Offence Chambers
2_of_Eight
Join Date: 2003-08-20 Member: 20016Members
<div class="IPBDescription">I've waited long enough</div> Time to let all the rage out, perhaps some will listen.
I do not understand why people place OC's. Do they provide better defence than, let's say, a team with an additional upgrade chamber might? Are 3 of them better than a lerk? 5 of them better than a fade or hive? 2 of them better than a res node?
I simply do not underestand the reasoning behind this. Why would anyone ever drop such a useless static object? Please, do not even try to argue against that 1 DC/MC/SC is better than 1 OC. It's true, everybody knows/should know it, yet they continue dropping OCs.
It pisses me off the most in the beginning of the game. Someone goes gorge immideately - I'm happy, someone's dropping a res node or an upgrade chamber. Nope, all I see is an OC dropped in the hive or some useless area. <b>Why?</b>
Right now as I'm playing, a gorge just dropped an OC in subsector hive on nancy as soon as the game started, and is waiting to drop another one. I'm telling him not to... he doesn't listen, and drops another one in 5 res.
This has got to be the most annoying thing that I have ever seen in NS. Annoys me more than broken hitboxes, skewed over-dependence on fades, and every other problem in the game. Grrrr.
I do not understand why people place OC's. Do they provide better defence than, let's say, a team with an additional upgrade chamber might? Are 3 of them better than a lerk? 5 of them better than a fade or hive? 2 of them better than a res node?
I simply do not underestand the reasoning behind this. Why would anyone ever drop such a useless static object? Please, do not even try to argue against that 1 DC/MC/SC is better than 1 OC. It's true, everybody knows/should know it, yet they continue dropping OCs.
It pisses me off the most in the beginning of the game. Someone goes gorge immideately - I'm happy, someone's dropping a res node or an upgrade chamber. Nope, all I see is an OC dropped in the hive or some useless area. <b>Why?</b>
Right now as I'm playing, a gorge just dropped an OC in subsector hive on nancy as soon as the game started, and is waiting to drop another one. I'm telling him not to... he doesn't listen, and drops another one in 5 res.
This has got to be the most annoying thing that I have ever seen in NS. Annoys me more than broken hitboxes, skewed over-dependence on fades, and every other problem in the game. Grrrr.
Comments
That would make both sides happy.
I do not understand why people place OC's. Do they provide better defence than, let's say, a team with an additional upgrade chamber might? Are 3 of them better than a lerk? 5 of them better than a fade or hive? 2 of them better than a res node?
I simply do not underestand the reasoning behind this. Why would anyone ever drop such a useless static object? Please, do not even try to argue against that 1 DC/MC/SC is better than 1 OC. It's true, everybody knows/should know it, yet they continue dropping OCs.
It pisses me off the most in the beginning of the game. Someone goes gorge immideately - I'm happy, someone's dropping a res node or an upgrade chamber. Nope, all I see is an OC dropped in the hive or some useless area. <b>Why?</b>
Right now as I'm playing, a gorge just dropped an OC in subsector hive on nancy as soon as the game started, and is waiting to drop another one. I'm telling him not to... he doesn't listen, and drops another one in 5 res.
This has got to be the most annoying thing that I have ever seen in NS. Annoys me more than broken hitboxes, skewed over-dependence on fades, and every other problem in the game. Grrrr. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
OC's are a perfect way to obtain kills without requiring any shred of talent.
That is why they are placed.
Also, in the absense of sensory chambers (and in previous version where SoF wasn't attached to SCs) OCs are what prevent easy ninja rushes or sieges of the hive.
All that said, they are easily debated as the most worthless of the kharaa structures, and I can't of anything but the most extreme circumstances where it would be a good idea to drop one within the first minute or two of the game.
Then you have to learn how to position things strategically and not just in a easily destroyed lump of OCs all lined up for the marines. Like for instance, positioning one OC around a corner so the marine runs past it since he thinks its just one OC, then have another around the corner and anotehr around the next corner. So around the time the mairne gets to his objective and skulk can come and clean up what is left of him.
Yea, countless times i have been mad about some player putting OCs all over the hive when we need the res spent elsewhere. It's great that we have OCs in the hive to kill JPs but what's the point when we're going to lose now anyways?
