Oc Discussion

TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
edited July 2004 in NS General Discussion
<div class="IPBDescription">Their cost</div> Its time to wake up and realise a cold hard fact... OCs are NOT worth 10 alien res. How much are they worth? Well that cant be up to me, but for the hell of it, lets point out the faults of the OC.

- They can be shot down from around corners recieving NO/NONE/ZERO/ZIP/ZILCH damage. all it takes is one rine, a load of ammo, and some time. add a second marine and you can do this literally risk free.

- If you crouch and jump up and down in front of them, you take next to no damage. Tell me, how many skulks jump into a turret farm and jump up and down biting a turret, and expect to take it down?

- OCs have the deadly deadly threat of Shotguns. The aliens have NO equivalent turret destroyer, even the Onos' gore pales in comparison to the <i>10 res</i> shotty in destroying turrets. Marines can get this right off the bat... literally seconds into the game.


Gorging costs alone make alien building a pain, Every alien building might as well have an extra 10 res added to the cost. Perma gorging is impossible or even feasable in competative games. The gorge will simply DIE, unless it is hiding in the hive, it is sure to DIE VERY soon. couple that with the OC and you have yourself a problem of setting up defenses around the hive. On this forum i see people often saying "well you shouldn't have let the marines set up that PG to siege in the first place." Thats the point, Aliens simply cannot afford to spend the res on 2-5 OCs to secure an area... EVER. If OCs are built in any significant number, either you just got screwed over by a teammate who was saving for the hive/fade, or the game is already over and there are aliens pounding Marine start. Gorges need Res for res towers, fades, hives, THEY NEED... (notice the word Need) NEEEEEEEEEEED it. Individual res complicate the matter further... The mighty fade may have the res to secure a location, but the sad gorge has none.

What can change the sad state of the OC? Again, A lowered cost may help a bit (especially when you consider boosting upgrade chamber costs if unchaining chambers), But i think the main problem is gorging costs. It should be free, and aliens should start with less res. Free gorges means more people willing to actually go gorge, even for just a short while. With free gorges you can finally spend the 10 res sitting at the bottom of your pool.

Those may not be the solutions, but i know that the OC has issues that need to be looked into.
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Comments

  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    edited July 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- They can be shot down from around corners recieving NO/NONE/ZERO/ZIP/ZILCH damage. all it takes is one rine, a load of ammo, and some time. add a second marine and you can do this literally risk free.
    - If you crouch and jump up and down in front of them, you take next to no damage. Tell me, how many skulks jump into a turret farm and jump up and down biting a turret, and expect to take it down?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If both of those were fixed OC's might become a usefull defence. As it is all they do is alert you when a marine finds them and kills them with a few ammo packs the comm drops. If they could hit the marines that peek around corners and shoot them it would mean one or two OC's would be usefull for chasing away rambos, and a WOL of them would require the marines to actualy pay for guns, or take casualties by charging them.

    Also making the cost scale with the number of OC's in an area might encourage their use. For example the first OC would cost 5, the second 6 and so on up to the 8th costing 13. This would make small OC + DC formations cheap and usefull while not making Massive WOL's cheap (the total cost of a WOL would go down a little but it would make more smaller OC formations more cost effective)

    This would encourage more small OC groups, which do an excelent job of killing rambos, and protecting key areas from small groups of LMG marines, while not encouraging lots of huge WOL's that often block whole map areas off, restrict onos movement, and facilitate stalemates.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    Pick one:

    a) It's a problem in the current res-sharing system.
    b) It's a problem in the costs.
    c) It's a problem in the OC effiency.

    To me, they all seem good choises, and thus there might be several solutions. Lowering res cost (Gorge/OC), changing the way aliens get res, beefing the chambers... Dunno which might prove to be the best way, but guess that is why there are 'playtesters.' <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    Currently, though; I agree that OC is almost never a good investiment -excluding the end game when all aliens have practically constant 100 res.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Some solutions I have thought of:

    OCs costing less res. Just like you said, OCs are NOT worth 10 res. So, I suggest lowering the cost to 4 res. They cost the same as an upgrade chamber, but the problem is they provide no upgrades. So, if you take away 2 res for every upgrade the chambers dont have (since upgrades cost 2 res each) than you get a 4 res cost. Now, you can secure an area for 20-32 res.


    OCs gaining a power boost.

    Current OC: 1000 health. Shoots spikes that do 20 damage each. RoF: no idea, but not very fast. Cost: 10 res.

