 PM
No no no! Do not build an oc before a res point - A single OC is useless against 2 rines let alone 4-5...
The smartest thing is to sit in the hive and save for 22 res before waddling off to the nearest safe rt with an escort...
It is the job of the skulks to make sure the hives arnt taken in early game - not the job of the gorge.
On a side note - this guide needs a bit of updating in light of changes to mainstream NS tactics.
PAPADUDUPOP
Apr 23 2003, 11:35 AM
I got a question. If you stack ocs, will the ocs below be able to shoot? and is it through if you build 8 dc under the hive only 3 will heal it?
FDHells_Winter
Apr 25 2003, 06:24 AM
With the

it all depends on how your team is doing. I usually get 1 rt, then 3 D chambers, unless your team is owning the marines with no problem, then i go for the 2nd rt before the D chambers. Always make sure that when you decide to put up the first D chamber, for god sake put up 3 of them, lvl 1 carapace is crap. lvl 2 isnt that bad, but lvl 3 = skulk pwnage. People have been talking about sens first or mov first, screw that crap. although it may be fun, as skulks (which is generally all you have with 1st hive) you need that cara. NEED! i dont wanna run quicker to my death, i wanna have enough armor to get to the shooting marine and kill em. Also, redemption is vital to a gorge. After you have 3 res, save for 2nd hive. NO off chambers, that's dumb. Just save get the 2nd hive started. after 2nd hive is about half-way built, get a 2nd gorge. one start securing 1st hive, other start securing 2nd hive. You should be well off after that. of corse things can go wrong, like tech rush, ect. it all boils down to, be aware of what's going on in the game, and be aware of how much your team is being killed ect. as someone pointed out earlier, build 2 def behind 2 off towers, good thing to do. If you can, put the def out of sight of the off towers, like right around the corner. i know when i'm marine, i aim for def towers first, that way it's easier to kill the off towers. Off towers with no defense behind them = bye bye O tower.
stealth1205
May 8 2003, 05:40 AM
babblers+ adrenaline = FUN in marine start

)) especially i f u have a 2nd gorge with u webbing up the IP's etc....
stealth1205
May 8 2003, 05:42 AM
When i gorge on *public* servers, i go immediately for rt's. depending on team status/comntrol of areas, i will build 3-5 rt's and then build 3 d chambers at once, at teh location of the hive which i plan to save up for next. by teh tiem teh chambers build, u should have almost enough res for the hive. TRhis is generally a bad strategy fro tourny mode servers/games and scrims adn matches etc. It works great on pubs.
Xaajeh
May 21 2003, 06:13 AM
Yes Hells winter.
I want to point out that good advice about the second gorge.
A second gorge is EXTREMELY useful around the time when the second hive is going up.
This is also around the time when everyone starts maxxing out at 33 resources, and someone might go gorge to lay down a RT or DC.
Both are very acceptable.
You would not believe the number of games tonight where people were bitching and bitching and whining and bitching about having two gorges.
Even after the second hive was completely built!
I tell ya.. they need a god damn honor system for this game like in AA so people would know when a newbie starts barking dumb **** orders and confuses the rest of the newbies.
Xaa
ZiiWe
May 27 2003, 05:46 PM
That link doesn't work...
Necrosis
Aug 3 2003, 11:00 PM
Work with other people. Split tasks. If you see a gorge building, assist then go to your own RT/hive. If you're a gorge and you've just blown 35 points building a second hive, ask your friends to make 2-3 towers with their RTs as a speedy defence.
As a gorge, Sensory towers and Offensive towers are your best friends. Your teammates rely on them and they're what you'll be building most of in the game. Sprinkle in Def towers at choke points. Don't place your offense towers in bendy corridors or in pits. Put them in LOS of doors and at a long enough distance to get lots of hits. Don't blow 50 - 60 res on pointless construction. If the hive and RTs are secure, go to the action and build def and sens towers for your mates. Don't fall into the trap of spending res for the sake of spending.
Finally, as courtesy to all gorges - PLEASE don't run to a gorge with soldiers behind you. They'll shoot you, bullets will hit the gorge or his towers, everything will appear and the whole lot will get toasted. YOU will get away with a respawn or redeem.... the gorge has to blow 50 rps rebuilding what got snafu'd...
Kwil
Sep 12 2003, 04:53 PM
This thread should be dewebbed, and the "Combined Comprehensive Guide" thread should be put up in its place.
JohnnySmash
Sep 15 2003, 04:43 AM
^^^
This is going to royally confuse some people if it stays stickied.
-JohnnySmash
Cxwf
Sep 22 2003, 05:54 AM
Yes, all these 1.4 guides need to fade away from the boards to make room for 2.0 guides. I mean, half of this thread is about BABBLERS!! They don't even exist anymore!!
Fat_Wang
Sep 23 2003, 09:44 PM
I hope u all know that this whole guide is out of date. It is clearly for <2.0. I think u should update it pal.
Trevelyan
Oct 7 2003, 03:00 PM
unsticky it and let it die... and let it give rise to a newer and more POWERFUL gorge guide...
deathst4r
Nov 3 2003, 04:45 PM
Well, in 2.01e there are no babblers anymore, right?
My tip is to make a gorge gang and go bilebombing some RTs or spraying bacteria on the Marines.
Happy gorging!
Trevelyan
Nov 5 2003, 11:13 PM
AGAIN UNWEB THE GUIDE!!!
If not, plz give one reason to keep this thread...
TheIronSkUlKzXoRs
Nov 19 2003, 01:21 AM
gosuckonagoat
Jan 2 2004, 02:48 AM
True that true that, maybe someone would be kind enough to put up a real good guide with gorge. aSomeone will realize that will make it a pin up sticky
bruTalty
Jan 3 2004, 06:59 AM
Alens_pwnzors
Feb 8 2004, 02:38 PM
this needs to be nuked so out of date!
Head_like_a_Hole
Feb 13 2004, 05:55 PM
| QUOTE (JohnnySmash @ Sep 14 2003, 11:43 PM) |
^^^
This is going to royally confuse some people if it stays stickied.
-JohnnySmash |
WTH is a babbler?
ZiGGY
Feb 13 2004, 06:40 PM
WOW this is getting a bit out of date
Alens_pwnzors
Feb 15 2004, 01:00 AM
nukage, i say! (babbler is slot 4 for 1.4 and below.(
Gangsta_Monkey
Feb 23 2004, 11:49 PM
| QUOTE |
Known Bugs While building a rescource nozzle, it is possible to get stuck, just f4 out or type kill in the console...sorry
While building a tower it is possible to get stuck, same thing
|
They fixed that now all u have to do is say /stuck and ther you go....if this has already been said feel free to remove it.
Eggs
Mar 14 2004, 03:08 AM
This is what you do with gorge -- build at ONE rt, then you build oc's, then dc's, then oc's on top of the dc's. If you can defend that one rt against ramboing rines then you are helping your team out a ton, even if you don't get much credit for it.
Eggs
Mar 14 2004, 03:42 AM
Gorges are soo sweet with focus spit...
Hybridclaw
Mar 14 2004, 04:10 AM
| QUOTE (Trevelyan @ Oct 7 2003, 10:00 AM) |
| unsticky it and let it die... and let it give rise to a newer and more POWERFUL gorge guide... |
i think i saw anouther gorge guide somewhere around v2.1 , but it was never sticked....
Obrian
Mar 14 2004, 05:49 PM
What are babblers (im dutch)
i only know spit healing web and bile bomb but i don;t know what babblers are?
can someone explain plz
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