Oc Chamber Placement And Nozzles

killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
<div class="IPBDescription">Where should it go?</div> Just like turret factories can be killed if their is a blind spot on the TF, so can nozzles be killed if there is a blind spot on the OC. Example:

<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->

                   OC
                     |
                     |
                     |
                   NZLE
                   Marine
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The marine can knife the nozzle with impunity and the spikes will not hit him. So where does the chamber go to protect the nozzle? Would putting the nozzle on top of the nozzle work? Sadly it gets expensive placing lots of chambers around 1 sole nozzle, especially when a marine, given enough ammo, can wipe out enough to generate a blind spot.

Comments

  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    Um...its a res nozzle.... unless its in a strategic location like the dbl res or say Omnimous Kismet or Foreboding Antechamber on ns_nothing there isnt any real need for ocs.... thats just a waste of res as it would just be better to send 2 skulks over.

    Anyways thats just my opinion. Oh and 2 ocs can take care of an rt. Put them right next to the RT once its up. Cost you 35 res per resnode then. Thats 45 res if you had to gorge. Rather have a 2nd hive or fade unless its your only other RT.

    -Red
  • CrowCrow Melbourne Join Date: 2003-01-16 Member: 12376Members
    I find i have the same trouble as you. Not only with rez nozzles, but also in general areas like dbl rez.

    The placement has to fill two requirements:

    1. I think the best placement of ocs are in places that marines think the area is clear and just walk in, only to be pegged by the oc.

    2. They have to be hard to hit from a single marine crouched behind a wall in the blindspot.

    This rules out areas either side of the door close to the enterance as the marines can both shoot them easily *lmg bullets don't spray much at close range and most of the clip will his the oc*

    Areas next to railing are good, esp if the railing cannot be shot through. The red ball is the only thing that can be shot and it shoots back. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    ||.............................................................||
    ||.............................................................||
    ||..OC................................................OC.||
    ------------------|....................|---------------
    -----------------|...enterance.|--------------

    (. is just empty space)

    This is where i've been putting them Probably wrong, but it sorta works for me


    As for rez nozzles, if u can jump on top of them and build on top of them i think this is the best area for the single oc. Rez nozzles are quite high now and u may need a boost. The oc is hard to hit by marines as most of the oc isn't visible from the huge bubble of the rt.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    edited November 2003
    1 OC isn't enough since a marine can easily take it out and then knife the RT. While an RT costs 15 rez, the OC costs 10 and is much quicker to kill the OC. I'll rather drop another RT instead of losing the OC (it depends on the distance from the alien traffic though). The best protection for the RTs is nearby aliens. Just like with turrets for marines, OCs should not be left in small groups.

    I like it how Crow put the OCs, since a marine will not be able to hit the OC without being attacked by 2 OCs at once.
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    I usually will drop an OC ontop of the RT, and 1 near it. or 2 ontop of it, one each side. and its actually very easy to build on OC ontop of an RT, just look straight up and jump, drop when at top of you jump <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> (though it isnt in the middle)
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited November 2003
    <!--QuoteBegin--A Boojum Snark+Nov 20 2003, 12:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A Boojum Snark @ Nov 20 2003, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I usually will drop an OC ontop of the RT,<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That is risky. If the marines kill the resource chamber but not the offense chamber, you will be unable to rebuild the resource chamber, as the offense chamber will have fallen onto the node.
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    If my team is going with Def chambers I sometimes drop a def chamber next to the rez nozzle. It almost doubles the time it takes a marine to kill your nozzle, and when the skulks to arrive they get healed at the same time.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    drop that oc ontop and put a dc right behind the rt (only if the rt is down a very long, narrow corridor, like the one just outside computer core on ns_eclipse) and an sc within rage of them all... this will mean that any stupid marine will wander down the corridor, c a free res nozzel at the end of a long ocrridor with NO hiding places, get hits a lot of time and then he will try to kill what is killing him (instinct rocks sometimes eh?), the oc will be healed by dc and the marine will slowly (or quikly) die... he will never walk down that corridor again unless he has medpack and ammo support, or a few of his m8's <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    but, if there is a corridor with spaces by the side of it u can do this... i know iv kinda done what someone else posted but my idea is kind of a 'where the **** did that come from *dead*' stratagie

    (. is just empty space) there is an oc ontop of the RT...
    ( | is a wall)

    |..............RT.............|
    |...............................|
    |...............................|
    |...............................|
    |...............................|
    |..OC..|............|..OC.|

    marine/s walk in get attacked by oc ontop of the rt. they might manage to kill the oc and rt, so they start to build an rt there... marines go to build the rt and what happens? whack! they come under attack again... sure this may be very expensive put it may just save the marines from getting that rt (but they can just walk in and gren the oc's cant they......)
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    The best defense for RTs is you and your team. Aliens have hands down the best mobility. Skulks and lerks can race accross the map in seconds if they know the vent system. Pay attention to alerts and hive sight to protect your RTs.

