Gorges, Don't Build Ocs To Take Out Elecrts
Go7
Join Date: 2002-11-01 Member: 2553Members
<div class="IPBDescription">it just ain't worth it mosta the time</div> This is a very common tactic I see amongst Gorges: they build OCs in order to destroy enemy RTs that are electrified. (Sometimes they do it against unelectrified RTs too). Please don't do this. It's too risky. Here's why.
Offensive chambers attack the nearest enemy target. Once built, they shoot at the RT, and slowly, VERY SLOWLY kill it. First off, this means that the Marines have plenty of time to respond to the threat, arrive, and kill your OCs. It's easy to kill the OCs now, because the OCs are NOT firing at the Marines, they're shooting at the heavily armored RT. Thus, your OCs can be easily killed, your res is wasted. Instead of using OCs to kill elecRTs, save your res for a regen Fade, or ask a Fade to come kill it. Your OCs are not really "offensive" chambers. They are for securing positions, not taking them over.
Offensive chambers attack the nearest enemy target. Once built, they shoot at the RT, and slowly, VERY SLOWLY kill it. First off, this means that the Marines have plenty of time to respond to the threat, arrive, and kill your OCs. It's easy to kill the OCs now, because the OCs are NOT firing at the Marines, they're shooting at the heavily armored RT. Thus, your OCs can be easily killed, your res is wasted. Instead of using OCs to kill elecRTs, save your res for a regen Fade, or ask a Fade to come kill it. Your OCs are not really "offensive" chambers. They are for securing positions, not taking them over.
Comments
Smart gorges put their OC's next to the entrance the marines will be coming through.
Smarter gorges put an extra OC or two where they can't see the RT, but can see the entrance the marines will be coming through.
Smartest gorges then drop back to skulk and wait for marines to come to the bait.
......_door_
......| *......|
/----|.......+|___
|......................|
|.RT............OCs|
|.................___|
\----.........+|
......|.*........|
.......--door--
... used as spaceholders, to preserve the integrity of my room.
That makes it so that any marine who wishes to engage the OC MUST be closer to it than it is to the RT. Unfortunately, a good marine will take up a position carefully at the * marks and snipe at them. sometimes, this will be a greater distance than to the RT, and safe. At other times, a marine will position himself at the +. Those marines use the corners against the OCs, and are also a threat. Each marine has a valid counter.
The ones that use the corners are often suckers for a big fat gorgy butt. That's right, bait them. Pull them off that corner, force them into the open, where your OCs can mangle their foolish pink bodies.
The marines that stand back can see a large section of the room, and dangerously so. But they are often also without and distraction between them and the teeth of a waiting skulk. If you run into more than one marine, of course the best action is to flee, but a skulk from behind will force almost any marine to break cover into the fire of the OCs.
Those are the problems I see most. This applies to other setups as well, but rooms get complex, and thus it is best to know a few basic rules about OCs when placing them:
OCs have a maximum range, long hall are NOT their friends.
Corners are deadly, if you are going to use OCs to guard a corner, do so in a way that the marine has to step out of cover to attack the structure this often means against the inside wall, and a short distance from the corner, approximately seven meters In Game.
OCs stacked on each other are wastes of Res. Use more than one position to cover a room, in such a way as to protect OCs from being singled out and picked off.
If you must stack OCs, do so with two ranks, the first rank on the ground, the second elevated in some way. Dropping DCs first, and then stacking an OC on top of the DC is a good way to heal and protect an area. If you cannot afford this, or do not have time to save, boxes, ramps, or anything capable of changing the elevation does wonders for your OCs, allowing an impressive amount of fire to be concentrated. Best used against rambos, or against JPs that won't go away.
I'll add anything else I think of.
Besides, three Regen skulks and a Regen gorge can take out an RT without even dying. Remember children, electrified objects can only attack TWO ENEMY UNITS at once! That means if three skulks attack, ONLY TWO ARE HURT, THE THIRD IS UNHARMED! With a Gorge standing nearby and also taking elec, that means two skulks won't even need to back off. Byebye, node.
