coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
They're quite effective, but much harder to build because gorges don't get income as quickly as they did in 1.04. A Sensory/OC combo can be quite nasty, especially if the sensory is well-hidden.
I dont care if they are effective or not, but they are still fun as hell to build, especially with sensory <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
3) Yes. Though you need to know where to place them now, rather than plopping them down anywhere they *might* be handy. Especially useful when paired with a Sensory Chamber, getting Marines to walk right into them.
Once the aliens have 7-8 RTs and the marines have 1-2, they are as useful as ever for delaying marines and forcing them to scan more and build sieges. And you don't really have to worry about JP anymore unless you're an ono.
Only thing is, I'm seeing much more Grenade Launcher's than I did before. Maybe because they look so darn cool. So while WOLs may be effective, they may not strike <i>quite</i> as much terror in people as they did before.
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
<!--QuoteBegin--Witzner+Aug 4 2003, 11:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Witzner @ Aug 4 2003, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only thing is, I'm seeing much more Grenade Launcher's than I did before. Maybe because they look so darn cool. So while WOLs may be effective, they may not strike <i>quite</i> as much terror in people as they did before. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Nice to hear. (: I suspect this is in good part due to the fact that HMGs aren't the be-all-end-all everything-killer they were in 1.04. GG, strategy!
WOLs are great if you are willing to sacrifice going onos for the good of the team. With the improved accuracy I like to have 1 DC 1 MC and 3 OCs. Virtually unpassable if positioned correctly (by a normal marine I mean).
the cool thing about the old wols was that, if you could get a marine to stand still while he was in range, it was game over. so there was lots of ways to make this happen, ambushes, web, web, web etc. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> the new wols are really just a distraction and deterrent, although aclever gorge could still setup some nice traps..
Regularly webbing a cloaked OC trap provides a nice income... WoLs are effective when sieging a marine base/outpost to bilebomb , thoses precious movement chambers have to be protected by something... DCs are best since they heal you (when you expose yourself to turrets) and the other structures (saving healsprays - more time to bile bomb)
<!--QuoteBegin--coil+Aug 4 2003, 11:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 4 2003, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Witzner+Aug 4 2003, 11:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Witzner @ Aug 4 2003, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only thing is, I'm seeing much more Grenade Launcher's than I did before. Maybe because they look so darn cool. So while WOLs may be effective, they may not strike <i>quite</i> as much terror in people as they did before. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Nice to hear. (: I suspect this is in good part due to the fact that HMGs aren't the be-all-end-all everything-killer they were in 1.04. GG, strategy! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I don't think it hurts that the GL is as cheap as the HMG so you can give a soldier his or her preference over what your weapons budget can afford.
To all the comms out there though, remember that giving a rambo a gl is signing their death warrant, and wasting your res.
<!--QuoteBegin--Stakhanov+Aug 4 2003, 11:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Aug 4 2003, 11:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Regularly webbing a cloaked OC trap provides a nice income... WoLs are effective when sieging a marine base/outpost to bilebomb , thoses precious movement chambers have to be protected by something... DCs are best since they heal you (when you expose yourself to turrets) and the other structures (saving healsprays - more time to bile bomb) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I tend to put 1 movement at least at each hive, allowing for easier defense of the hives. Do the new movements provide any new effects for the WOL's or are they just in there for the heck of it?
On the most part in 2.0, i find WoLs tend to be a waste of res, i prefer putting one OC at any intersections between corridors, with the odd SC once i'm out of range of any. For larger rooms, i like to space my OCs out quite widely, placing the odd SC/DC amongst them, means they last alot longer against GLs, and also hamper the marine advance longer than a single WoL.
So, i do think WoL's still have their place in NS2.0, it's just nowhere near as big as before.
WOL's take too little ammo to destroy compared to a hidden SC and 4 OT's hidden about to ambush players after they walk past. If you spread them out then marines tend to see one at a time and waste all their ammo before they've cleared all four. By the time they've hunted out the SC and are happy to move on you have another group or SC/OT's behind them and they're cut of from help
I'd say that nade launchers and seige take out WOL's pretty easy, and with the insane accuracy of 2.0 oc's, you don't really need that many to take down a group of marines (especially if they are cloaked). So I usually just drop an oc around corners for unsuspecting marines to run into.