    I typically do not drop anything other than the RT itself. I might drop a DC, but that is for RTs far from the hive, just to by time if it gets attacked. Lone OCs will get mowed down by even single rambo rines. Do not rely on them to defend res. At best, they are a distraction for rines while your team does the damage. Nothing but an expensive WoL (Wall of Lame) will hold back rines without actual players to take advantage of OCs.

    The most thought I give to placement of OCs is "Can the OC shoot them while I stay hidden and healspray it?" You can surprise rines with semi-hidden OCs, but unless the team takes advantage of it, the rines will find your OC and destroy it.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Don't drop ocs near every rt. They're a waste of res if you use them that way
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    edited November 2003
    IMO, OCs are best used for area denial at a hotspot on the map. Just build a row of OCs in a chokepoint backed up by two or three DCs and you could hold marines off untill a few of your teammates arrive. If you're fending off an RT at the same time then all the better

    |..............................|
    |..............................|
    |------OC.OC.OC-----|
    |DC.....................DC|
    |RT..........................|

    Only prob with this strat is that if you've got an onos on your team it could be hard for him to move about.
  • InquisitiveIdiotInquisitiveIdiot Join Date: 2003-10-21 Member: 21854Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->c a free res nozzel<i>[sic]</i><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Cloaked RTs don't smoke. Open RT spots do. Anyone who can play will immediately know something's up.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Although sometimes NS glitches and you don't see steam even if nothing's on the node.


    On another note, much like I keep suggesting to marine players, your most strategic use of OCs will be at junctions at choke points. That way you can stick 3 chambers in one spot and have them defend three rts with their combined strength. Also, by picking a choke point you are guaranteeing that those OCs will see action.

    You can sit near them as gorge, healspraying until DCs pop up, or you can skulk near them and pick off any lurking marines.



    At the same time you don't really want to rely too heavily on chokes or OCs near nodes because your first priority should be killing the IPs and CC.
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    OCs arent safe left alone and probably waste of res if so. 1 single filled up Marinecan take down 3 OCs on his own. You can almost always shoot an OC without taking its fire. OCs just eat up Marine time, nothing more. Try to place them in a way a marine is vulnerable to skulk attack if he's firing at your chambers.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--a civilian+Nov 20 2003, 12:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Nov 20 2003, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--A Boojum Snark+Nov 20 2003, 12:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A Boojum Snark @ Nov 20 2003, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I usually will drop an OC ontop of the RT,<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That is risky. If the marines kill the resource chamber but not the offense chamber, you will be unable to rebuild the resource chamber, as the offense chamber will have fallen onto the node. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Still, if you only have one OC to work with, this is the best choice, place it on top of the RT, always.
  • ReconRecon Join Date: 2002-12-11 Member: 10583Members
    yeh, if htey kill the respoint they are bound to kill the ONE oc and build a res on it..... by that time u'll have aliens around for sure...
  • JemmeJemme Join Date: 2003-10-15 Member: 21698Members
    Or just build OC's in chokepoints ... which could benefit more RT's and even HIVE's.
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I agree, build three ocs in a triange around the rt for warning, and lots of ocs at the chokepoints so that the marines are limited in movement.

    Marines greatest weakness is thier slow movement, even with JP they can't outrun a good solid leap. Take out the phase gate and they will never get back there for sure. If the aliens can get the good choke points nearest the marine base locking them in, it gives aliens time to get all the rts and hives.
  • DenialDenial Join Date: 2003-01-08 Member: 12033Members
    Right after the start of the game, race to a choke point near marine base, gorge, start building OCs and DCs and healspray liberally. Never leave this position unless you are being sieged, build chamber after chamber and once you have a decent WoL and some res left, move to build the next one. This is a good overall strategy, but it is also the most effective way of defending your RTs.
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    The problem with placing OCs inside res rooms, following the two diagrams given (along the lines of the following:) -

    |.......................|
    |.......................|
    |.........RT..........|
    |.......................|
    |.......................|
    |OC..............OC|
    -------|.....|-------|


    - is that the Marine has to be in the room to be hit by the OCs (obviously). Thus, once he discovers the OCs, why would he not simply back out and shoot down the RT from a distance? You won't be able to hit the OCs, but they won't be able to hit you, and the priority rests with the destruction of the RT.

    If one decides to place an OC between the RT and the entrance, that OC will still suffer from all the normal cornerstrafing assassination problems.

    There are very few situations where OCs can reliably block a Marine's line of fire to a RT. Even if they did, you would need quite a few to actually <i>protect</i> the RT, as they are easily destroyed.

    Unless the RT is in a strategic location or is otherwise a Marine magnet for some reason, go somewhere else and put your resources to better use. Even if it is one of the above, you can probably put your resources to better use (for this location's purpose) somewhere nearby, rather than at the RT itself.

