Ocs + Turrets In Clan Wars
Parhelion
Join Date: 2003-05-29 Member: 16821Members, NS1 Playtester
<div class="IPBDescription">Worth it?</div> Just wondering about how viable offense chambers and turrets are in clan wars - I see them used a lot (and use them myself a lot) in pubs, but wonder whether the res expenditure is worth it for clan wars, which are typically shorter and more "action-packed" (for want of a better word). There seem to be some areas that need to be sealed off strategically on maps, but it seems impractical (given six people per side) to always leave a person there to guard it...so, to what extent should OCs/turrets be used in wars, and which circumstances/areas/situations merit their use?
Thanks in advance.
Thanks in advance.
Comments
<b><u>A 2.1 Thread that Discusses Current Strategy Trends</u></b>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=49585' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=49585</a>
<b><u>Early Fades Discussion Thread</b></u>
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=49165' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=49165</a>
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Generally, turrets are rarely used in scrims because they're hardly worth it. There's been a few times when I've seen them used for defense or sparsely to temporarily hold far off areas. OCs on the other hand don't require a centralized structure, making them much more useful. They can be used for defence or offence, including the infamous build oc on ip tactic.
if you're interested in clan play, go do a serach for demos in the forums then see if you can join a clan.
Against HA they arnt worth it, but until that, they can be used to hold a few key areas.
Turrets on the other hand are more or less never used. If you have a team thats going to siege and need a TF, you can have a few turrets up after the sieges, but only then.
On the other hand, Turrets arnt very good against coordinated clan strikes, as gorges and skulks easily take anything but 6+ turrets out. Since you are only 12 players, res dont come in fast enough for more.
When fades get into the picture, the only use for turrets would be 6+ with phase and an elected TF.
Onos = HA when it comes to defensive structures.
OC's are a good "early warning system" for hive, but u need to work out if its worth it, as that 10 res may well be the only res u spend.
OC's are only good at the hive in 99% of the game's anyone will ever play also. They are too expensive to use anywhere else.
OCs are most effective in hives, against jetpackers or to provide support against a shotgun rush. Anything else will only slow the enemy slightly.
sentrys are usually only used when sieging a hive, and we have resources to spare.
Generally, turrets are rarely used in scrims because they're hardly worth it.
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It is becoming that way on pub servers (well on the ones I play on). Those early fades (4-5 mins) and onos (6-8 mins) means ever res counts for RTs, meds and most importantly, upgrades, weapons and gear.
We need to rush that tech soldier, never send a tripod to do a marines job!
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Anyway, thanks for the advice people <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> In retrospect, turrets don't seem to be as effective while OCs are still comparatively good for taking out LA marines, even in pubs.
OC can be wasteful too, some placements are more efficient or more "ninja" then others.
An example of this;
__________| Doorway |____________
(OC)
[edit]My diagram didn't work. Imagine another OC on either sides against the wall and a bit of the way down the hallway wall like the left one.[/edit]
This is prolly the most common type of OC trap. Put an OC far enough away from the doorway so a marine can't easily peek around and shoot an OC around the corner. Marines who don't look, rush in and to try to run past the OCs will prolly be taken out or considerably weakened.
I've also stopped using OC walls, instead I build a series of single OC scattered in high traffic areas. The idea is a marine who runs into one might opt to just continue running by it, however what they don't know is around the next bend or in the next room there is another OC. Put the OC in hard, unaccessible areas or if you can't do that just put them in a place that makes them vulnerable, force them to look into a corner or wall or something. I find OCs to be a little weak for full-frontal confrontations so I used them for traps and delaying offensives.
Okie I'm gonna hush up now... can't give away all my diabolical gorgy plans.
Perhaps there is an OC placement thread in Alien Strategy Forums.