Chamber Spam
Soral
Join Date: 2003-01-27 Member: 12798Members
<div class="IPBDescription">typical strategy?</div> Ok, so I only get to play NS occasionally against friends on a LAN so I don't know what the real world is like, but here's my story:
The week after NS 2.0 came out we managed to get 4 people together. 2 of us had played 1.4 and knew the commands/controls well enough and the others had never seen the game. 3 of them went marine (to learn the ropes) and I went alien. I spammed the map pretty badly with SCs and OCs, and managed to claim all the hives, but they eventually beat me after about 2 hours by creeping with siege cannon installations.
Here's the discussion bit. Is this a typical pub/newbie game for aliens and/or marines? Is chamber spam a problem in the real world (as I made it one in mine)?
The week after NS 2.0 came out we managed to get 4 people together. 2 of us had played 1.4 and knew the commands/controls well enough and the others had never seen the game. 3 of them went marine (to learn the ropes) and I went alien. I spammed the map pretty badly with SCs and OCs, and managed to claim all the hives, but they eventually beat me after about 2 hours by creeping with siege cannon installations.
Here's the discussion bit. Is this a typical pub/newbie game for aliens and/or marines? Is chamber spam a problem in the real world (as I made it one in mine)?
Comments
A shotgun tears chambers to pieces. An upgraded shotgun doesn't even take a full clip.
Siege has good range in 2.0
Grenade launchers destroy chambers, and you don't even have to be close (grenades launch extremely far).
A marine team that rushes will usually kill the gorges before they can spam stuff
I haven't seen chamber spam as a problem on most pubs... most aliens are saving for onos or go lerk early.
Another thing, the bigger the game, the less res each alien has. In small games, you're swaming with resources. That's probably the biggest factor.
Edit: If u played online with about 10 people on each side u will realize that chambers get taken down quite quick.
Chambers die easily to shotguns, so bring one along on your next trip into gorge land.
OCs can be circle-strafed if they're alone, which they should not be should the gorge building them have any sense at all. You'll still get hit by the OC, but less so since you're kind of moving. I wouldn't really call the marine running speed moving.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
1) Sensory networks. This isn't so much "spam" as covering the entire map in a sensory blanket - aliens can move between hives, from hives to the double node, and within striking distance of the MS without ever uncloaking or showing up on Motion Tracking. It's not spam -- it's careful, un-obvious placement of sensory chambers (where they're not gonna get shot at or run into).
2) Hive/node "lame." Funny that "lame" is the word for this -- it's just setting up a proper defense. Make sure there's nowhere a marine can hide, and if he can see one OC, 2 more can see him. Put DCs and SCs in as well, but far away from the chambers.
Really, though, chambers are a delay at most. The only way to really protect an area is with actual defenders.
Edit: As aliens, I like to skulk until I get 70 or so resources, go gorge, and help the team the rest of the game.
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funny that anything more than 4 or 5 chambers is a wall of lame, they arnt lame anymore and they are really easy to kill, but i guess the name stuck <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I have only seen one game where chamber spam was used and the Alien team ended up losing because they used all their available resources on chambers instead of hives and better evolutionary states.
Chambers are more like traps. Get a few of them in sensory range and watch that Marine group scatter!
Only issue is GLs, those might be a big problem. Chances are alot of comms won't hand out a GL, and they(and other players) might not realize the dire need until it's too late.
I think it takes 4 nades to down an OC, not sure. Perhaps if the chambers are spread out, the gorges might be able to take down a dangerous grenader.
I actually tried this tactic in a small game, it would of worked a helluva lot better if the OCs were in range so they got shot at by turrets(because than they can shoot back). What I do realize though, is that without a GL, gorges and lerks could use the OCs + DCs for healing and a shield. The marines could come around the backway, but then they'd actually get shot at by OCs. A fun tactic that I will have to try more.
GG.
I agree OCs are overrated, and I only use them as a deterrent and early warning system. I drop three in a pyramid, and usually only at areas choking off hive access. Every now and again I add another OC, or DC, and waddle along my merry way. Shotties are pretty much my only worry. That or a concerted rush.
Even still, it costs them ammo and time, meaning more aliens can get there. Sometimes they give up entirely, usually assuming a gorge is obviously nearby.
Here's the discussion bit. Is this a typical pub/newbie game for aliens and/or marines? Is chamber spam a problem in the real world (as I made it one in mine)? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not to the extent that you no doubt were able to make it.
Becasue you were the only person on the Kharaa side, you got all of the res, normally res comes in very slowly, so to be able to do "chamber Spam" would take a really long time and no 1 gorge would have a steady enough income to be able to do it.
NS 2.0 is not balanced for 2 v 2, 3 v 3 games.
5 v 5 is the bare minimum to be able to have a good game on NS 2.0
Don't worry about spaming of chambers, they can be destroyed very easily
Turrets on the other hand.....