    However, if you absolutely insist on placing such useless OCs, I would recommend one on top of the RT, and if you feel the need to waste even more res, place them at your own discretion as I am hard-pressed to make a recommendation regarding something with which I completely disagree.
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    edited November 2003
    <!--QuoteBegin--Denial+Nov 24 2003, 10:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Denial @ Nov 24 2003, 10:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Right after the start of the game, race to a choke point near marine base, gorge, start building OCs and DCs and healspray liberally. Never leave this position unless you are being sieged, build chamber after chamber and once you have a decent WoL and some res left, move to build the next one. This is a good overall strategy, but it is also the most effective way of defending your RTs. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You forgot that anywhere near the marine spawn point usually has marines nearby: What if you get 2 OCs up and sit and wait for res whilst the marine team advance on your position? Yes, you can healspray, but with atleast 4 LMGs, or 1 shotgunner, beating down it's not gonna do much, and they'll kill you soon after. That's 20 res down the pan, (30 if you include the cost of the gorge), which could've been used to build an RT or two upgrade chambers. You're also working on the presumption that the rest of the team will bother to cap RTs instead of getting RFK; If you see someone go gorge then it's usualy safe to presumse that they'll be doing something useful instead of building OCs a few seconds into the game.
    If you're gonna build a WoL wait untill you have a bit more res, (Like 60). Or, for that cost, you could instead get the second hive up and have 20 left over.
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    <!--QuoteBegin--Uzguz+Nov 24 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uzguz @ Nov 24 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> - is that the Marine has to be in the room to be hit by the OCs (obviously). Thus, once he discovers the OCs, why would he not simply back out and shoot down the RT from a distance? You won't be able to hit the OCs, but they won't be able to hit you, and the priority rests with the destruction of the RT. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Do you know how long it takes to take down an RT with LMG? How many bullets does it take? I won't bother getting the exact numbers here <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> , but from my experience it takes about a minute and 200 bullets (i haven't done that too often, but that is what it seems like). So unless there are several marines, who could BTW kill the 2 OCs and then knife the RT, it is almost impossible for them to kill the RT in one attack. There also should be a skulk nearby to get to the RT if it was under fire for a minute...

    In general OCs and RTs can <b>not </b>be left alone expecting them to stay by themselves for a long time. A marine can strafe and kill the OCs one by one, even though it takes quite some time. OCs should primarily be used to defend choke points, as said several times before. And RTs don't need any special protection unless it is very close to marine's base, but then it should have several OCs and aliens protecting it.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Usually, I find it better to just moonwalk back to the hive and plant a DC...if the team already has 3 I would make an OC in the hive...it stops rambos, and with 3dcs + a hive healing it, it is very hard to kill...
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    <!--QuoteBegin--Uzguz+Nov 24 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uzguz @ Nov 24 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem with placing OCs inside res rooms, following the two diagrams given (along the lines of the following:) -

    |.......................|
    |.......................|
    |.........RT..........|
    |.......................|
    |.......................|
    |OC..............OC|
    -------|.....|-------|


    - is that the Marine has to be in the room to be hit by the OCs (obviously). Thus, once he discovers the OCs, why would he not simply back out and shoot down the RT from a distance? You won't be able to hit the OCs, but they won't be able to hit you, and the priority rests with the destruction of the RT.

    If one decides to place an OC between the RT and the entrance, that OC will still suffer from all the normal cornerstrafing assassination problems.

    There are very few situations where OCs can reliably block a Marine's line of fire to a RT. Even if they did, you would need quite a few to actually <i>protect</i> the RT, as they are easily destroyed.

    Unless the RT is in a strategic location or is otherwise a Marine magnet for some reason, go somewhere else and put your resources to better use. Even if it is one of the above, you can probably put your resources to better use (for this location's purpose) somewhere nearby, rather than at the RT itself.

    However, if you absolutely insist on placing such useless OCs, I would recommend one on top of the RT, and if you feel the need to waste even more res, place them at your own discretion as I am hard-pressed to make a recommendation regarding something with which I completely disagree. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You forget that a marine can also run past the OCs, behind the RT and knife it to oblivion, which always happens when I play.

    I only use 2 OCs to cover the RT, and unless the marines kill one, they;ll have a hard time trying to get to the RT (which is somehow a knifing magnet....)
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    let them think they are safe...

    i never place an OC where the marine can shoot it without it shooting back... like if you place it in an open hallway the marine can be sneaky and flid round it and just peck at its 'arm' if you put it in a corner of a room then the rine has to enter to shoot it and thats when your fun can begin.. its like placing turrets well on hera... turrets generally are cr*p but if you use them right.. they can be the deciding factor on whether you kill that onos in your base or not...
  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    <!--QuoteBegin--RaVe+Nov 26 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RaVe @ Nov 26 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You forget that a marine can also run past the OCs, behind the RT and knife it to oblivion, which always happens when I play.

    I only use 2 OCs to cover the RT, and unless the marines kill one, they;ll have a hard time trying to get to the RT (which is somehow a knifing magnet....) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes, you're right, that WOULD kill the Rt if there is no alien nearby. The 2 OCs will still stay in that place and it should be no problem for a gorge to place another RT in place.
    DCs improve the effectiveness of OCs. 4 OCs and 2 DCs will not be taken out by themselves unless Marines actually put effort into attacking it using GLs or many marines. It's a 60 rez investment, but it's also a solid deffence.
    Does it make sense to put Movement chambers near OCs? Do MCs make the OCs fire faster?!
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