The MC will give you adren to kill the RT really fast (faster than it can be recycled), if your team doesn't have 3 MC's yet it goes towards the limit, and if a marine comes along you can just escape using the MC.
Also, aliens that come along will benifit from the MC and it gives you adren to healspray them.
The MC will give you adren to kill the RT really fast (faster than it can be recycled), if your team doesn't have 3 MC's yet it goes towards the limit, and if a marine comes along you can just escape using the MC.
Also, aliens that come along will benifit from the MC and it gives you adren to healspray them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Putting down a movement chamber, to get more energy back, in my opinion is no better than dropping an offensive chamber. The offensive chamber can at least defend itself unlike the movement, and it will help in the attack of the resource tower.
I would instead just build movements chamber at the hive, and get adrenaline.
Worse now since it says that the cc is under attack.
over and out...
The MC will give you adren to kill the RT really fast (faster than it can be recycled), if your team doesn't have 3 MC's yet it goes towards the limit, and if a marine comes along you can just escape using the MC.
Also, aliens that come along will benifit from the MC and it gives you adren to healspray them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Putting down a movement chamber, to get more energy back, in my opinion is no better than dropping an offensive chamber. The offensive chamber can at least defend itself unlike the movement, and it will help in the attack of the resource tower.
I would instead just build movements chamber at the hive, and get adrenaline. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sorry but your oppinion is wrong do the math and you will quickly learn that dropping an MC for a nearly unlimited stream of bilebomb's is much much much faster at killing the RT.
Btw, whoever said the OC could defend itself well wasn't thinking correctly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Btw, whoever said the OC could defend itself well wasn't thinking correctly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Regardless of the "math", after you do take out the resource tower and build a new resource tower. You leave that resource tower undefended, as opposed to having a offensive chamber that could, to some extent, protect the resource tower.
it is just an idee... what do you think about building two OC (or one OC and one DC ) near the electower to absorb the Electric shoc (cause an elecRT can damage only two target at the time ) and change back to skull to finish it quick.
You dont get the RT up but the node is protect and ready to be build by any nice gorge come.
Doesn't work. At least not when I tried this in 2.01. The electricity will zap aliens before it zaps alien buildings, even if the buildings are much closer to the RT. Too bad, because that would have been a nice trick.
Lets say you go traditional, and get DC's first. The skulk could take regen and you can heal it. It'd take a little while, but you'll kill it faster than an OT.
Lets say you get movements. Movements > Elec. One adren gorge healing a skulk and that RT is going down.
Sensory.. Well, your better off not upgrading anything, and taking it out as a base gorge and base skulk. Still works.
A little teamwork goes a long way.
I use this tactic now as i learnt it yesterday <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
you are alone
only one Hive
public serv.
As MC will need quite a lot of team play to put it as first evolution let's assume as in most case we got DC.
Who try two DC nearby (close enough to heal you while biting) change back to skull and bite the bloody elecRT.
never try it so can not say but if you don't have the three DC yet you don't waste anything.
more over if any skull come by and see the DC he will help youmore easly.
well what about that?
Just sit next to the rt and wait for a skulk to arrive.
Also, just getting Redemption lets lone Skulks work on RTs fairly well. At least as good as a lone skulk can do it.
Also, just getting Redemption lets lone Skulks work on RTs fairly well. At least as good as a lone skulk can do it. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You just have to make sure that the Gorge is electrocuted first so that he will continue to be electrovuted by the RT while the other Skulks take it down (one of the Skulks will still be hit, however).
And as for Redemption, having to run back to the RT from your hive and the fact that Redemption has avery slim change of going off on a Skulk (as they have low health and armor) makes it counterproductive. Regeneration is more effective, as long as you know how to avoid the RT's attack radius.