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| NSPlayer > Guides > Effective Gorging |
| Posted by: Cronium Jul 19 2005, 12:07 AM |
| "Effective Gorging" By Cronium Introduction Basic Information 1. Attacks Movement 1. Running 2. Bunny Hop 3. Walking Attacking 1. Sniping 2. Close Combat 3. Support Chamber Upgrades 1. Defensive Upgrades 2. Movement Upgrades 3. Sensory Upgrades Building Tips 1. Resource Nodes 2. Hiving 3. Chambering ________________________________________ Introduction ![]() Gorges are the second tier life form for the Kharra species. They are the engineers of the aliens and build all structures from Resource nodes to Hives. They are also extremely important in clan wars where clever use of them can turn the tide of a battle. A gorge is arguably the most important member of the Kharra and thus it is vitally important you keep yourself alive. This guide is mostly designed for people who wish to participate in Clans but also has several helpful tips for casual players. Basic Information Cost: 10 resources Gestation time: 17 seconds Health: 150 hp Armour: 40 hp Speed: 170 units/sec Slot 1 (): Spit The Gorge expels stomach fluid and launches a powerful spit ball at enemy marines. Does 25 damage per shot. This attack will be your only defence against marines at a distance. Since it fires so slow you are better off waiting for marines to come closer and nailing them with 2 3 of them. Can be used to destroy mines. Slot 2 ( ): Healing Spray Healing spray heals friendly players and buildings. It also damages the nanomachines that marines use in their armour. It heals approximately 16hp per shot on players and 64 hp on buildings. It conversely also does 16 damage to marines. Healing spray has a very limited range but a very large arc. Best used for close combat after the marine has taken damage from your spit balls. Can also be used effectively in combat to aid Skulks in taking down marines. Slot 3 ( ![]() ): Bile Bomb The Gorge lobs a highly concentrated acid grenade a fair distance. Marines are immune to this bombardment, but buildings are highly vulnerable. Does 200 damage per shot as well as splash damage in a 200 unit radius. Can also be used highly effectively to destroy mines. Slot 4 ( ![]() ![]() ): Web The Gorge shoots out a thin web substance that becomes attached to a surface. These webs can be linked to be used more effectively. The ultimate weapon of the Gorge may seem to be underpowered at first glance, but experienced players should not underestimate it. Used effectively web can devastate both Jetpack marines and Heavy Armour trains. Movement Generally Gorges spend their time running around the battlefield finding Resource Nodes to build or helping Skulks attack marines. Running The most commonly used movement mode for the Gorge. He simply runs along at 170 units/s. The Gorge is not quite as noisy as a Skulk due to his large feet, but never the less he is quite audible at 500+ units. Bunny Hop The bunny hop is a much faster way of travelling for the Gorge. Practice with it will allow your Gorge to attain speeds in excess of 250 units/s. However there is a downside as your Gorge becomes quite loud when bunny hopping. Therefore you should bunny hop only when within a safe area or when escaping from marines. Walking Walking may be performed by holding the SHIFT key. It is the slowest mode of transport but also the quietest. You should use this to escape marines that are unaware of your presence. Attacking While the Gorge is primarily an building unit, it may enter combat when forced to do so or to support Skulks attacking marines. Sniping Due to the extremely long range and perfect accuracy of the Gorges spit this is a very attractive tactic. Simply find yourself a well covered spot and proceed to lob spit balls at distant marines. This tactic works very well against building marines as they generally do not move, and you maybe able to hit them with as many as 3 before they react. Close Combat You may occasionally be forced to attack marines extremely close to you. Generally you should attempt to spit the marine once or twice before switching to Healing Spray. If the marine attempts to knife you simply switch back to spit and hop backwards. Support Since a Gorge can heal it is an highly effective tactic to have a Gorge support major attacks on marine fortifications. Typically the Gorge would follow the Skulks in, while bombarding the surrounding area with non stop Healing Spray. This becomes far less effective when the marines are armed with shotguns, so be careful. Chamber Upgrades Gorges can use most upgrades to their advantage, but never the less many players follow a common strategy. Defensive Upgrades ( ) Regeneration Most Gorges use this. This upgrade is by far the most useful early game since it lets you take on marines with a relatively good chance of winning. Its also useful as you dont have to spend time running back to the hive when supporting skulks. Becomes close to useless at Shotguns. Carapace This is rarely used by Gorges as it does not provide much help in the field. However it can be used effectively for combat inside a hive. This upgrade should be used