Oc's Before Rsr's
lagger
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
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.
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
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.
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.
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!!
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.