Oc's On Phase/infantry Portals
MrPink
Join Date: 2002-05-28 Member: 678Members
Join Date: 2002-05-28 Member: 678Members
Comments
Not a good way of looking at this.
Instead think of it this way. If you can put a def tower on a res node. Why not put it nearby with a couple of OCs then plant the res node. Or just plant the res node itself.
The res node costs 8 more than the def node and when completed will give you resources. It ALSO temporarily denys the opponent that resource node. Much better than a defencive chamber...
Gorges that build any structure other than a resource tower on a res node are the same guys that hop in the Comm chair as marine and spam the base with insertion points then leave the game. Their intent is to hinder or cripple their own team.
EDIT: Oh yea. And it is impossible for an alien to remove the defensive tower from the resource nozzle. It would require a marine to remove the tower. And once the marine removes the tower they will cap it. It is a net loss of resources for the aliens.
And what's the exploit in building on top of PG's or IP's? I don't see any problem with it.
If however, the marine can phase in and doesn't get stuck i think this is a valid tactic and just as useful as building the OC near the phase, something I always do when my team is locked down to one hive. It's great taking back an entire hive with one gorge because the comm was too busy to throw down a pre-emptive siege. Usually I need skulk backup but sometime i can do it bymyself <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
games are supposed to be fun for both teams. if you had any common sense and honor you would play the game as it is intended so everyone can have a good time in a fair match.
how much time will the devs have to spend to fix these ridiculous "strategies" people come up with?
ugh.
However, if there is 3-4 turrets there, the OC's don't live long.
It doesn't even make SENSE. The chambers should be telefragged. After all, they're nothing but sacks of tubes and blood, just like the marines.
but hitbox bug? now thats just evil......
What would be cool though... If you could build an O chamber, hit the use button, and have it phase into the marine spawn. HA! It would be cheap and a mean thing to do... but ya gotta admit, the first time that'd happen it would be hilarious <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Ravlen
Putting chambers on phases is a two way arguement. The only bad thing about it is very hard for marines to actually stop it. Also the damage it causes for the marine team.
Most of the replies seems to think that all that's happening is that a single gorge runs up, drop a chamber and start building it. That is NEVER the case.
What is going on is one of those alien team efforts to take a hive and/or stop a siege point. 3-4 skulks rush in being healed by the gorge and drawing fire-- gorge hops up to the phase and drop a chamber; builds it for about 2 secs;jumps around for 2 secs dodging bullets and healing some more; hops back and finish the chamber. Meanwhile, the skulks should of killed some of the marines by now and lose some of their number. While the rest of the team reaches the combat zone, the marines are inable to reinforce their position due to the chamber blocking the phase and lose a lot of resources.
Even if the gorge dies, if the chamber goes up, the aliens will have enough time to reinforce and overrun the phase before the marines can kill the chamber.
I'm discounting siege since any idiot gorge that runs up to a siege and builds deserves to be blast to tiny particles.
Turrets aim worse than a noob marine, but they give okay coverfire, but in situations like this, it's likely not enough to change the tide.
IMHO, this tactic goes under the cheesy tactics list.
Note: It's obsenly easy to take a fortified non-siege hive with this tactic with two gorges and at least one skulk.
off topic: the other day when i evolved from skulk to fade i fell through the floor myself. i was trapped under there and had to type kill. the floor between sub-space and mess hall. Love the sinking, NOT.
And what's the exploit in building on top of PG's or IP's? I don't see any problem with it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I just realized from reading the topic of this that I posted a rant on building over res noozles. In my opinion there is NO problems with a gorge building a tower on top of a marine structure.
If the marines let the gorge get that close to vital structures they deserve what they get.
BTW, I am no boytoy.
Gonna try stacking two OC's on the phase next time to see if it does block it.
If anything, if a Gorge manages to get in and overgrow one of the Marine bases/PGs... that's the Marines' fault. They should have defended their bases a little more fully. And if it WAS defended, I'd be more for congratulating the Gorge on a superior bit of gameplay to get past all the turrets, kill any present Marines, and still have TIME to plant a chamber so precisely. Though I'd be more one for dropping a Sensory. Harder to kill, keeps the PG alive, and nails any Marine who manages to blip through it. Of course, with how useless Sensory has gotten in 1.04 (yes, even MORE useless than now with the cruddy new cloaking), this won't be near as viable of a strategy when you HAVE to leave Sensory to being last-Hive-only, if you even _bother_ building it for the Scent of Fear to root out hiding Marines.
Oh... and in 1.04, a gorge who builds right next to a sentry will be called 'intelligent'. Because sieges do damage to themselves (though not other surrounding Marine structures). Run in, drop a DC next to it, Siege kills itself. May have to do it twice, if you're too lazy to chomp/spit it down the last little bit.
1) Building there and not dieing with turrets defending the phase is hard.
2) Placing the OC's there is hard (without phasing through, or screwing up the offence chamber placement).
3) Unless there are 4-5 lvl 3 carapace skulks drawing fire of marines/turrets, mr gorgee will die within 10 seconds.
4) The gorge needs to have enough resources to spam offence/defence chambers to ensure the success of the rush.
5) This raid has to be all organised before the marines get a siege up at the phase gate location, which is very probable when its in a hive.
Try doing this as a gorge, without backup, and the marines will have gorge blubber for the victory feast.
Currently, in v1.03, this sort of rush is the one of the very few tactics which can turn the tide of the game towards the aliens.