for hive defence only. Redemption Excellent upgrade for Gorges as it allows you a chance to escape from a marine or even a pack of them. When using this upgrade try to avoid bullets as much as possible. Movement Upgrades ( ) Celerity An excellent choice for the Gorge as this allows you to run and bunny hop much faster when you need to make that quick escape. Silence A good choice early game as it allows you to avoid marines. Not much use later on as the marines develop motion tracking. Adrenaline Effective when using bile bomb to eliminate marine structures, useless in other situations. Sensory Upgrades ( ) Focus Doubles the damage of your spit at the cost of slowing its attack. Good for combat oriented gorges. If you use this ensure you have cloes to perfect aim, otherwise you WILL be owned. Cloaking Highly effective for Gorges. Allows you to avoid marines quite easily, saving your skin a number of times. Also useful in conjunction with a spit attack to cause building marines problems. Sensory chambers give you this for free when near them. Scent of Fear Many are divided between this and Cloaking. Scent of Fear is just as effective in helping you avoid marines as you may spot them moving towards you and travel in the opposite direction. However as of Beta 6 you receive SOF temporarily for free when near a Sensory Chamber. Building Tips Resource Nodes ( ) Build Resource Nodes as close as possible to your hive. This way they can be quickly reached when under attack. When building Resource Nodes try to keep the node in the line of fire. As most nodes are next to a wall try to use the node as cover. If you come under attack before you have dropped your node, make sure you drop it! Skulks will eliminate the marine killing the node and other gorges can finish building it. Hiving ( ) When hiving, try to drop the hive the furthest away from Marine start. In most cases this will be the middle hive. On ns_tanith for example this is Fusion Reactor. If your hive is the middle hive then you should aim to build your new hive in the side which the aliens have domination. If both hives are contested, then ask your team to defend one side of the map. If the marines have the middle hive locked down, then you may want to wait before dropping the second hive. This is because due to the distance between your two hives it will be very difficult to defend the building hive unless you chose movement. When the hive is building you should return to skulk and remain in the area. This way you can pickup and slow attempts by the marines to phase rush. Chambering When chambering in the very beginning of a game, most players will ask for Defence, Since 3.0 Final due to passive regeneration, movement is now considered the strongest chamber for first hive as it allows you to defend both hives, as well as giving advantages of silence for skulks. However it is by no means the only choice. Semsory and Defence can prove good choices with the right team. Make sure you build your chambers in a good spot. Nothing is worse then spending 30 resources on chambers to find a marine with a shotgun eliminating them. Defence chambers are best placed on top of a hive, where marines are unable to attack. Be careful not to stack them as they can sink through the hive. Movement chambers should be placed under each hive. Extra movements may be placed on top of the hive with the defence chambers. Sensory chambers should be placed in common corridors and contested areas. When placing them aim to put them in rarely ventured areas, such as ledges and corners. Offence chambers are rarely used in clan wars. However if you decide to use them, ensure you place them in groups of two, with a little separation between them. If possible leave a defence chamber in a position to heal both of them. |
| Posted by: dzR Jul 19 2005, 12:33 AM |
| Very informative and interesting guide Cronium. Nice! |
| Posted by: Mr Charisma Jul 19 2005, 12:43 AM | ||
30. Also, I don't think Defence is the dominant chamber anymore. |
| Posted by: haymo Jul 19 2005, 12:59 AM |
| Nice guide man. |
| Posted by: Shane Jul 19 2005, 09:28 AM |
| hell good write up, and nice pick drawing. did you do it ? |
| Posted by: too fast Jul 19 2005, 11:36 AM | ||
MC seems to be dominant BTW awesome guide some useful tips there |
| Posted by: mR LeD Jul 19 2005, 11:55 AM |
| I see youve put a lot of time into this Cronium, well worth the effort, nice job mate! |
| Posted by: too fast Jul 19 2005, 03:07 PM |
| will there be a upcoming fade or lerk or onos guide |
| Posted by: Cronium Jul 19 2005, 04:41 PM |
| The guide itself is fairly old, I originally made it for NSguides.org but it shutdown and died so I got N3 to put it up here for me. Ill be updating it and shit as time goes along. Ill also be adding more pictures. The gorge picture is from concept art on the NS site. |
| Posted by: blob Jul 19 2005, 05:59 PM |
| Nice write up there |
| Posted by: Az0r Jul 19 2005, 06:00 PM |
| Gorge heal is now 16hp + a % of the total life forms hp. |
| Posted by: HPAG Jul 20 2005, 01:35 AM |
| Can't believe you made a Gorge thread without me. |
| Posted by: too fast Jul 20 2005, 09:33 AM | ||
Betrayal |
