Are Walls-of-lame Still Effective?

MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
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  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    They're quite effective, but much harder to build because gorges don't get income as quickly as they did in 1.04. A Sensory/OC combo can be quite nasty, especially if the sensory is well-hidden.
  • JimBowenJimBowen Join Date: 2003-05-30 Member: 16873Members, Constellation
    I dont care if they are effective or not, but they are still fun as hell to build, especially with sensory <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    3) Yes. Though you need to know where to place them now, rather than plopping them down anywhere they *might* be handy. Especially useful when paired with a Sensory Chamber, getting Marines to walk right into them.
  • TonzakTonzak Join Date: 2002-11-25 Member: 9951Members
    Once the aliens have 7-8 RTs and the marines have 1-2, they are as useful as ever for delaying marines and forcing them to scan more and build sieges. And you don't really have to worry about JP anymore unless you're an ono.
  • WitznerWitzner Join Date: 2003-07-23 Member: 18373Members
    Only thing is, I'm seeing much more Grenade Launcher's than I did before. Maybe because they look so darn cool. So while WOLs may be effective, they may not strike <i>quite</i> as much terror in people as they did before.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Witzner+Aug 4 2003, 11:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Witzner @ Aug 4 2003, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only thing is, I'm seeing much more Grenade Launcher's than I did before. Maybe because they look so darn cool. So while WOLs may be effective, they may not strike <i>quite</i> as much terror in people as they did before. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nice to hear. (: I suspect this is in good part due to the fact that HMGs aren't the be-all-end-all everything-killer they were in 1.04. GG, strategy!
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Unless it's a double WoL in Sleeping Quarters with intermixed sensories, movements, and dcs...

    Oh yes, we let that gorge waddle along in there WAY too long.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    WOLs are great if you are willing to sacrifice going onos for the good of the team. With the improved accuracy I like to have 1 DC 1 MC and 3 OCs. Virtually unpassable if positioned correctly (by a normal marine I mean).
  • SeikedenSeikeden Join Date: 2002-11-02 Member: 5443Members
    the cool thing about the old wols was that, if you could get a marine to stand still while he was in range, it was game over. so there was lots of ways to make this happen, ambushes, web, web, web etc. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> the new wols are really just a distraction and deterrent, although aclever gorge could still setup some nice traps..
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Regularly webbing a cloaked OC trap provides a nice income... WoLs are effective when sieging a marine base/outpost to bilebomb , thoses precious movement chambers have to be protected by something... DCs are best since they heal you (when you expose yourself to turrets) and the other structures (saving healsprays - more time to bile bomb)
  • SoulSlayerSoulSlayer Join Date: 2003-08-04 Member: 18881Members, Constellation
    <!--QuoteBegin--coil+Aug 4 2003, 11:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 4 2003, 11:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Witzner+Aug 4 2003, 11:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Witzner @ Aug 4 2003, 11:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Only thing is, I'm seeing much more Grenade Launcher's than I did before.  Maybe because they look so darn cool.  So while WOLs may be effective, they may not strike <i>quite</i> as much terror in people as they did before. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nice to hear. (: I suspect this is in good part due to the fact that HMGs aren't the be-all-end-all everything-killer they were in 1.04. GG, strategy! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I don't think it hurts that the GL is as cheap as the HMG so you can give a soldier his or her preference over what your weapons budget can afford.

    To all the comms out there though, remember that giving a rambo a gl is signing their death warrant, and wasting your res.

    Cheers,
    SoulSlayer
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    This actually leads me to a mini question...

    You get res from your O chamber kills, correct?
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
  • LeMortLeMort Join Date: 2003-02-23 Member: 13896Members, Constellation
    <!--QuoteBegin--Stakhanov+Aug 4 2003, 11:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Aug 4 2003, 11:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Regularly webbing a cloaked OC trap provides a nice income... WoLs are effective when sieging a marine base/outpost to bilebomb , thoses precious movement chambers have to be protected by something... DCs are best since they heal you (when you expose yourself to turrets) and the other structures (saving healsprays - more time to bile bomb) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I tend to put 1 movement at least at each hive, allowing for easier defense of the hives. Do the new movements provide any new effects for the WOL's or are they just in there for the heck of it?
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    They dont do anything for the WOL, but the energy boost given to aliens is very, very useful when attacking/sieging marine bases.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Movement chambers give an energy-regeneration boost to nearby aliens, but do not aid OCs (they did at one point, but no longer).
  • ArsoNArsoN Join Date: 2003-06-10 Member: 17177Members
    On the most part in 2.0, i find WoLs tend to be a waste of res, i prefer putting one OC at any intersections between corridors, with the odd SC once i'm out of range of any. For larger rooms, i like to space my OCs out quite widely, placing the odd SC/DC amongst them, means they last alot longer against GLs, and also hamper the marine advance longer than a single WoL.

