Have I Been Doing This Wrong..
Zunni
The best thing to happen to I&S in a long while Join Date: 2002-11-26 Member: 10016Members
Ok, as a gorge, I often place D chambers to support O chambers in places where the marines have to enter the room (thereby getting past your O chambers) to be able to attack them. Is this effective?
Any other games I have seen I see the traditional W pattern with the tips being OC's and the bottoms being DC's (The below image makes sense to me, but it's mangled a little here)
<img src='http://www.centrinity.com/~mark_windle/image1.jpg' border='0' alt='user posted image'>
Sort of layout. The problem is (when I'm a marine), is that I'll destroy one O chamber and then both D's are open to destruction quickly. Or I can shoot around the O's and directly attack the D chambers.
The way I lay my d chambers out looks like (again image was mangled, imagine an open doorway with the O chambers peeking out and the D's behind the walls).
<img src='http://www.centrinity.com/~mark_windle/image2.jpg' border='0' alt='user posted image'>
or even better is when they have walls you can use like (placing the d's behind the walls and the O's in the doorway, I had no idea my ascii was going to be mangled this bad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
<img src='http://www.centrinity.com/~mark_windle/image3.jpg' border='0' alt='user posted image'>
etc..
Does this make sense to other people??
Also how come I never see SC or MC near walls o lame?? They do affect the OC's don't they?
Any other games I have seen I see the traditional W pattern with the tips being OC's and the bottoms being DC's (The below image makes sense to me, but it's mangled a little here)
<img src='http://www.centrinity.com/~mark_windle/image1.jpg' border='0' alt='user posted image'>
Sort of layout. The problem is (when I'm a marine), is that I'll destroy one O chamber and then both D's are open to destruction quickly. Or I can shoot around the O's and directly attack the D chambers.
The way I lay my d chambers out looks like (again image was mangled, imagine an open doorway with the O chambers peeking out and the D's behind the walls).
<img src='http://www.centrinity.com/~mark_windle/image2.jpg' border='0' alt='user posted image'>
or even better is when they have walls you can use like (placing the d's behind the walls and the O's in the doorway, I had no idea my ascii was going to be mangled this bad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
<img src='http://www.centrinity.com/~mark_windle/image3.jpg' border='0' alt='user posted image'>
etc..
Does this make sense to other people??
Also how come I never see SC or MC near walls o lame?? They do affect the OC's don't they?
Comments
So, please let me know if this post makes little sense because of the drawings and I'll repost with the correct images..
Thanks..
make sure you put a couple strands of web to cover the top from Jpers tho or just build another Oc on top of the middle OC so its harder from JPers to get past
DC, OC, DC..... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> i hope that makes any sense
I just never understood putting DC's behind the OC's because in almost ALL cases, I can shoot around the OC's to the DC's and then they are wasted.. My thought was put the DC's out of the sight when the OC's are under attack and they will continue to be at peak use.
DCs behind OCs are to try and keep them compacted and so that if a marine does get over the OCs then they get temporarily stopped by the DCs.
btw doesnt matter if the OCs cant shoot through the DCs as they should be covering all the major choke points so that a marine cant get behind them
If you read my following messages, you will see I initially tried that, but the way the text was mangled made understanding what I was trying to say very difficult. SO these 1.5k images were the simplest solution...
Because God Forbid I use 6k of bandwidth and deprive the 1000's of people d/ling mp3's, movies, warez and porn that key and crucial bandwidth <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
But I almost never bother with oc's unless the marines have 2 hives and ive got like 100+ res in the bank. some upgrades for the boys and a 2nd hive is infinitely better spent res then some blob of chambers
Come on man, it's just a few graphics. You download more from the forum alone.
Zunni, I have tried that before as well, but I usually just place another offense chamber behind the two defense chambers if I think there will be a problem.
Way back when (when the HA assault, TF creep, and PG leap-frogging were still valid tactics) a few WOLs could lock the marines out of most of the map. However, now that every single commander instantly techs to JPs, WOLs are only useful at a few of the smaller hives.
Inside the hive, I mostly try to spread out OCs and DCs such that there's plenty of room to move (for skulk defenders) and overlapping DC and OC cover (to prevent jetpackers from finding a safe place to land and pick up health). Outside the hive, I rarely bother with defenses (except DC healing stations).
Of course, 1.04 is the JP-rush release. Once 1.1 comes out, tactics will change again.
___________________
............o
...............o
..................o
_____...........o________
.........|............|
.........|............|
.........|............|
This way you'll have your OC's shooting in every direction, DC's placement would depend on which direction you can expect the 'rines to be coming from.
I've found that this works great on Bast at Lower Junction ( T-junction just outside Refinery ) as you can stack 3 DC's behind the wall that sticks out.
that's what I do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
the first one is normally:
OO
and then its DDD, with OO on top
it should be like this (from the side, and from the back):
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> _= ground, | = wall.
............O
_____|OD______
and
|O OO|
|D DD|
..^space for skulks, webbed
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
ah yes, and even. I wouldnt really go for that kind of structure, until hive2. remember, their aiming is shite, and until they can be webbed, they are only going to miss. I used to do that but I noticed that it never hit anything.
If you don't know this already, putting an OC on top of another OC stops the bottom one from shooting.
If you spit at a stacked chamber (or one on a grille), it will fall down.
|............|
|..O...O..|
|.D..D..D|
|............|
And then put the 3rd OC on top of the middle DC.
for Door:
___|.........|___
....D.O.O.O.D...
...........D..........
The reason I do these is to make it so when you hop over it, it can still shoot you.
Personally I prefer not to go above 6 chambers for my WoL's, often a WoL only kills one marine because the marines pushed on the other hive. But I find less than 6 are quite often easily killed. As has been mentioned I am moving away from WoL's becuase jp/hmg is such a big tactic atm.
On one server I played aliens filled the corridors near the hive with spaced out OC's. Although they could easily be taken down individually most people prefer not to so they were very effective. (esp against jp's)
Incidentally does anyone know if building on top of things will be stopped in 1.1. If so <b>alot</b> of people will need to rethink gorge building strats.
<span style='font-family:Courier'>
>>>> marines come this way >>>>
_____________________________
....O..O..O..O..O..DDD..O....
........W.....W.....W........
........W.....W.....W........
_____________________________
<b>O</b> = Offense Chamber
<b>D</b> = Defense Chamber
<b>W</b> = Webbing
</span>
Seriously, there's nothing more annoying than taking out one OC only to find another one right behind it. Rinse and repeat 3 or 4 times, and that's plenty of time for a few skulks to get to that location. The major disadvantage is countering JP'ers. If they can take down or get around the webs, there's really nothing keeping them from zipping past while scraping their head along the ceiling.