Ithink OCs cost should bé 7, this will make em useful until marines get has. The thing with OCs is that they suck, if you place more and make some sort of wall, marines will get one GL and blow them all away and it isnt much you can do to stop that. OCs shouldnt give aliens the power to turtle olalala sentryfarms <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> But a cost of 7 would be great <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Why not <b>halve</b> all the values of OCs? But, make them upgradeable to the OC we have now for 5 res. Thay way, you can can get good OC placement at the start with fire coming from different angles much easier. Then, with enough res, you can make them as strong as OCs now.
make the offence chambers stronger and your taking game play away from players.. (which i feel is what is happening with the marines at the moment, with turret farms ect.)
The only thing crappy about OC's is the "half damage vs. heavy armor". That alone makes them nearly useless at the end game. HA already protects against spores, now it practially negates another alien ability. Remove that, and the OC's are fine.
<!--QuoteBegin--ZiGGY^+Oct 11 2003, 09:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZiGGY^ @ Oct 11 2003, 09:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I seriously dont understand what the problem is,, I thought defense was something designed to slow down your opponents, OCs do just that and do it fine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> No defence is designed to eliminate the threat of offence
OCs do a wonderful job. Have you even SEEN how marines are drawn to it? It is like a flame to the moth; they fire at it even if it is hurting them.
Strategically place 2 OCs (or more depending on how many marines you expect) in a long hallway such that the marines can't shoot without getting hurt, nor shoot it out of range. Even though marines could technically walk the other direction and get away, they DON'T! Like predictable pavlov's dogs, they have to destroy them. Use this to your advantage, and OCs are as good as you want them to be.
The better players are what you have to worry about, but then, when have OCs ever stopped good NS players?
Comments
make the offence chambers stronger and your taking game play away from players..
(which i feel is what is happening with the marines at the moment, with turret farms ect.)
No defence is designed to eliminate the threat of offence
4 of them stops the medspam dead.
Strategically place 2 OCs (or more depending on how many marines you expect) in a long hallway such that the marines can't shoot without getting hurt, nor shoot it out of range. Even though marines could technically walk the other direction and get away, they DON'T! Like predictable pavlov's dogs, they have to destroy them. Use this to your advantage, and OCs are as good as you want them to be.
The better players are what you have to worry about, but then, when have OCs ever stopped good NS players?