Any Point To Oc In 3.0?

TerseTerse Join Date: 2002-11-23 Member: 9748Members
<div class="IPBDescription">Nerfed to the point of uselessness</div> Offence Chambers now do 20 damage in 3.0, but they still cost 10 res each.

There are areas which absolutely need to be blocked (generator, fer instance). OC was never the total blocker of that area, but at the very least it would send marines packing or begging for shotguns. Now it does so little damage to an armor upgraded marine it's not even a speedbump.

If you're a gorge in generator, the only way an OC is going to take out a marine before he runs in and shoots you is if you stand behind it and healspray it while he stands in front of it. It won't even deter groups of marines -- they'll just jump right over the damn things, shoot any skulks and then turn around and knife the OCs to death. The only thing that can get them out is a good hard skulk rush.

With this in mind, is there even any point to having OCs at all? Unless they're backed up by DCs (and possibly an SC), the marine will last longer than the OC will. It makes playing Gorge significantly less fun, as I can't run, can't hide, can barely defend myself, and can't rely on a skulk escort to protect me or my RT.
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Comments

  • wRavenwRaven Join Date: 2002-11-03 Member: 6482Members
    OCs are as deadly as a venus fly trap is to an elephant.
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    naaahhhh OC's are handy

    and gorges are fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • CookehCookeh Join Date: 2004-02-02 Member: 25965Members
    i thought the oc's goal was to prevent the frontiersmen for having more control of the map ( in the early moment of games ) , if I where a gorge that builded ocs in a strategic point of the map, I would try to hold it as long as possible. ( until those jolly good fades & oni appear )
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    these days I note turrets useless. Same for OCs.. useless.

    both are onyl usefull for one thing, alarming that the other side is aproaching. For anything else then a small warning mechanism its useless.
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    They arent supposed to be marine killers, just a small deterrant to keep 1 rambo from coming without backup.
  • icemaniceman Join Date: 2003-03-11 Member: 14387Members
    <!--QuoteBegin-Aka'lamanaia+Feb 5 2004, 09:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aka'lamanaia @ Feb 5 2004, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They arent supposed to be marine killers, just a small deterrant to keep 1 rambo from coming without backup. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    not true..
    they are suppose to block marines attacks..
    not a bunch of shotties but lmg lev1 2 rines are not suppose to run thorugh 3-4 ocs just like that..

    ocs do cost res and supoose to be more then nice pictures in the game and placeable ladders for groges
  • DJ_LIQUIDDJ_LIQUID Join Date: 2003-11-12 Member: 22671Members
    I still use OCs

    ^^I agree with the warning - they let you know when a marine is getting close...i try to place them in junctions that way it gives me a few seconds to get ready to battle <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • NonesuchNonesuch Join Date: 2003-11-01 Member: 22207Members
    20 damage huh? thats the same as electricity does. Comparing the costs, one might ask, are three ocs as effective at defending a specific area (a rt for example) as an electrified rt?

    This aside, ocs are kinda a waste of resources, they arnt effecive enough by themselves. Look at turrets, two turrets alone are fairly pathetic; only when you get four or five together are they of real use. The difference is, building four or five ocs is far more res for a lone gorge than for the marine pool. and even if you get that many, their size makes them more difficult to place effectively in a tight corridor or key choke point.

    But if you are going to use ocs, be sure you aren't doing it alone, it would take way to long to place a sufficent volume in an area by yourself. Also, placement is key. the only way they actually are useful, other than a wall of lame, is for defending a large area. When they are spaced out in various vantage points, perferably with a commanding view of the room they can be rather effective. Not in single handedly halting a marine advance by themselves, but by providing extra targets and that little bit more fire power in a pitched battle.

    As I read back on what I've written, I come to the conclusion that ocs really are suited to what they are intended for, halting the early-game advance of marines. The only problem is it requires the commitment of the team to use them effectively.

