Builders Guide To Chambers.
Kobra
Join Date: 2002-06-09 Member: 744Members
<div class="IPBDescription">How to protect them from granades ect.</div> A good tactic for setting up offensive chambers and protecting them from grenade lunchers is not to build them too close to eachother, altough a stack of turrets do hinder the marines movements, the stack itself becomes worthless once the marine gets the granade luncher, in few grenades they will have destroyed every bit of chamber you had in that spot. Altough stacking chambers is viable in cramped spaces and hallways, they are rather usless in big open rooms and hives. The best way to place chambers in large spaces is to have them spread out across the room so not all of them will be gone in one attack. Place OC's (offensive chamber) in the corners of the room, one in each corner will do, then place the rest of them in tactical key positions around the room. A good thing to think about is to place them all so most of them are'nt visible at the same time, not until the marine is inside the room anyway. As soon as someone enters the room, all if not most OC's will fire at the marine from all different kinds of angles, and taking cover will be very hard as you'll have the whole room covered by OC's. Also, backup the OC's with a few DC's (defensive chamber) not to many tho, no more then 3 DC's will stack their heals together, so more then 3 DC's in one spot is a waste of space and resources. Altough DC's have a rather large range, try to make sure that all the OC's in the room is covered by a combination of all 3 DC's.
Another jiffy thing is to place a Sensor chamber seemwhere in the middle of the room, to make sure that all directions are covered, but if your team is really resource rich you could place a Sensor chamber at every entrence and exit. But this is important, try to place your chambers so that they cannot be seen from outside the room, so not to give the marines an warning and ruin the trap you've placed for them.
If you find yourself building close to a marine base, it might be useful to build a movement chamber (if you have the ability to do so) somewhere in the room in a protected spot but still having it easy to reach in case a battalion of marines comes charging into the room when you are alone building or when you have to return to one of your hive's in a hurry.
Use this layout in combination with webs to get maximum effect from your defensive trap. A good way to put traps is just at the entrence/exit of the room, preferbly as low as you can get it, the lower the web is, the harder it will be to see. Now you might be thinking "but if they are to low they can just jump over them". True, but who would jump over something they cant see? So if you place a few webs tight together just between the door opening and just above the ground it will be hardly noticible and will cause alot of trouble for the marines. And remember, do not let them be seen from afar. If they can be spotted, they loose much of their effectiveness.
This kind of chamber layout works really well when defending hives and resource nodes.
Another jiffy thing is to place a Sensor chamber seemwhere in the middle of the room, to make sure that all directions are covered, but if your team is really resource rich you could place a Sensor chamber at every entrence and exit. But this is important, try to place your chambers so that they cannot be seen from outside the room, so not to give the marines an warning and ruin the trap you've placed for them.
If you find yourself building close to a marine base, it might be useful to build a movement chamber (if you have the ability to do so) somewhere in the room in a protected spot but still having it easy to reach in case a battalion of marines comes charging into the room when you are alone building or when you have to return to one of your hive's in a hurry.
Use this layout in combination with webs to get maximum effect from your defensive trap. A good way to put traps is just at the entrence/exit of the room, preferbly as low as you can get it, the lower the web is, the harder it will be to see. Now you might be thinking "but if they are to low they can just jump over them". True, but who would jump over something they cant see? So if you place a few webs tight together just between the door opening and just above the ground it will be hardly noticible and will cause alot of trouble for the marines. And remember, do not let them be seen from afar. If they can be spotted, they loose much of their effectiveness.
This kind of chamber layout works really well when defending hives and resource nodes.
Comments
I'd hoped for some more insight in the replies tho about the topic.
<img src='http://www.zen7259.zen.co.uk/stuff/ns/diagram1.gif' border='0' alt='user posted image'>
Red circle = offence chamber
Brown circle = defence chamber
Light blue circle = sensory
Grey lines = webbing
Blue square = marine
Brown square = you
This is how it works. Marine comes into the corridor, and sees in this room, some chambers on the right. To reinforce this point when you hear him coming you dart from the left to the right, and hide behind the lower chambers. This is risky, but what SHOULD happen is that the marine walks in and immediately turns right. This is his fatal error. He gets snagged in the webbing and killed chiefly by the chambers he WONT have seen - the ones on the left. After a kill its easy to set back up (web up again, repair/replace chambers, lie in wait.) This is a good way to defend the main way into a hive.
Again, it doesnt allways work, and its expensive, but its pretty quick to set up and can be adapted to almost any room in any map.
Read <i>Defensive Chambers And Stacked Healing</i> it's telling about those dc's stacking health <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> but nice post, only thing is that your strategy to build turrets will not save them from grandes...mayby it just hold on marine bit while he have to take turrets away in pairs but it will not definetly save those turrets...
Read <i>Defensive Chambers And Stacked Healing</i> it's telling about those dc's stacking health <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> but nice post, only thing is that your strategy to build turrets will not save them from grandes...mayby it just hold on marine bit while he have to take turrets away in pairs but it will not definetly save those turrets...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lol yeah you gotta watch out for those grandes....
6 DC vs 3 DC
6 DC will heal faster than 3 DC
DCs have a fairly wide range, more than most people consider when placing them. Never seen a room where I couldn't stick another DC someplace, and have it be useful.
DCs, stack em up, don't be afraid or miserly with them, they help your team a hell of a lot.
How did they get a Gorge way up there?
or stack chambers like a ladder