    New OC: 500/500 health (yes, a chamber with armor...). Shoots spikes. Each spike does 30 damage, and does 1/2 damage to HA marines. Costs 10 res. This way they chambers effectively become more powerful with each hive. At hive 1 it has 1500 health. At hive 2 it has 1750 health. At hive 3, it has 2000 health. Also, that means that it can keep up with progressing marine technology.


    Allowing OCs to be stuck to walls.

    Wow, that one explains itself, doesnt it?
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    #1. Static defences are not supposed to be a stopper - they are supposed to be a hindrance. I'm yet to see a turretfarm that would survive a single fade assault no matter how many turrets packed into it without at least some marine presence. Same goes for OCs.
    #2. OCs can hold ground far FAR better then turrets because of one single factor - gorge healspray. In long open rooms, 2-3 OCs coupled with a gorge and a skulk can stop several marines' squad dead in their tracks for a long time, until they can overwhelm the healspray.
    #3. Permagorge has multiple functions. The gorge hiding is a newbie gorge. Those that know what they're doing stick with the front lines when they're not building, healspraying the assaulting aliens. A couple skulks alone aren't much of a threat. A couple of skulks with a gorge become a poor aliens' fade - if they get away, they'll be back on you in a few seconds after some healspray.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    Just the type of responses I expect from the people who never even drop OCs.....

    OCs do suck, they need a large buff.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    First of all, there's no way the borderline exploits that make OCs unable to hit you while you shoot them down should be left in. Make them hitscan like turrets.

    After that, I think a small reduction in cost would be in order. Maybe 6-7 res? I think OCs are effective enough as they are without those bugs, but they're much too expensive for what they do. I agree with Hobo and Lucky about their intended purpose, but aliens shouldn't have to sacrifice so much just to accomplish that.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Give them the same range, and hitscan as turrets. That will balance it out fine.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    I am a big fan of OCs atm, and I find them very useful (in publics).
  • DictatorDictator Join Date: 2004-02-02 Member: 26005Members
    If the gorge has to stay with his OCs in order to prevent it from geting blown away, then the gorge isn't really contributing to the alien team. He's just staying there protecting his OCs that he spent most of his res on while the other aliens are trying to fend of the marines that are sieging the hive. How ironic, a defensive structure that needs to be defended. Due to the current res system, aliens are discouraged to drop RTs or OCs. A player spends 10 res going gorge, then spends the rest of his res dropping an RT, then 2 marines come and blows the gorge away and destroys the RT. The player respawns with 0 res. Now imagine if most of the team went gorge and dropped an RT (which is "encouraged"), only to have it destroyed. Then the alien team is crippled. Most of them dont have res to do anything, not even dropping an upgrade chamber. The poor skulks are going around trying to take down RTs and dying in the process and giving marines more res, then marines come and siege the hive. GG.
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Make them hitscan like turrets.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Or work like lerk spikes; not one, big "blurt" of damage, but a constant stream of quick projectiles. Against jets, they would still stay inefficient due of the spray, but versus regular ones it would be a bit better, I think. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Just an idea.
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    Yes, make gorge cost AT MOST 5 res, and lower the starting res to compensate.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    I think lowering gorge to maybe 5 res would justify more Ocs getting built. NS is a game where static defenses are not supposed to be made, so Ocs should be possible to kill without siege, yet hold marines off for a while.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited July 2004
    <!--QuoteBegin-Lucky_+Jul 2 2004, 04:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ Jul 2 2004, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> #1. Static defences are not supposed to be a stopper - they are supposed to be a hindrance. I'm yet to see a turretfarm that would survive a single fade assault no matter how many turrets packed into it without at least some marine presence. Same goes for OCs. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes they aren't a stopper... But right now they are more of a speed bump. Saying they are just as good as marine turrets is a sign of someone who never has joined the alien team. If anything, alien turrets should be MORE effective then marine ones simply because marines have access to the most powerful anti building equipment in the entire game. Right now the opposite is true, and it shows when the only viable use of the OC is a warning of stupid marines entering a area. Even then good marines will hold their fire to not activate your hive sight.

    You dont see single skulks killing entire farms unless the idiot com decided to leave a blind spot. I do see on a regular basis (every god damn game) marines taking down 1-3 OCs. It doesn't take long, and it doesn't cost res if you bring a full load of ammo. You also never see turrets in sufficient numbers without a phase gate right next to it. Marines can instantly teleport to their turrets, aliens cant.