    One last thing, ocs can't stop light marines all to easily by themselves, but turrets hold off skulks, gorges, and lerks rather well. Balanced??
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    lerk can do pretty much damage again. Including munching turrets.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think 8 oc's is as effective as 8 turrets. The reason turrets seem worse is that they are always placed several at a time, while oc's are placed one or two at a time. If you have one or two turrets, even if they didn't need a tf, skulks could run right up and chomp them away.
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    ocs are as useful as they always have been
    that's right, useless

    Unless you have plenty res or are defending your hive from jetpacks, ocs pretty inneffective for their cost.
  • SpyderShadowSpyderShadow Join Date: 2004-02-06 Member: 26140Members
    You always need OCS in some type of defence if not to Stall which I do alot.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    edited February 2004
    <!--QuoteBegin-Aka'lamanaia+Feb 5 2004, 09:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aka'lamanaia @ Feb 5 2004, 09:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They arent supposed to be marine killers, just a small deterrant to keep 1 rambo from coming without backup. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    They dont even do that. Marines can just walk past them barely hurt or make it through with meds. They are only good for killing jps imo.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Oc's practical purpose is not to stop 5000 marines with shotties, but to distract the marines so skulks/fades could bite them from behind while they're reloading. Btw, even if you run past the ocs with medspam, at least you'll get your armor taken away and skulks will have an easier time killing you.
  • SpyderShadowSpyderShadow Join Date: 2004-02-06 Member: 26140Members
    <!--QuoteBegin-BOBDOLOL+Feb 6 2004, 01:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL @ Feb 6 2004, 01:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oc's practical purpose is not to stop 5000 marines with shotties, but to distract the marines so skulks/fades could bite them from behind while they're reloading. Btw, even if you run past the ocs with medspam, at least you'll get your armor taken away and skulks will have an easier time killing you.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I agree
  • Janus_KrugJanus_Krug Join Date: 2003-03-26 Member: 14906Members
    OC's are definitely useful, at least from my perspective. I tend to spend 90% of the game as a gorge, putting up structures and healing my fellow aliens/handling turret farms. OC's are good as an early warning system (line to your hive, marines can't seem to help but shoot them no matter what the commander says), distracting marines (most marines I have seen try to avoid OC's at all cost), and they tend to pay for themselves. Unless the marines are moving as one big group (which means your team can go another way and eat their base), OC's will cause enough damage to have the marines begging for medpacks. That costs both Res, and commander attention, which means he won't notice as quickly as his RT's and important tech structures go down. They're also handy for a gorge in a pinch who needs to distract marines. Drop OC's and run like the dickens, they'll try and take them out before they activate.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <span style='font-size:8pt;line-height:100%'>OCs are a nice way to empty your res before returning to skulk, and in a few key locations on any map, putting OCs in crazy places can actually be a nice way to delay marines for a while.

    Nobody should rely on turrets or OCs, but they have their uses, namely, preventing loners from just walking right into base or somewhere valuable.</span>
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Swift Idiot, why does the text in your posts always show up smaller than the text in other people's posts?
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Oc's...arent that useful, but theyre supposed to support your team, and vice versa..
    ever wondered why a comm usually drops a pg anywhere near a tf? yep, its cos the turrets will die without marine support. however, its quite a pain clearing an area with marines and turrets. same goes for aliens/oc, but the difference is you generally cant come to the WoL's aid, unless theyre close to a hive, because of the lack of phase tech on aliens side. thats why often OCs die quickly, and seem not worthy of their 10 res. but they <u>can</u> win games if used properly with support, whether it be directly by stopping a shotgun rush, or indirectly by laming up at a chokehold such as topographical on ns_veil, securing the entire side of map.
  • skulk-goes-boomskulk-goes-boom Join Date: 2004-02-02 Member: 25962Members
    edited February 2004
    Yah thats crap i mean those big spike deservers a 50 damage. Also they aren't suppose to be detergant they are blockades like turrets and turrets to a good job at stoping skulks.
  • TerseTerse Join Date: 2002-11-23 Member: 9748Members
    <!--QuoteBegin-Swift Idiot+Feb 7 2004, 04:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Feb 7 2004, 04:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:8pt;line-height:100%'>OCs are a nice way to empty your res before returning to skulk, and in a few key locations on any map, putting OCs in crazy places can actually be a nice way to delay marines for a while.

