The Viability Of Healing Stations As Your 3 Dc's

ShotgunEdShotgunEd Join Date: 2004-01-02 Member: 24966Members
<div class="IPBDescription">in clan games?</div> My only real experience of "healing stations", essentialy 3 dc's somewhere, is in public play. I've had good success with them in cargo on tanith, cargo in veil and gen in nothing, to name a few random locations. I find them far more effective than oc's for holding areas, incredibly useful for lerks and skulks.

My question really is, can a healing station provide an early advantage to aliens that can tip the scales. Especialy in somewhere like cargo in tanith, or is the risk to the DC's too great? With free upgrades looming, are early healing stations going to provide even more of a boost?

Comments

  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    agreed, healing stations are the win, esp in public games, usually if im the one getting the dcs, ill get it in the hive we have buidling/about to build.

    it makes it easier for aliens to hold it.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    well, sometimes 'healing stations' can be put in very secure places, such as the well known vent near power-sub in eclipse.

    having these stations near the center of the map enables higher lifeforms to heal fast without going back to the hive all the time, increasing the amount ur team will be able to harrass.

    but it sucks when ur a cara fade and your hive is under severe attack and u just gotta wait so long for the hive to ehal u while the healing station is somewhere out there.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Anyone seen this done in clan games?
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Only in the endgame.
    On a related note, if you place your DCs on top of the building 2nd hive, your chances of holding it are that much better.
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    But the greater the reward, the greater the risk.

    Lose the 2nd hive and your comeback will be insanely difficult, as those chambers will be splattered too.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Drop MCs first ftw. With MCs all of your aliens can immedaitely reinforce the building hive.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Church - that's what I keep saying, but nooooooooo...
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Ok we seem to be discussing the PUB side of it, so I feel I can now contribute.


    Healing stations usually appear near MS or any marine base on a pub game. Like sensory chambers, they are only placed where needed, not as a network.

    Most pub games will have at least 1 player who will find a vent and hide his chambers there. That way they can last the entire game.

    Healing stations are chancy things. If you're using them to heal (and therefore taking Cara or Redem) then should they die, you will be in big trouble. Second, you're going to be disadvantaged if you're rushed in a DC free area.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    From experience, most clans will assign one person to drop 3 dcs at once on top of their main hive as soon as that gorge hits 40 res. It's a better idea to do that since it allows for faster healing when the fades return to the hive and during hive sieges, it can keep the hive + anyone who is around it alive longer.

    Placing the dcs on special parts of the map is not a bad idea at all. However, in competetive play this would translate to having a gorge traversing the map from one end of the map to the next and with marines from experienced clans who divide their team up to scout, this spells doom + loss of res for that gorge, who must wait some time to be able to redrop a single dc.

    If you do plan to place dcs somewhere on the map other than the hive, obviously, you don't want to put them out in the open and you also don't want to spread them out as the healing stacks when there's more dcs around (duh). Make sure though, that they're not accessible to marines, meaning they can't boost into a vent or on top of a ledge to destroy the them.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Use them to back up your ocs, putting em in the hive is a waste.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    <!--QuoteBegin-kolokol+Feb 13 2005, 08:35 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kolokol @ Feb 13 2005, 08:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Use them to back up your ocs, putting em in the hive is a waste.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Dont "use them to back up your ocs", because then they will die, and an alien team without chambers is at a grave disadvantage.

    The reason why you put them in the hive is because
    a) it helps fades when the hive is under attack
    b) they heal the hive in case of an assault
    c) <u><i>it's safe</i></u>
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    There are many maps with hidden areas where many marines can't get to without jetpacks... you can place your chambers there.
    However, once they get jetpacks, just place them on the hive for safety.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    <!--QuoteBegin-2 of Eight+Feb 14 2005, 12:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2 of Eight @ Feb 14 2005, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> There are many maps with hidden areas where many marines can't get to without jetpacks... you can place your chambers there.
    However, once they get jetpacks, just place them on the hive for safety. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    some of these areas can be accessed with "mine ladders" and boosting. (You'd be suprised)
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    <!--QuoteBegin-ShotgunEd+Feb 6 2005, 04:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShotgunEd @ Feb 6 2005, 04:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> My only real experience of "healing stations", essentialy 3 dc's somewhere, is in public play. I've had good success with them in cargo on tanith, cargo in veil and gen in nothing, to name a few random locations. I find them far more effective than oc's for holding areas, incredibly useful for lerks and skulks.

    My question really is, can a healing station provide an early advantage to aliens that can tip the scales. Especialy in somewhere like cargo in tanith, or is the risk to the DC's too great? With free upgrades looming, are early healing stations going to provide even more of a boost? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We never used to actually use DC healing stations in clan matchs. Although it does have quite the potential for holding an area, if the marines were to early SG rush or if the aliens just plain lost the area the DCs would be gone before you know it. The general placement under the hive pretty much gives you more "safety".
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Even if marines can't get to it directly, they can always siege it. It costs 40 res to build the DC's, and 40 res to build a siege. Once the siege starts firing, the first DC will be down in 12 seconds, and all three of them will be down in about 30 seconds (depends on splash damage and how often the comm pings). DC's on the hive can't be sieged out because sieges will always target the hive first.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    yep very true. in pub games if i dc i usually put them in 'safe' vents (vents which aren't accessable by lone marines) because i think it's just so convenient to be able to heal somewhere closer than the hive or to try and find a gorge.

    but in clan matches i never because...well i tried. and basically three marines boosted each other and knifed them down basically <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • God_KillerGod_Killer Join Date: 2004-02-16 Member: 26592Members
    Vents from veils double nodes, I have used for a clan match. And it worked <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Not the weldable ones, the 2 vents between cargo and double. Even my skulk was deadly!
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