Any Point To Oc In 3.0?
Terse
Join Date: 2002-11-23 Member: 9748Members
<div class="IPBDescription">Nerfed to the point of uselessness</div> Offence Chambers now do 20 damage in 3.0, but they still cost 10 res each.
There are areas which absolutely need to be blocked (generator, fer instance). OC was never the total blocker of that area, but at the very least it would send marines packing or begging for shotguns. Now it does so little damage to an armor upgraded marine it's not even a speedbump.
If you're a gorge in generator, the only way an OC is going to take out a marine before he runs in and shoots you is if you stand behind it and healspray it while he stands in front of it. It won't even deter groups of marines -- they'll just jump right over the damn things, shoot any skulks and then turn around and knife the OCs to death. The only thing that can get them out is a good hard skulk rush.
With this in mind, is there even any point to having OCs at all? Unless they're backed up by DCs (and possibly an SC), the marine will last longer than the OC will. It makes playing Gorge significantly less fun, as I can't run, can't hide, can barely defend myself, and can't rely on a skulk escort to protect me or my RT.
There are areas which absolutely need to be blocked (generator, fer instance). OC was never the total blocker of that area, but at the very least it would send marines packing or begging for shotguns. Now it does so little damage to an armor upgraded marine it's not even a speedbump.
If you're a gorge in generator, the only way an OC is going to take out a marine before he runs in and shoots you is if you stand behind it and healspray it while he stands in front of it. It won't even deter groups of marines -- they'll just jump right over the damn things, shoot any skulks and then turn around and knife the OCs to death. The only thing that can get them out is a good hard skulk rush.
With this in mind, is there even any point to having OCs at all? Unless they're backed up by DCs (and possibly an SC), the marine will last longer than the OC will. It makes playing Gorge significantly less fun, as I can't run, can't hide, can barely defend myself, and can't rely on a skulk escort to protect me or my RT.
Comments
and gorges are fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
both are onyl usefull for one thing, alarming that the other side is aproaching. For anything else then a small warning mechanism its useless.
not true..
they are suppose to block marines attacks..
not a bunch of shotties but lmg lev1 2 rines are not suppose to run thorugh 3-4 ocs just like that..
ocs do cost res and supoose to be more then nice pictures in the game and placeable ladders for groges
^^I agree with the warning - they let you know when a marine is getting close...i try to place them in junctions that way it gives me a few seconds to get ready to battle <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
This aside, ocs are kinda a waste of resources, they arnt effecive enough by themselves. Look at turrets, two turrets alone are fairly pathetic; only when you get four or five together are they of real use. The difference is, building four or five ocs is far more res for a lone gorge than for the marine pool. and even if you get that many, their size makes them more difficult to place effectively in a tight corridor or key choke point.
But if you are going to use ocs, be sure you aren't doing it alone, it would take way to long to place a sufficent volume in an area by yourself. Also, placement is key. the only way they actually are useful, other than a wall of lame, is for defending a large area. When they are spaced out in various vantage points, perferably with a commanding view of the room they can be rather effective. Not in single handedly halting a marine advance by themselves, but by providing extra targets and that little bit more fire power in a pitched battle.
As I read back on what I've written, I come to the conclusion that ocs really are suited to what they are intended for, halting the early-game advance of marines. The only problem is it requires the commitment of the team to use them effectively.
One last thing, ocs can't stop light marines all to easily by themselves, but turrets hold off skulks, gorges, and lerks rather well. Balanced??
that's right, useless
Unless you have plenty res or are defending your hive from jetpacks, ocs pretty inneffective for their cost.
They dont even do that. Marines can just walk past them barely hurt or make it through with meds. They are only good for killing jps imo.
I agree
Nobody should rely on turrets or OCs, but they have their uses, namely, preventing loners from just walking right into base or somewhere valuable.</span>
ever wondered why a comm usually drops a pg anywhere near a tf? yep, its cos the turrets will die without marine support. however, its quite a pain clearing an area with marines and turrets. same goes for aliens/oc, but the difference is you generally cant come to the WoL's aid, unless theyre close to a hive, because of the lack of phase tech on aliens side. thats why often OCs die quickly, and seem not worthy of their 10 res. but they <u>can</u> win games if used properly with support, whether it be directly by stopping a shotgun rush, or indirectly by laming up at a chokehold such as topographical on ns_veil, securing the entire side of map.
Nobody should rely on turrets or OCs, but they have their uses, namely, preventing loners from just walking right into base or somewhere valuable.</span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
OCs will delay marines a bit, that's true. And some people have made the point that they do the same damage as an electrified RT.
A skulk will die in three bites to an electrified RT. An OC does not have the same effect on a marine that an electrified turrets do.
If a skulk wants to take out the RT, then the gorge has to heal repeatedly, for a few minutes at least. The comm can drop health immediately and insta-heal the marine.
Basically this means that gorges in early game have no defense. Either we hope a skulk hangs around while we drop RT and DC, or we drop an OC and RT, and hope. If a marine comes along, it's bye bye 10 res, the OC will also get clobbered, and then the RT will get knifed shortly thereafter, meaning the gorge is down 35 res and won't get it back for a while in early game.
Meaning that gorges are totally dependent on skulks to prevent an early marine rush for RT -- either the marines get intercepted or they rush to the gorge's defense. To say that this is wishful thinking on pubs is to put it mildly.
I mean, the top is loaded with spikes which do nada
Works every time.
placement has definitely become an issue, i usually place mine behind the doorframe, so that they only fire once the marine is in. that usually entails another volley from the ocs before he can get out of the way. with 2 ocs in that position, its 80 damage, not much but still ok.
i try to make sure that all the ocs fire at the same point, and that they all cover each other. as well as being protected from longer ranged attacks, of course this isn't possible in every situation, but if you can do it it will greatly increase the effectiveness of the ocs.
Daniel
Good placement right around a corner sets a rine for a nasty suprise as the OC impales its spikes right into the marines gut while others spike him and no marine will go rambo.