    So, i do think WoL's still have their place in NS2.0, it's just nowhere near as big as before.
  • eagleceaglec Join Date: 2002-11-25 Member: 9948Members, Constellation
    WOL's take too little ammo to destroy compared to a hidden SC and 4 OT's hidden about to ambush players after they walk past. If you spread them out then marines tend to see one at a time and waste all their ammo before they've cleared all four. By the time they've hunted out the SC and are happy to move on you have another group or SC/OT's behind them and they're cut of from help


    muhahahhaha
  • XeroXero Join Date: 2002-11-14 Member: 8565Members, Constellation
    I'd say that nade launchers and seige take out WOL's pretty easy, and with the insane accuracy of 2.0 oc's, you don't really need that many to take down a group of marines (especially if they are cloaked). So I usually just drop an oc around corners for unsuspecting marines to run into.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    <!--QuoteBegin--coil+Aug 4 2003, 11:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 4 2003, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Movement chambers give an energy-regeneration boost to nearby aliens, but do not aid OCs (they did at one point, but no longer). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So I've been putting MCs in my WoL's for nothing?! Gah.. Well at least it provides that boost in energy <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    I find with the super acuracy of ocs you can place ocs in much better spots now since the dont misss targets running perpendicular to them any more. i like to place them so that marines have to get real close before they see them and not until the see them all at once so he can pick them off one by one. or with sensroy i like sticking them so they shoot them in the back after they run by.
  • Leaderz0rzLeaderz0rz Join Date: 2002-11-09 Member: 7847Members
    i forget what map it is <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> but the marine spawn has the ladder to the balcony and has 2 ways out, and 1 vent way in that can be weilded, if your looking at the com chair, you take a left, and go down a hallway, that has a railing and pipes on the left, then into a pretty big room. Anyways a gorge set up a WoL there, and i was a lerk with umbra, everytime a few marines would come to take it down, i would umbra then needle them to death. I did this for about 30 mins, keeping them from res nodes, and all was there was a ST,2 OTs, and a DT. so with lerk support WoL can still be very annoying and usful for keeping marines from vital areas if done correctly.
  • FoDJohnnyAppleWeedFoDJohnnyAppleWeed Join Date: 2003-05-31 Member: 16888Members
    I prefered the old WoL's when the OC's didn't have 100% accuracy. (APplies to turrets). Was cool when you dind't NEED to blow money on a GL to take it out, it just made the job alot easier, but wans't necessary. Although its not entirely necessary for a GL now to take out a WoL it is stupid not to use one considering LMG'ers will get pumbled by the "aimbots".
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    To mindlessly, robotically repeat what everyone else has said, WOLs are <i>more</i> effective than in 1.04. They're quick, easy ways to lock down a room from casual passage, which makes use of chokepoints practical - and profitable!

    Additionally, they necessitate combined-arms use. If a commander lets the aliens take an important point (or his marines are out-deathmatched) he's going to have to decide whether he wants to spend the res on a GL that might get eaten) or considerably more res on sieges (that still might get eaten).
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    <!--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-->Additionally, they necessitate combined-arms use. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    There's still the jetpack choice... Five jetpackers went through a double WoL, four got out, though wounded.
  • omletteomlette Join Date: 2003-07-27 Member: 18457Members, Constellation
    edited August 2003
    <!--QuoteBegin--Mintman+Aug 4 2003, 11:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Aug 4 2003, 11:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> WOLs are great if you are willing to sacrifice going onos for the good of the team. With the improved accuracy I like to have 1 DC 1 MC and 3 OCs. Virtually unpassable if positioned correctly (by a normal marine I mean). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    alias holdup "wait;wait;wait"

    Movement chambers make OC's / DC's work faster? If so, is this new?
    I'll give it a try in a minute if so.

    ** EDIT ** - Read the topic. Oh well. =(

    So anyway, how many OC's do you suggest per DC, so you don't have to guard the WOL?
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    You don't really have to guard ANY alien structures with the inclusion of the 2.0 autoheal for all alien buildings.

    Note: That means, they heal themselves regardless.......DCs or not.
  • omletteomlette Join Date: 2003-07-27 Member: 18457Members, Constellation
    <!--QuoteBegin--Mr.KNifey+Aug 4 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mr.KNifey @ Aug 4 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't really have to guard ANY alien structures with the inclusion of the 2.0 autoheal for all alien buildings.

    Note: That means, they heal themselves regardless.......DCs or not. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But not as fast. Two marines can run up and rush an OC, it'll be gone quickly. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    If you want it to survive most stuff then a 1:1 of OC to DC, but if you're looking for it just to delay marines then you want 3 or 2 OC to each DC.
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    So could a strat be made around an early wol? I'm talking, at the start, everybody go gorge, i mean EVERYBODY, and set up a strategically placed wol. I'm thinking about strats that could be built around DC first, since comon opinion is that it is a bit lackluster in 2.0.
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