    <!--QuoteBegin-Lucky+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    #2. OCs can hold ground far FAR better then turrets because of one single factor - gorge healspray. In long open rooms, 2-3 OCs coupled with a gorge and a skulk can stop several marines' squad dead in their tracks for a long time, until they can overwhelm the healspray.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Aliens currently cannot afford this untill mid game, when there are fades around and the 2nd hive is building. Untill that point, every single alien res goes into RTs, upgrade chambers, and hives. If you dont.... the marines will just simply out tech you. During mid game marines also have access to Phase gates... Bypassing your precious wall and teleporting directly into your hive, where you have none/little OCs because they cost so damn much and you spent your res building the WOL near their base.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-Lucky_+Jul 2 2004, 03:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky_ @ Jul 2 2004, 03:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> #2. OCs can hold ground far FAR better then turrets because of one single factor - gorge healspray. In long open rooms, 2-3 OCs coupled with a gorge and a skulk can stop several marines' squad dead in their tracks for a long time, until they can overwhelm the healspray.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'd suggest that wasn't the OC holding ground so much as the gorge and the skulk with the assistance of some OCs.

    Similarly, turrets can hold ground relatively well against fades, when backed up with a marine with a welder and an armory.

    Personally, I don't mind OC's being a 10 res investment, but I'd like a little more oomph for it. I like the idea of an increased RoF the best
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Ocs still should be able to be taken down via shooting the little 'limbs' that sprout out of it, however, it should be more of a hassle to do it. So marines will usually not bother, but will do it if nessicary.
  • F4tManMGS2F4tManMGS2 Join Date: 2004-04-10 Member: 27842Members
    OC's are fine the way they are.
    In the game of chess, if I move my knight out, then next move I move it back, that is considered a "loss of time". When a marine is attacking an OC, he is "losing time" which gives a smaller advantage to the aliens. So even though the marine can sit there for a minute or two taking it down, a skulk can find him, or find where he should be.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    ...hm...OCs definitely suck. The Marine turret costs 10 res, and the OC costs 10 res. The turret is way better. Either leave the OC the way it is and make it cheaper, or give it a little buff. I liked the idea of it having armor. What if it shot spores instead of spikes? That way it's still a static defense, but it can hold areas far better. Just throwing out some ideas here.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    lol

    one gorge and two oc's can hold off the mariens if they dont know any better. when ever i see mariens standing there trying to shoot down a few oc with a gorge healing it i tell them "jump over the oc's and kill the gorge" (when they dont, i do it and they soon learn it is far easyer to kill the oc's with out the gorge).

    dead gorge -10rez dead oc's -20 rez (or more if there is a dc).


    edit...


    it dose not realy matter how many oc's are there. for 8 oc's 3 marines is enough to get over the oc's and kill the gorge.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    edited July 2004
    <!--QuoteBegin-Kwil+Jul 3 2004, 04:16 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Jul 3 2004, 04:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd suggest that wasn't the OC holding ground so much as the gorge and the skulk with the assistance of some OCs.

    Similarly, turrets can hold ground relatively well against fades, when backed up with a marine with a welder and an armory. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Very well said. The ones that are supposed to hold the ground are players, not AI entities.
    As for the poster above me, please note the presence of the "skulk" in the equation I provide. There's no way more lucrative to bump your RFK as skulk then by sitting next to the gorge healing a couple of OCs as marines try to rush them. They're usually low on armor and health upon arrival, making them easy 2-bite kills, and with them being occupied with trying to avoid OC fire while shooting both you and gorge, decent skulks should be able to easily nail 3-4 marines relatively quickly and with little chance of them themselves dying.
    Read the quote above - I think it described the reason why OCs are fine right now best. I do agree that price for gorging feels quite a bit steep though, but gorge is a builder and an early healer all in one. And it's quite deadly if used correctly, which you would rarely see in the pubs - few pub gorges know how to stick with front lines performing combat healing. Permagorge is very viable in early game - it's just that it's not meant for getting personal RFK, and most people seem to think that if a certain class can't get kills by itself, it sucks.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    im one that beleaves that my 10 rez gorge should have a good chance of kill that one free ramobo (but i can understand why its not, gorge gang = near impossable to kill). its very hard to help your team mates and stay alive at the same time. one lmg clip is enough (upgraded) to kill a gorge. bb on the gorge is not useful for anything other that takeing out rts and i only do that if i can drop a mc near by so i can get away fast).

    free gorges and free return to skulks + lower start rez may help with the oc problem. while it dose not adress the oc's short comeings, it dose make it so you can spend your 10rez to help build.