| Posted by: Edde Jul 20 2005, 07:09 PM | ||
i lolled. |
| Posted by: radz Jul 20 2005, 10:08 PM |
| same |
| Posted by: too fast Jul 22 2005, 08:32 PM |
| Did u have any kind of template for thsi guide? |
| Posted by: N3- Jul 24 2005, 12:45 PM |
| my guide i think |
| Posted by: miffu Jul 24 2005, 05:23 PM |
| Way to honk your own horn. |
| Posted by: N3- Jul 24 2005, 08:55 PM |
| well, mine is based of sinistar's |
| Posted by: cheSta Jul 27 2005, 06:49 PM |
| Very nice, Now everyone can just link all the newbies to [http://nsplayer.net/forums/index.php?showtopic=59&st=15] =) Nice Write Up! |
| Posted by: kurupt Aug 15 2005, 11:35 AM |
| nice copy and paste |
| Posted by: mR LeD Aug 15 2005, 02:13 PM | ||
Beat your own drum, play your own trumpet etc. |
| Posted by: Mouse Aug 15 2005, 03:22 PM |
| spank your own monkey |
| Posted by: Mr Abominable Snowman Jan 15 2006, 09:35 PM |
| btw does this need any upgrading with the latest gorge changes? or its pretty much all the same, just minor details? |
| Posted by: haymo Jan 15 2006, 11:06 PM |
| minor changes. 70 armour now from 50. Self heal ability. |
| Posted by: Mr Abominable Snowman Jan 16 2006, 06:33 PM |
| would that change the choice in upgrade abilites though? i mean, adren now i rekon is much more attractive, as you are more of a tank, and cara also means u stay around longer since you can heal, but does a gorge really need 120 armour?... |
| Posted by: N3- Jan 16 2006, 10:00 PM |
| THESE ARE GOOD QUESTIONS, AND THE FATE OF THE UNIVERSE DEPENDS UPON WHAT WE DECIDE (would have to ask cronium though if he's still around to edit it if/how he wants) |
| Posted by: too fast Jan 17 2006, 05:40 AM |
| just toss a coin |
| Posted by: Mr Abominable Snowman Jan 18 2006, 02:51 PM |
| i have and it landed sides (it rolled against the wall) which i guess means who cares |
| Posted by: Nomad Aug 10 2006, 03:15 AM |
| Hello NSP. Nomad here, I often play on OldF PJ! West Coast and Jigglys. If forced to rate myself in NS skill I'd put myself one tick above "utter noob" : D I'm posting here because I love teh gorge and this is one of the few places I found with information about how to gorge well. So I'm going to add my 2 cents regarding gorging in the latest (3.1.3 is it?) version of NS. Here's one tactic I like - get celerity as the mc upgrade and then move out to a strategic location and build mc+oc (one mc, maybe multiple ocs) to cut off the marines (I've had some good successes at AE35 hive in ns_ayumi and settling tanks / nanite in ns_altair). If resources are tight, have to wait on the oc and hopefully get a skulk or two to back you up - mc is a must first though because the gorge is next to useless without that constant adrenaline boost that the mc provides. Generally, place the oc some distance in front of the mc ('front' being the direction marines are most likely to be coming from). Once the mc+oc combo is up, assuming the chambers are located nicely, the main job now is to bait n'spit the marines. The gorge can do this almost entirely on its' own as long as it's single marines coming, bait them in initially by standing in front of the oc, then run back and hide behind the oc as they get closer, and progress further back behind the mc as they get even closer. Basically spit them down, backing off successively as they close in on you. If they charge straight in, the oc damage combined with your spitting is usually enough to finish one marine. Pairs of marines are tricky, particularly if they both run past the oc and straight at you, then you're probably toast unless you have backup or a nice gauntlet of oc-mc-oc-mc combo to lure them through. This can also be a good way to advance into contested territory, push forward with mc+oc in a chain. One thing I've noticed is that it's better to keep spitting at a charging marine even if they close in very close to you - it may be tempting to go for the healspray kill but this takes a lot longer because it does so little damage, and if they decide to start knifing you, the healspray won't keep up, better to retreat backwards and spit them down. Use heal to keep yourself and comrades alive as needed but you can pretty much pretend that spray has no offensive benefit and you won't be proven wrong often. Keep the harrassment efforts going until the 2nd hive is up, at which point bile bomb will probably play a key role in removing a marine pg+tf somewhere (either outside the hive or at a hive already locked down). Celerity is key here, no doubt a gorge with adrenaline can bile bomb more often, but celerity gives you a small chance to escape from the heavier weaponry that the marines are likely to have now - the adrenaline gorge is basically toast with that slow waddle. Assuming sc for the 2nd upgrade, cloaking is a definite no, if you're hiding you're not doing the team any good. Focus seems like a win, and I suppose if you have good spit aim that would be the way to go, but I tend to get scent of fear primarily because at this point you'll die quick to a shotty/hmg and scent of fear can give you the heads-up you need to high-tail it out of danger zones. That and the single slow spit with focus is too easily