Loong Defence Thing
X_Stickman
Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
<div class="IPBDescription">My way of defending</div> I found that WOLS and just 2 OC's blocking a corridoor are pointless really, as a marine can just hop over them with minimal damage (if he's good and/or lucky). This began to annoy me, but then we had this one game where the aliens had a LOT of stored res, and i was the gorg, so i began to experiment. I found that, for me at least, the best defensive placement is this:
O = Offence Chamber
D = Defence Chamber
O......O
D......D
....O....
O......O
Or just varying versions of that. Basicaly, a marine can hop over 2 or 3 OCs in a row, but if he hops over 2 (or runs between them) and there's another one there, and one behind that, he is unlikely to make it past, and will be unlikely to take the same path again. It is also useful against Jpers if you web above the chambers, and even if you dont, the JPer has to fly above more than 2 OCs, so he is more likely to be weakened when he gets to the hive.
This is a pretty resource heavy defence system, but no more than most WOLs are now.this is more of a second-hive defence for longer games. also, it is harder to destroy with a GL or HMG.
O = Offence Chamber
D = Defence Chamber
O......O
D......D
....O....
O......O
Or just varying versions of that. Basicaly, a marine can hop over 2 or 3 OCs in a row, but if he hops over 2 (or runs between them) and there's another one there, and one behind that, he is unlikely to make it past, and will be unlikely to take the same path again. It is also useful against Jpers if you web above the chambers, and even if you dont, the JPer has to fly above more than 2 OCs, so he is more likely to be weakened when he gets to the hive.
This is a pretty resource heavy defence system, but no more than most WOLs are now.this is more of a second-hive defence for longer games. also, it is harder to destroy with a GL or HMG.
Comments
<!--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-->Front View
OOO
OOO
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<!--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-->Side View
O
DO
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<!--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-->Back View
OOO
DDD
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When a marine tries to jump over, he'll get stuck on the second tier...this will also work for JPs and unorganized HAs
OOO
--D--
O-O
That way they all get healed by a small number of DT and you have to jump over a line while taking fire from the other line. If Im stapped for res Ill lay 2 forward OTs a middle DT and then a single OT that about 10 behind the DT
O-O
--D--
--O--
This way sevral OTs are shoot at him from all angles
I'll take hive defence for first example, lets say SubSpace on ns_nancy(?), not good with map names.
O = OC
D = DC
H = Hive
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___O___O___
O___DDD___O
____DHD____
O___DDD___O
___O___O___
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Accompanied with webs, makes it fairly hard for a JPer for float around and kill the hive, and gives a ton of healing.
Now, if i'm trying to deny access/slow advance down a corridor.
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OOOO
Gap
DDDD
Gap
OOOO
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Or, just to damage a marine on the way past.
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O
DO
DDO
DO
O
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I usually leave enough space for an onos to fit nicely in the gaps between the 3 rows, and put webbing (if vailable) just begind the back row, to catch unaware JPers. This works in most hallways, offers DC defence from both sides, and means a GL wont 0wn it so fast.