Oc's Before Rsr's

laggerlagger Join Date: 2002-10-31 Member: 1805Members
<div class="IPBDescription">I dont know the reasoning!</div> I have lately seen people build oc's before they put up their rsr towers at a given location. I seriously do not see the point in this type of gameplay. Why put up protection before the location is giving you any type of benefit? I mean, you now have to wait for +15 rsr's from whatever nodes other people DID put up to gain anything from it. Even then, by the time that rsr does come up you can count on the marines to have the needed upgrades to take out everything there anyways......

Comments

  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Kharaa strategies are evolving.

    A very common marine strat these days is to send everybody rambo for the first few minutes to go gorge/nozzle hunting.

    In response, gorges are now dropping OC's first.. they only cost 10, and a gorge + OC can generally take out a lone rambo marine -- which lowers the cost of the OC by the RFK gained, meaning the RT can go up even quicker. If the gorge dies, there's still a chance he'll get the RFK a moment later, or even if he doesn't, he knows that he's at least severely weakened a marine and perhaps cost them some medpacks. Plus, he comes back as a skulk with a few resources available, and so can grab an upgrade to go finish off that now wounded marine.

    On the other hand, if the gorge puts up the nozzle first, he's left with no res and no help should that lone marine come by. If the marine kills the gorge (more likely without the OC), then he'll definitely kill the res. Now our gorgey friend is back to being a skulk with absolutely nothing to show for it, his 15 res go down the tubes as the marine rips apart the nozzle, the marine doesn't take as much damage so doesn't need as much healing, and is tougher to deal with because our gorge is stuck with a vanilla skulk.

    Really though, it should be situational. If you can get to a far-off/little used node, then by all means, nozzle first. If you're in a more heavily trafficked area, at least think about OCing first.
  • BuglerBugler Join Date: 2003-09-04 Member: 20561Members
    god this is the kind of thinking that causes so many alien losses nowadays. If people would just put up a buncha res nodes at the beginning ESPECIALLY on big maps, aliens have it easy. They can just pick apart and contain a disorganized marine team.....many ppl say marines kill their res towers fast- i say you just suck, go and defend them next time.....
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    i dont ever put down an rt immedietly. i go harass the marines and get some rfk. now i have much more res to work with as a gorge. i can put down an rt AND an oc, or more. or i have the option to save for the hive if my team's done a good job with rts. or put up chambers.

    also, for securing double res spots, it can help if 2 gorges put up the rts and another puts up oc's to defend it.

    my $.02
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Putting ot's in certain chokepoints early on can really help your team by cutting off the map for the marines (as long as you are watching them). Saying that though you should always drop the res first. If it's one marine you should be able to take him down by yourself, if its more than one then your o tower is gone unless you have multiple gorges protecting it.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    One OC isn't going to stop jack. You can't afford to drop 2 yet. How is this going to get you anywhere?

    If 3 people drop a resource each right at the start (not the whole team!), then each of them will be able to drop an OC very shorty after, and the rest of the team will be up a few res. The time before you get your first rts up in-game is extremely resource-painful, so do it as quick as you can keep them.

    Early game, there's something much more useful than OCs anyway: upgrade chambers. If you want to drop something other than an rt, drop the upgrades first. A carapaced gorge dancing around an RT has about as much chance as an unupgraded gorge and an OC, yet the OC wouldn't do squat for the rest of the team!

    If you're going to lay down a chokepoint, make sure it's a good one. So good, in fact, that it can't wait until you get a few RTs and can get it anyway for less marginal cost.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I generally sit in hive for a few seconds and watch the map. If everyone expands, then I assume the role of chamber dropper. I see a bunch of people under attack, I go reinforce.


    Too many games are lost because of aliens *all* doing the same thing - be it rushing marine spawn or dropping res. The rines sprint past to the hive, and level it. Bing bing bing, gg.

    Play smart - watch for enemy rushes, don't take res you can't hold.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    big mistake for aliens. Ocs die very easy. Waste of res. You need about 2-3 ocs and about 2-3dcs for good defence. OCs should be placed in places where it will matter so skulks can get there and kill the marines killing them.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    I always wait 'til I have 35 res. Evolve > place res > place oc > build oc > build res.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    <!--QuoteBegin--George_The_Gorge+Dec 1 2003, 08:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (George_The_Gorge @ Dec 1 2003, 08:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I always wait 'til I have 35 res. Evolve > place res > place oc > build oc > build res. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ditto. i usually get the extra res from rfk base rushing. the one oc wont last long, but itll let me know when marines are near. i'll be back to skulk and ill run there, wait around the corner until they reload and then chew them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    also, by the time you have 35 res you have a lot of options. if there are a lot of rts up, you can put down chambers (by the time you get 2 up, you should have the 5 res needed for the 3rd). or you can save a little more and get a hive. the possibilites go on. cap 2 nodes!!! secure double res with 3 oc's!!
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited December 2003
    <!--QuoteBegin--Turkey22+Dec 1 2003, 03:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Turkey22 @ Dec 1 2003, 03:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Putting ot's in certain chokepoints early on can really help your team by cutting off the map for the marines (as long as you are watching them).  Saying that though you should always drop the res first.  If it's one marine you should be able to take him down by yourself, if its more than one then your o tower is gone unless you have multiple gorges protecting it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    These arent chokes these are rsr nodes in the back of the alien side of the map were MAYBE 1 marine in a long while ventures to.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    OCs before Res nodes is a bad idea, it slows down the res of the Alien team considerably, and 1 OC does nothing, but stop maybe a rambo, and if the comm wants it gone he'll put down a few medpacks and its out. Atleast if the resource tower is up it takes a little more effort to bring that down, and the aliens should be patroling their nodes often. Try not to rely on computer controled static defenses to defend RTs or hives, rely more on yourself and your teammates.
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