Building Proper Defenses

3psIloN3psIloN Join Date: 2002-11-05 Member: 7082Members
edited November 2002 in Kharaa Strategy
<div class="IPBDescription">Multi-Leveled Building</div> I don't if you have heard about this, but building Offense&Defense Chambers on top of each other is a great way to stop an ennemy advance. I took this pic from a previous Kharaa game, as I went to build the second Hive, I only had one SkulK for backup. So naturaly I started building defense chambers to block the access to the Hive. Needless to say, It worked like a charm hehe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

<a href='http://duckhunt3r.tripod.com/sitebuildercontent/sitebuilderfiles/ns_nothing0004.txt' target='_blank'>Pic !</a>

You have about 7 Offense Chambers and 4 Defense.

Comments

  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    That is a pretty good tactic if you are defending a corridor or something that you dont need to pass. As noone exept the smaller alien creatures can get through that meatwall <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Building in the vertical is very good, though I usually only build the offensive towers in the front vertical. That ensures that they all fire at any marine looking around the corner - they won't be able to avoid getting fired upon by two towers at once. If you place them side-by-side, then the marine is able to fight them one by one.
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    You can use that tactic to block elevators. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Paladyne-TPFPaladyne-TPF Join Date: 2002-11-08 Member: 7762Members
    It was always my impression that the floorspace needed for each of the chambers was part of the balance issue, insuring that you can't cram <i>that</i> many chambers into a narrow space. The fact that the chambers have no bottom somewhat reinforces my opinion that you're not meant to see them. I happen to think it's an exploit and shouldn't be used, but we'll wait for word from on high on that one.

    On the other hand, blocking an elevator is <i>definitely</i> an exploit, and should never be used. That's just friggin lame; those elevators and such are meant to be operational at all times or there'd be a way to disable them already.
  • SlashmanSlashman Join Date: 2002-10-31 Member: 1815Members
    Err.. Um... I thought that Defense Chambers only stack their effects up to three at once in an area. Four seems excessive.
  • Mr_FruitypantsMr_Fruitypants Join Date: 2002-10-29 Member: 1721Members
    edited November 2002
    <!--QuoteBegin--Slashman+Nov 10 2002, 09:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Slashman @ Nov 10 2002, 09:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Err.. Um... I thought that Defense Chambers only stack their effects up to three at once in an area. Four seems excessive.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The mutation effect (i.e Carapace, Redemption, Regeneration) is limited to three, the ammount of healng they do is limited only by how many you can have covering an area. If you put six down, they'll heal that much faster. Once marines get rolling, you'll need that many to keep stuff alive.
  • 3psIloN3psIloN Join Date: 2002-11-05 Member: 7082Members
    <!--QuoteBegin--Paladyne-TPF-+Nov 10 2002, 02:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paladyne-TPF- @ Nov 10 2002, 02:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On the other hand, blocking an elevator is <i>definitely</i> an exploit, and should never be used. That's just friggin lame; those elevators and such are meant to be operational at all times or there'd be a way to disable them already.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I was on a team once that had 3 Hives, the Gorgs were pretty smart,they blocked some elevators with O&D chambers, if it's an exploit it will probably fixed. But you have to admit it's a smart move. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • FossaFossa Join Date: 2002-11-04 Member: 6931Members
    How fast they heal is limited, you can only be simotaneously healed by three at a time, but say theres two things that need healing, or one of the defense towers gets hit? there you go.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--Fossa+Nov 10 2002, 12:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fossa @ Nov 10 2002, 12:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->How fast they heal is limited, you can only be simotaneously healed by three at a time, but say theres two things that need healing, or one of the defense towers gets hit? there you go.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, It's not. Read what Mr. Fruitypants said above, he's right.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    edited November 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The mutation effect (i.e Carapace, Redemption, Regeneration) is limited to three, the ammount of healng they do is limited only by how many you can have covering an area.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I've always wondered about this, so I figure this is as good a place as any to ask.

    Let's say you have two offense chambers and one defense chamber tucked in behind. Two marines are firing on an offense chamber each. Does the defense chamber only heal one chamber at a time, is the 'healing/sec' split 50/50 between the two, or does the maximum 'healing/sec' apply to both?

    As far as I'm aware, this hasn't been asked before but if it is, I apologize. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I know first-hand how testy some people get when questions are asked/answered more than once. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • woshoofoowoshoofoo Join Date: 2002-11-04 Member: 6934Members
    <!--QuoteBegin--Sycophant+Nov 10 2002, 03:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sycophant @ Nov 10 2002, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Let's say you have two offense chambers and one defense chamber tucked in behind. Two marines are firing on an offense chamber each. Does the defense chamber only heal one chamber at a time, is the 'healing/sec' split 50/50 between the two, or does the maximum 'healing/sec' apply to both?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It would seem that if the healing chambers are area-effect, then no, there probably isn't an upper limit to how many can heal you, nor a splitting of the healing- you don't heal "less" when other wounded players come by the defensive chamber you're at, so why would buildings be any different?

    There IS an upper limit to how many you can BUILD though, I believe it's six for defense chambers.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    thats pretty intemidating
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