Stop With The Wol
Frogg2
Join Date: 2002-11-02 Member: 4867Members, Constellation
Join Date: 2002-11-02 Member: 4867Members, Constellation
Comments
not if they are jet rushing. jet rush = below 8 mins. but single or maybe double ots spread out along the route leading to the hive works well. force jps to constantly evade ocs, not just jet over one big clump and stay safe the rest of his journey.
We eventually won once our gorges got our second hive up, but DAAAAAAAMN we were all scared for a while. Tech rush = Not fun for aliens.
wols are also useful as forward bases for attacking aliens, if you create a good enough wol, your attackers can stand there almost untouched by marine fire as they launch their assault
not if they are jet rushing. jet rush = below 8 mins. but single or maybe double ots spread out along the route leading to the hive works well. force jps to constantly evade ocs, not just jet over one big clump and stay safe the rest of his journey. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree that you should have web by the time they have JP's. If they have JPs you let them get too much res too early.
you dont have time to build WOL in 8 mins. You wont have the res comming in fast enough.
Would you rather have the marines be able to slip past one going up or have OCs and DCs in the hive were they will morelikely have a chance of hitting jpers.
Don't have fades yet? Get some webs up, JP:er falls to ground and gets eaten by skulks. Or you can just get one lerk to sit on the hive and umbra it and you're safe, it takes a bit over 2 clips HMG rounds to kill a hive. With umbra on it that is over 12 clips. Even if <b>no</b> rounds are fired at the aliens that are jumping at the JP:er(s) (highly unlikely) it would take a team of <b>six</b> JP-ers <b>two</b> (awfully slow) reloads to finish the hive.
Basically a semi-competent Alien team <b>can't</b> lose to a JP-rush if they have two hives (not to mention that if the aliens have two hives it isn't a "rush".
Now, back to the <b>real</b> topic. The best cmaber placement IMNSHO is:
1 on top of the hive (lazy JP-ers like to sit on the hive and shoot, even if they don't this chamber can fire at high-soaring JP-ers that some other chambers might not.
4 or so chambers spread out in the room for random fire against the JP-ers, just generally making their lives as hard as possible.
And the <b>most</b> effective ones, which I always use but for some reason have never seen anyone else use, seal off the most used entrance. JP:ers usually have a favorite route towards the hive. Computer Core on Eclipse for example. Almost all JP:ers will go through the vent leading from PSJ to CC. That vent has an excellent place for 2 OC's (or 4 OC's and 2 DC's if you have the res). That one ALWAYS gets at least one JP kill. JP:ers <b>love</b> using vents to get to the hive because that gives the aliens the least chance to know they are coming, but it is also by far the easiste place to kill them. In addition to the chambers you may want to have some skulks camping the common vent entrances.
Also, pretty much the routes to all hives on all maps have places with low ceilings or other features suited for ambushes. Two or three skulks can take down JP:ers easy (or at leats soften them up for the OC's) under the right conditions.
Oh, and how can you say "it takes so or so long to get that"? Are you aware of the resource model at all? It all depends on <b>team size</b>. A marine team with 10+ players don't even have to cap a single res to be able to pull it off before your gorge can even get the 2:nd hive <b>started</b>, much less up. I actually got JP-rushed (LMG's) before our 2:nd RT was up on a 9vs9 server, and we hadn't even built a D chamber. Of course the opposite is true as well and Marines have to work much harder to get a JP-rush with 6 or less players.
Built an IP
Built an armory
Handed out 3 HMG's
In a total of 11 seconds.
To get HA you need an armslab and proto lab as well. And HA research takes 1:40.
IP(22)+Armory(25)+Upgrade(35)+Armslab(45)+Proto(45)+Research(50)= 222
This would leave you 31 seconds from the start of the round to get: 222 res, and you also capped 4 res points, that's another 88 res. Assuming you didn't give out a single medpack/welder/mine (totally possible) you'd have to get a total of 310 res for the 2:11 minutes, not a problem maybe, but you'd need at least 222 of them within 31 seconds of round start, none of which you can spend on RT's.
<yoda voice>Sense, you do not make, hrrm?</yoda voice>
If teams are larger then 8 on 8 we can kill the hive right about when 1st Res tower gets done. Even if all of them die before hive goes down its probley going to be nearly dead and it will just be a matter of getting a few mags of LMG on it.