Balanced out by grenades and catpacks, I guess <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Blocking off areas doesn't work. Medpacks + 1 welder = wasted OC. In fact, sometimes, even medpacks is enough... not many marines walk around with 100% armour.
How do OCs stop ninja PGs? Countless times, the comm has medded me a couple of times while I build a PG, possible even directly in the OC's line of fire. Oh well. Hive down, maybe the OC gets a few kills if the comm is not very attentive. Still... in no way do OCs prevent ninja rushes.
uhh... actually i've seen fades that can't hit JPs in the hive worth a crap, and JPs+shotties\hmgs kill lerks instantly. In pubs it helps late game if your team has some excess resources and you know their coming to rush hive. Please don't call us "you people", it makes you sound elitist. I agree with your point about people wasting res and drop OCs immediately in hive, but just because you think OCs are completely useless in every situation doesn't always make it that way.
EDIT: Also OCs do usually not stop ninja rushes, but can give an early warning system for nearby aliens (hearing spikes firing). And a lot of times it really just depends on the skill of your team to take down JPs in hive, but in the average joe-blow pub this varies greatly. If your in a clan like you are 2 of 8 i can see why OCs are worthless because everybody has a high skill level.
Wait, if you can hear spikes firing, can't you hear a PG building, or marines walking/phasing?
Also: placing OC's is not a very skillful job. Sure, there are better places than others to place them, but in general, it's the least skillful role there is, in my opnion. Now, if you go fade and try to kill JP's - sure, you might not be good at it, but if you keep on trying, eventually you'll be able to hit them easier, and perhaps get greater satisfaction.
Also if your use to playing clan games, where the points is to win as easily and fast as possible, then yea, OCs are completely worthless. But in a pub they can add a different and interesting gameplay element.
I don't think its as clean cut as OCs are just "worthless", but how they fit to your style of play more than anything. They can be fun, although don't take a whole ton of skill to place down stratgically they can make things more interesting. If you just hate OCs entirely, any reasonable use we come up with for them will seem impractical to you as well. So really, all this is is just i see things differently than you do.
Or back in the day when you could put 4-5 on top of a hive, that helped slow up JPs.
i don't have the time to elaborate on this right now, so i'll post better later.
My view is that we're seeing alot of lacks in alien viability, in the constellation there was another thread about lerks being too weak, and skulks etc.
But if we beef up every aspect of the aliens, then what's left for the aliens to do? lets not make it too easy.
Oc's can be very usefull, but again, i'll post about that later ^^
Or back in the day when you could put 4-5 on top of a hive, that helped slow up JPs. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Wall of lame days was one of the best days of my NS career!
No they dont. You would be better off with ambushing skulks and res-nodes. The only thing OCs do is irritate marines while they take them down easy as heck. Nothing more, nothing less.
Also they give away marine locations. There's always some muppet happy to shoot a round into an OC, which alerts aliens to their presence.
Also, if they do actually manage to hit marines, they can help make life easier for aliens to kill them.
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> Gorge power <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
a) it raises alarm and attention
b) it reduces the marines armour/hp
c) it distracts the marine from ambushing skulks
d) it leaves the marine vulnerable if he decides to waste ammo on it
Thus, the OC's usefulness is grossly dependant on how you view its role in the game; the latter of which being more effective.
Also they give away marine locations. There's always some muppet happy to shoot a round into an OC, which alerts aliens to their presence.
Also, if they do actually manage to hit marines, they can help make life easier for aliens to kill them.
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> Gorge power <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The first two points you made aren't exactly positive for the game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
So what's the point?
Skulks would use that little room as a stop off point. That cargo bay was a hot spot of action; aliens would hide behind the res node, marines would rush in, get ocd, then easily bitten to death. They eventually shotgunned the res and one oc, and lost much of their own.
This is just my personal experience with the efficacy of offence chambers.
You get a gorge up top in the corner and place an OC int he first minute, and Marines get there once it's up, it's a damned good defense, especially since the gorge can heal it safely without fearing (much) damage.
But Cargo on Tanith is really the only place I can think of that OCs are extremely useful to defend.