    (there is a nice exlpot that makes oc's great but relying on a bug to make up for the short comeings of the oc is no fix. lol that last part could go in another thread about a "feature" in the game).
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Difference between turrets and OCs is that due to the marines' shared res pool, they can actually afford to put down more then one.

    1 turret alone is worthless. So is 1 OC. Too bad aliens can't afford to put down more then 1.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    OCs don't need an OC factory or something to keep them functional...that's already a plus. I think we should just make gorging free, and lower the starting res of aliens, and everything should be fine. A lone marine taking down an OC (assuming he is doing it from around a corner so he won't take damage) will typically spend 4 clicks of ammo at least to kill one OC because not all of the bullets will hit the OC if the marine wants to remain unharmed. 4 clips of ammo=8 res. So the marine spends 8 res + some time to kill your 10 res OC. Not too bad of a trade off.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    um ammo from the com = 1 rez per clip. ammo from the armory = free

    and as said mareins have a rez pool, so the cost of the com droping a few ammo packs means nealy nothing

    personaly if im going to take the time to shoot down oc's (insted of just running past) i spend a little time getting ammo.


    edit..

    well one time fee of ten rez to build the armory (but that is required if they want hmg, gl and/or ha, jp).
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    edited July 2004
    It's been a while since I've commed. Ammo packs now cost 1? Anyways, if you marine is forced to run back to the armor to get ammo, then that OC has just delayed a marine for a LONG time.

    And about marines having a shared res pool: Marines have a higher upkeep cost than the aliens do. The comm needs to drop medpacks, ammo, welders, and a crapload of buildings. The aliens always get ammo for free constantly (not to mention not having to reload), have permanent healing stations for a one time fee of 10, etc. Aliens don't get a shared res pool because their stuff lasts and stays and takes care of themselves after you plomp them down. Imagine if a gorge had to pay res to "refuel" DCs. Aliens have virtually no upkeep cost.
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    10 rez for sg + 5 rez for welder + few ammo packs + few more med packs = any number of oc's can be taken down (though with out being able to drop meds right on the mariens it is a bit harder than before).

    but it is far cheaper to lean out and shoot the oc's with out getting hurt. no matter how well placed the oc's are you can still lean out and shoot them (granted the better the oc's are placed the harder it is the lean out and shoot them).


    edit...

    i dont think lowering the cost of the oc is the answer (it would be oc hell). the hp is also fine.
    if anything just make them more accuate and impossable for a marien to lean out and kill them.
    this way if the marens want to pass they have to kill them (just like if the kharra want to get past a t-farm they have to kill it)
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    hummm... I liked the armor suggestion, beef uf OCs accordingly

    I suggest faster spikes
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin-Hobojoe+Jul 2 2004, 06:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 2 2004, 06:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ocs are better then turrents.

    try actally sticking around the oc's instead of letting the marines kill them, no **** they're gonna kill them if you just leave then. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lmao, your serious right? oh god AHHAHAAHAHAH.


    ok now that i finished laughing at your first comment, i need to counter your second. OCS are not meant to be dropped for "you to sit around them" just like marine Turrets dont need "Marines to sit around them" OCS should fend for themselves, OCS suck face it we all know. Ninja rambos easily can run past 2-3 of them with no problem. Now if you place them correctly you can prevent or hold off a rush on a hive. But OC cost is horrible.

    4 is TOO small, id say 6 would be reasonable.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    edited July 2004
    A few? more like around 6-8 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    but then you get marines to easily seige it out. Which brings up another point why OCS are a waste of 10 res and should be lowered cost wise.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    OC's at 5 res would encourage mass farm's of OC's everywhere on the map. I remember during the 2.0 beta test, OC's and Turret's were given both a cost at 5 res. and you would find them at every corner of the map. Marine's always have the upper hand, the ultimate hive defense is an electrified tf/nozzle with 4-6 turret's placed at good position's, which takes alot of teamwork to take down. Now, on the alien side, a "WOL" of 5 OC's, 3 DC's is just something in their way. So, they'll either shoot it down, call in siege, or get a GL or two and move on. I'm more afraid of Skulk's than I am of OC's, atleast they stand a chance against a marine. If you're going to "fix" OC's imho, is to give them a huge HP buff (500hp+) and have a wider range of attack and range.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The problem with making OCs individually strong is that it doesn't address the cost issues of putting even one of them down in the early game. Regardless of how strong they are, one OC does little to defend a node seeing as they always leave a blind spot, and at the cost of 10 res isn't nearly worth it early on.

    What if we reduced the cost of OCs to 6-7, made them hitscan, and lowered the area cap to prevent aliens from completely shutting down rooms with them?
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