    Nobody should rely on turrets or OCs, but they have their uses, namely, preventing loners from just walking right into base or somewhere valuable.</span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    OCs will delay marines a bit, that's true. And some people have made the point that they do the same damage as an electrified RT.

    A skulk will die in three bites to an electrified RT. An OC does not have the same effect on a marine that an electrified turrets do.

    If a skulk wants to take out the RT, then the gorge has to heal repeatedly, for a few minutes at least. The comm can drop health immediately and insta-heal the marine.

    Basically this means that gorges in early game have no defense. Either we hope a skulk hangs around while we drop RT and DC, or we drop an OC and RT, and hope. If a marine comes along, it's bye bye 10 res, the OC will also get clobbered, and then the RT will get knifed shortly thereafter, meaning the gorge is down 35 res and won't get it back for a while in early game.

    Meaning that gorges are totally dependent on skulks to prevent an early marine rush for RT -- either the marines get intercepted or they rush to the gorge's defense. To say that this is wishful thinking on pubs is to put it mildly.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    perhaps OCs should just fire faster.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I would like to see a insane stronger melee range damage on OCs for ppl who want to knife/jump it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    I mean, the top is loaded with spikes which do nada
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    OCs do 20 damage a shot. A lamed up room is VERY difficult for the marines to get through - it requires GL/Siege. Marines can no longer pack turrets in like that, or have them all get healed. Just dont ecpect static defences to do all the work for you. And remember for every marine killed by OCs, there are probably 2 others that decided it was impossible to get through and gave up.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    As I always say. if you see a wall packed with OCs, pick route nr. 2. if a wall is packed with OCs they did not have res to defend the other route.

    Works every time.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    i agree with the melee attack for the oc, that would prevent, or at least deter, people from just running past them or jumping over them.

    placement has definitely become an issue, i usually place mine behind the doorframe, so that they only fire once the marine is in. that usually entails another volley from the ocs before he can get out of the way. with 2 ocs in that position, its 80 damage, not much but still ok.

    i try to make sure that all the ocs fire at the same point, and that they all cover each other. as well as being protected from longer ranged attacks, of course this isn't possible in every situation, but if you can do it it will greatly increase the effectiveness of the ocs.
  • MradyfistMradyfist Join Date: 2002-11-29 Member: 10213Members
    One of my favorite uses for OCs is to build a res node in a key spot (ie one that the marines are going to want), build 1-2 OCs and maybe a DC, and then go skulk. Every time a 'rine comes in and decides to take out my little enclave, I wait for him to empty a whole clip into an OC, and then I run out and chomp him. It seems like I'm wasting my time, but after I've done this 5-6 times, all of a sudden I have a lot of res, and I've delayed the 'rines' buildup.

    Daniel
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    OCs just need to be 1-2 res cheaper and do full damage against HA. They'll be more useful and easier to place.
  • SkulkerHunterSkulkerHunter Join Date: 2003-08-27 Member: 20295Members
    Yea how bout when rines get within I dont know whatever seems appropirate 3 feet or so the OC gets a sudden jolt of energy and whips itself around impaling everyone around it with say 40 or 50 damage. Then up there spikes to 30 damage (like a 2 foot spike wouldnt hurt) and rines will either avoid them totally or try to fight them at range where they arent as effective.

    Good placement right around a corner sets a rine for a nasty suprise as the OC impales its spikes right into the marines gut while others spike him and no marine will go rambo.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I only place OCs as gorge for the same reason I'll place turrets as comm: early warning. Rarely are marines smart enough to run past a couple of OCs, they'll usually sit around the corner and fire at it. If you can train yourself to perk up and look around when you hear the hive mutter 'structure under attaaaaaack' you'll see where the marines are and get the skulks there fast.
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