What Exactly Is A Wol?
Night_Shade
Join Date: 2003-03-28 Member: 14985Members, Constellation
Join Date: 2003-03-28 Member: 14985Members, Constellation
Comments
After that it has just become the name for any cluster of more then one OC/DC.
Ps. Unless I build it, then it's a Wall of Cool
The developers (as I've understood it from the recent changes) truly loathe this kind of strategy and are trying to kill it in 1.1:
-Offense chamber size smaller
-Offense chamber cost increased (I'm not quite sure about this one)
-Offense chamber health lowered
These changes hopefully will:
1.) Stop gorges from relying fully on static defense.
2.) Stop entrance blocking.
3.) Make it possible for LMG marines to take down multiple offense chambers. It is quite common to see a resource tower backed by 2-3 OCs. Taking those down with LMGs is quite hard because they have so damn high health and also alert aliens.
I also hope WOLs will become a useless strategy with the new patch and people won't have to ask anymore what it means. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
At least as a marine you can damage them.
The developers (as I've understood it from the recent changes) truly loathe this kind of strategy and are trying to kill it in 1.1:
-Offense chamber size smaller
-Offense chamber cost increased (I'm not quite sure about this one)
-Offense chamber health lowered
These changes hopefully will:
1.) Stop gorges from relying fully on static defense.
2.) Stop entrance blocking.
3.) Make it possible for LMG marines to take down multiple offense chambers. It is quite common to see a resource tower backed by 2-3 OCs. Taking those down with LMGs is quite hard because they have so damn high health and also alert aliens.
I also hope WOLs will become a useless strategy with the new patch and people won't have to ask anymore what it means. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
WoLs are less powerful than big turret farms. Yes, sieges cost ressources, but WoLs cost ressources too so it's OK.
it's not lame at all anymore , since one HMG with enough ammo can destroy them while GL , sieges or HA teamwork were supposed to be the only counters to them. Still , they're effective because of their big collision boxes.
But just clumps of o chambers and d is just plain old static d.
They did this because killing the tf turns off all 50 turrets that were there, whereas each ot has to be killed separately.
Also, I remember reading somewhere that ot's were never supposed to have as much health as they did in 1.04.
Please stop using this font
Please stop using this font <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agree, the contrast between the blue background at the yellowish font makes it hard to read. So for your own sake if you want people to read what you write please change it thank you.
As for if WoL is lame or not I would say that they are ok. A good vanilla marine can most of the time take one out without getting hurt and no WoL can survive a whole marine squad that is concentrating their fire.
Please stop using this font <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agree, the contrast between the blue background at the yellowish font makes it hard to read. So for your own sake if you want people to read what you write please change it thank you.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I would agree as well
it makes you stand out and all
but is more annoying than helpfull
if I was a mod I would be a nuking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
You mean unupgraded, unequipped, individual marines can't take out an alien defense formation? How incredibly unfair! Everyone knows that marines are supposed to have a free run of bases.
Ok, enough sarcasm. WoLs are perfectly valid. Alien defenses aren't actually that dangerous to marines - they just take time to remove. Considering how much time and resources they take to set up, their effectiveness is fully justified. The whole point of alien defense is to slow down the attackers so that help can arrive - if a LMG\LA can easily take out a WoL then the whole point is defeated.
wol like turrets wont' keep mairnes out but they will delay their entrance.
I love them. My favorite thing to do in NS is to plan and build WoL's. Well-placed WoL's help aliens tremendously (healing and providing a 'safe' base/retreat as well as hurting the Marines). Last I heard OC's were made cheaper, more accurate, powerful and healthy (since they now regen themself).
Building stuff is what it's all about! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I doubt the idea of static defense in NS ever was "BEYOND THIS POINT YOU DO NOT GO!" and a nice little red flag on top of the unmanned fortress. Instead, I like the sound of "Go beyond this point, but you won't do it with full health". The WOL is a map blocker now. In 1.1 OC is smaller, so you can easily jump over it, but if there are many, you will take damage. This sounds a lot better. If you rely on WOLs, the marines can run around the map (without JP) unnoticed, but will be a lot easier prey for aliens. I'm not unhappy, because 1.1 will (in the recent builds anyway) do exactly to WOLs what is needed. They will be nerfed in strenght (not in cost as I understand, they're cheaper) and static defense will play a smaller role. Say NO to marines vs. WOLs and aliens vs. farms and say YES to marines vs. aliens. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
i prefer a string of ocs. if i was defending maintenace i would put the first oc near horseshoe, then place another one a bit further back, so there are about 3 or 4 in the hall way from horseshoe to south loop. if the marines start attacking the ocs, you will have very advanced warning of their approach. if they run past, they will run into oc after oc, each taking their health down a little.
A ramboing HA marine will survive enough to get into the small room in maintenance from south loop, but will be so damaged he will be very quick skulk fodder.
this strategy is made even more viable for 1.1 by ocs healing themselves and a sensory chamber here and there will make the way seem clear.
oc life 1000 gl dmg 200 so u could kill a wol with 2 gl clips
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> ownz all
(exept for nsadmin)
What I mean :
\ = Marine Path
x = OC
d = DC
|| = wall
||x\ ||
||d/x||
||x\ ||
|| / x||
||x|d||
and so on and so forth..
It's makes sense, why block door way when you can block an entire hall?