<!--QuoteBegin--coil+Aug 4 2003, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 4 2003, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Movement chambers give an energy-regeneration boost to nearby aliens, but do not aid OCs (they did at one point, but no longer). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> So I've been putting MCs in my WoL's for nothing?! Gah.. Well at least it provides that boost in energy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I find with the super acuracy of ocs you can place ocs in much better spots now since the dont misss targets running perpendicular to them any more. i like to place them so that marines have to get real close before they see them and not until the see them all at once so he can pick them off one by one. or with sensroy i like sticking them so they shoot them in the back after they run by.
i forget what map it is <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> but the marine spawn has the ladder to the balcony and has 2 ways out, and 1 vent way in that can be weilded, if your looking at the com chair, you take a left, and go down a hallway, that has a railing and pipes on the left, then into a pretty big room. Anyways a gorge set up a WoL there, and i was a lerk with umbra, everytime a few marines would come to take it down, i would umbra then needle them to death. I did this for about 30 mins, keeping them from res nodes, and all was there was a ST,2 OTs, and a DT. so with lerk support WoL can still be very annoying and usful for keeping marines from vital areas if done correctly.
I prefered the old WoL's when the OC's didn't have 100% accuracy. (APplies to turrets). Was cool when you dind't NEED to blow money on a GL to take it out, it just made the job alot easier, but wans't necessary. Although its not entirely necessary for a GL now to take out a WoL it is stupid not to use one considering LMG'ers will get pumbled by the "aimbots".
To mindlessly, robotically repeat what everyone else has said, WOLs are <i>more</i> effective than in 1.04. They're quick, easy ways to lock down a room from casual passage, which makes use of chokepoints practical - and profitable!
Additionally, they necessitate combined-arms use. If a commander lets the aliens take an important point (or his marines are out-deathmatched) he's going to have to decide whether he wants to spend the res on a GL that might get eaten) or considerably more res on sieges (that still might get eaten).
<!--QuoteBegin--Mintman+Aug 4 2003, 11:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Aug 4 2003, 11:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WOLs are great if you are willing to sacrifice going onos for the good of the team. With the improved accuracy I like to have 1 DC 1 MC and 3 OCs. Virtually unpassable if positioned correctly (by a normal marine I mean). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> alias holdup "wait;wait;wait"
Movement chambers make OC's / DC's work faster? If so, is this new? I'll give it a try in a minute if so.
** EDIT ** - Read the topic. Oh well. =(
So anyway, how many OC's do you suggest per DC, so you don't have to guard the WOL?
<!--QuoteBegin--Mr.KNifey+Aug 4 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.KNifey @ Aug 4 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't really have to guard ANY alien structures with the inclusion of the 2.0 autoheal for all alien buildings.
Note: That means, they heal themselves regardless.......DCs or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> But not as fast. Two marines can run up and rush an OC, it'll be gone quickly. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
So could a strat be made around an early wol? I'm talking, at the start, everybody go gorge, i mean EVERYBODY, and set up a strategically placed wol. I'm thinking about strats that could be built around DC first, since comon opinion is that it is a bit lackluster in 2.0.
Comments
Nice to hear. (: I suspect this is in good part due to the fact that HMGs aren't the be-all-end-all everything-killer they were in 1.04. GG, strategy!
Oh yes, we let that gorge waddle along in there WAY too long.
Nice to hear. (: I suspect this is in good part due to the fact that HMGs aren't the be-all-end-all everything-killer they were in 1.04. GG, strategy! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I don't think it hurts that the GL is as cheap as the HMG so you can give a soldier his or her preference over what your weapons budget can afford.
To all the comms out there though, remember that giving a rambo a gl is signing their death warrant, and wasting your res.
Cheers,
SoulSlayer
You get res from your O chamber kills, correct?
I tend to put 1 movement at least at each hive, allowing for easier defense of the hives. Do the new movements provide any new effects for the WOL's or are they just in there for the heck of it?
So, i do think WoL's still have their place in NS2.0, it's just nowhere near as big as before.
muhahahhaha
So I've been putting MCs in my WoL's for nothing?! Gah.. Well at least it provides that boost in energy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Additionally, they necessitate combined-arms use. If a commander lets the aliens take an important point (or his marines are out-deathmatched) he's going to have to decide whether he wants to spend the res on a GL that might get eaten) or considerably more res on sieges (that still might get eaten).
There's still the jetpack choice... Five jetpackers went through a double WoL, four got out, though wounded.
alias holdup "wait;wait;wait"
Movement chambers make OC's / DC's work faster? If so, is this new?
I'll give it a try in a minute if so.
** EDIT ** - Read the topic. Oh well. =(
So anyway, how many OC's do you suggest per DC, so you don't have to guard the WOL?
Note: That means, they heal themselves regardless.......DCs or not.
Note: That means, they heal themselves regardless.......DCs or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
But not as fast. Two marines can run up and rush an OC, it'll be gone quickly. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->