dodged. Throughout the game, remember to always have a movement chamber nearby to run to, build it yourself if needed but don't build it in a place where you have no chance of keeping it (use your judgement). The ideal is if you can always stay within the radius of an mc. If you happen to get dc for the 2nd upgrade, (I assume because the team has a good fade or someone going onos, in which case the game should end soon anyway) it's your pick between regeneration and carapace, either is helpful but for the gorge who loves to mix it up (ie, get shot at more) probably go for carapace, particularly if you can stick near an mc. A final note for general play as any alien, but particularly as a gorge - keep track of _ALL_ the things you build. If you build that initial mc-oc combo in an unclaimed hive and other duties take your attention away from there, always check the map ocassionally to see that the things you built are still there. When chambers disappear suddenly that's when the red warning flags should go up and you should call on your team to respond. Ideally you're reacting to the "structure is under attack!" warnings, but often when that shows up my attention is more focused on what is right in front of me. Apologies if this is too simplistic or contains a bunch of info people already know or has been posted elsewhere. -Nomad |
| Posted by: export Aug 10 2006, 10:21 AM |
| imo if you want to be a pro gorge, just watch Fie in any nsp match wtf hax stuff that he pulls if total bs, so much to learn from him |
| Posted by: haymo Aug 10 2006, 01:35 PM |
| cool Nomad, looks like you've got a good grip on publical gorging. If you are lucky enough to be able to rely on your team you can actually become more of an offensive battle gorge, dropping oc's in battle and spitting the marines/healing aliens. |
| Posted by: Ismail Aug 18 2006, 12:10 AM |
| i learned a lot from fie when he played with me in div. i gorged for reverb in the open division. the guys on my team were the skill factor (eg FADE), but my approach was very defensive. i would get MC for the rest of the team, and use it for celerity, i would then build MC's over the map if i was about to die, because i could teleport away if nedded, and the fades would get extra adrenaline when they killed the marine attacking the mc or lerks spore the crap out of them with the adrenaline WHILE keeping celerity. PLUS if i died it would cost 10 res in regorging, so ide rather have something everyone near by could TELEPORT through to get to a HIVE if under attack. i also gorged in 1.04 for nSi when lse wasn't round. that gorge was what a mammoth tank is to a infantry soldier with a machine gun! (original C&C) ps. i may not have the skill of disturbed/unknown/jb/rubbers, but i could support the role of a missing member with experience from watching the best. thats what made all the clans i was in get to where they were with my help. not to be the SKILL WHORE, but to be the workrate champion in conjunction with what friends wanted. -imy |
| Posted by: UnknownSoldier Aug 18 2006, 10:11 AM |
| sorry for being a skill whore mcs over the map is good yeh, but it frustrates me in pub wen the mcs are solely elsewhere on the map and none in the hive. |
| Posted by: export Aug 18 2006, 12:16 PM | ||
one word "pub". but yeah ocs should be used more in scrims |
| Posted by: Ismail Aug 21 2006, 11:05 PM |
| i worked with FIE during div and he EFFECTIVLY used the oc's when pressuring a locked down hive. but he needed the support of the lerk (which is what i did) to make it EVEN MORE EFFECTIVE. he healed it, i spored the marines.... he built a MC... we had adrenaline.... and basically no marine could touch us, because by the time they realised what we had done, the fades were up and the marines we MED SPAMMED and had no res for guns to take the fades down. FIE taught div alot. he was a GOOD gorge. cept, i retain what he taught in his absence. and now you do if you understand what i wrote! i have many strats in my head, but i always lacked a team willing to try them (regardless of how stupid they seemed), sure some sucked, but you have to try things to see if they will work. my fav and ALWAYS will be my fav (wu created this)... is the armoury rush INSIDE the enemy hive in the opening 1min of the game. spamming mines and shotties IN THE HIVE is just deadly... i haven't pulled a good one of them off since 1.04. and you need a decent team to pull it off with. if you want any wierded strats, send me a email, and ill tell you all sorts (like a double obs rush with shotties on a hive), you scan to see stuff and shotties to take them down... and then you walk into the hive with a SCAN + MINIMAP and its GG as long as you get the lerk down. |
| Posted by: Uzguz Aug 22 2006, 10:22 AM | ||
I salute you, sir. The game needs more thinkers after our tradition. |
| Posted by: Mr Charisma Aug 22 2006, 01:05 PM |
| TP INVENTED JP RUSH |
| Posted by: haymo Aug 22 2006, 01:16 PM |
| shame jp's suck |
| Posted by: export Aug 22 2006, 04:38 PM | ||
omfg !KB jps ftw |
| Posted by: Mr Charisma Aug 22 2006, 04:57 PM |
| One time I built 3 IPs to spawn faster. True story. Email me for more humdinger strats. |