"Effective Gorging"By Cronium
IntroductionBasic Information1. Attacks
Movement1. Running
2. Bunny Hop
3. Walking
Attacking1. Sniping
2. Close Combat
3. Support
Chamber Upgrades1. Defensive Upgrades
2. Movement Upgrades
3. Sensory Upgrades
Building Tips1. Resource Nodes
2. Hiving
3. Chambering
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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.
MovementGenerally 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.
AttackingWhile 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 UpgradesGorges 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 TipsResource 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.
This post has been edited by Cronium on Jul 20 2005, 10:48 PM