Chamber Placement

TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
<div class="IPBDescription">Tips and Suggestions</div> Here are a few points I have come across. I play gorge a lot, and these are my general strats.

-First thing is sensory, if it is an option USE IT. It alone almost doubles the effectiveness of OC's.

-Try to build your OC's on higher elevations like hand rails. They can shoot downward and the extra height protects them a little from grenades and gives them more range.

-Try to put your OC's in a triangle. Keep them away from the open area's unless it is "BAIT". This maximizes the chance of a cross fire. (This also prevents marines from simply running past your OC's.)

-Use a bait to draw marines into your room. I usually put one OC in the middle of a room, with a triangle configuration around it. Keep in mind that I place these OC's so that they won't have a clear shot on a marine untill he enters the room. (The bait OC does have a clear shot so it will get his attention.) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

-(This is pretty obvious) Put your defense chamber in the center of your OC grouping.

-Now here is a suggestion many may not agree with. DON'T build traditional walls of lame. Stacking causes all kinds of problems. Hampers movement for Onos, gets destroyed instantly with a grenade, and 60% of the time the top chamber will fall on the bottom chamber and prevent the lower chamber from actually shooting the target.

Essentially my tactics involve spreading OC's out. A grenader has to spend a lot more time clearing the area. And if your Sensory is doing its job, he may just get killed after he thinks he got rid of the OC's. Walls of lame are great at area denial, but you can still deny a place and make it a death trap too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> This system works best at double nodes because you KNOW the Rines will come in.

I once locked a double node for most of a game without me being there. Didn't go down untill they seiged it. (I felt it was a compliment if they get so fustraited they seiged a peice of hallway to get rid of 3 OC's.)

I would love to hear of other peoples strats with OC's and chambers. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • DrowningDrowning Join Date: 2003-08-09 Member: 19219Members, Constellation
    My favorite spots for WOL's/death traps are in nice key chokepoints that secure a good part of the map. My favorite one is external satellite relay and cargo in tanith. These 2 points lock down 5 rts (half of them) and 2 hives. The only way marines can get in is from the waste vents. This way you don't have to worry about parts of the map and you can be on the offensive instead of running around trying to save stuff.

    Other good spots that I can think of:

    Caged: Stability...A good ways from their base so they can't siege it
    Hera: Hera Entrance and Maintenance...Both are hard to siege.
    Mineshaft: Sleeping Quarters, Cafeteria, Generator. A ways from marine base and jps can't get by your stuff in these areas because of the celings.
    Nothing: Generator...In 1.04 securing Generator was the way to beat a cargo relocation, Securing the elevators/blocking them can have amazing effects sometimes.
    Veil: Dunno the name of the place...It's between the overlook and west skylights...a siege point for the double node. A good chokepoint that secures the map and isn't close enough to their base for them to try to kill it.

    I'm sure there's lots of other good chokepoints...In 2.0 aliens can reach the chokepoint and begin securing it before the marines can...So use that to your advantage.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Don't even WOL areas you *think* aliens wont need to walk through.

    IMHO in many games you end up needing to sneak around the base and in the back door, and thats nigh on impossible with a fullpowered WOL in the way. Its not just keeping the marines in, its keeping you out.

    Sensory - never never never beside an OT. Always hide them somewhere they won't get shot at. Once your sensories are down, ambushes can be stopped dead.

    Hiding a sensory means you can sit behind it, wait for the marines to leave, and then rebuild in safety. When they fall back to the same location, they'll be cut off and your friends can finish them.


    Remember, grenades can eat up WOLs. You only need 2-3 OT in a good spot to DELAY the marines long enough for skulks to rush them. There is no instance where you can afford to build WOLs. You should be putting def towers up at hives and putting sensory/def/move near the enemy base - not WOL that marines have little/no intention of trying to pass...
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