A Little Tip On Wols

The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
edited April 2003 in Kharaa Strategy
<div class="IPBDescription">chamber placement</div> Tired of marines jumping your lovingly made walls? Here's a simple solution!
Most gorges make walls like this:

OOOO
DDDD

This allows marines to leap over them all in a single jump. They should actually be placed...

OOOO

DDDD


Then the marine will need to take it in 2 jumps, and the OCs get extra firing time. Especially useful with webs!
Give it a try, i garuntee it will work!

[EDIT] my ASCII art was fewked, removed it <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->

Comments

  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    I've been doing this recently for different reasons. I noticed that when marines use a grenade launcher against WOL they usually do minimal damage to the offensive chambers as the defence chamebrs heal them back to nearly normal health. But the defence chambers themselves blow up with just 4 grenades quite easily. So by putting a gap in there you hopefully force them to take out the offensive chambers first before the defence chambers.
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    2 very good points (especially the 2nd) and it will also make it more resistant to siege (same as the GL). However it will also take your team 2 jumps to get past, which can slow them down a fair bit, especially skulks and fades. And you also have to have the room for it, and if the marines get past it, then they will simply drill all your DCs out of it with no OCs able to hit them. SO instead place them like this:

    OOOO

    DDDD

    O

    This will mean anyone who managed to get past alive (unlikely, but possable) or anyone who just manages to take another route and get behind them, will still have to fight SOMETHING, which will yet again, buy you time to save your DCs, and for the extra 14 res it can be a hive saver.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Hehe I do that too if I have the time/res. A sneaky OC at the back gets you lots of kills from marines who think, hey, I'll just hop over this. Arghh another OC behind the wall. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    ... forget WOLs! I spread them out so the marine don't simply jump the OCs and make a run for it. So instead of jumping it and evading fire for one second, the marine(s) would have to suffer constant OC fire during their whole trip through my "gauntlet." Also, its less prone to siege and especially GLers. The splash from those weapons won't work to the marines advantage anymore. It does however make it easier for normal LMG fire to take them down one by one, but then again a WOL can simply be jumped over.

    Besides... WOLs are useless against a JPer who just flies over it or goes through a vent.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I find if you make a central dc with ocs every 120degrees it provides adequate stall whilst also being almost unpassable (I have no idea why but it has proved the most effective and is quite cheap)
  • TankBusterTankBuster Join Date: 2003-04-06 Member: 15256Members
    Here's what I do with enough space

    _OOO
    ODD
    DD
    _O

    Every side covered <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • icemaniceman Join Date: 2003-03-11 Member: 14387Members
    what do you thing about this one?

    O O
    O D O
    O O


    you can add more dc;s in the middle, this is not a wall but a, lets call it a blockade..
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    edited May 2003
    Erm... lol... how many threads have we had about this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ?

    Point is....

    Make 2/3 OC in a corridor
    put 2 (!!!) DC behind, preferably in the lengthy way
    put at least one more oc behind it, and if possible one web behind the 2 dc's

    O O
    D
    D
    -----
    O

    All chambers will be healed, and they wont get past (note: this isnt for the JP stage, but for the beginning)

    just make two barricades so they cant just jump over it, experiment!!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    [/edit] I'm not trying to make the UBER WOL, but trying to explain the basics

    In the early beginning this will do

    OC OC

    DC

    OC
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited May 2003
    in T functions (eg Sat. comm. on Tanith)

    _____|. . |_____
    O D O . . . O D O
    . . .O . . . . .O
    ---------------------
    (the dots are for spacing purpose only)

    also useful for guarding doorways into small hive rooms and simultaneously covering the room.

    You need OC to cover DCs, much like covering TFs.
    As I learnt from RTSs like Starcraft, use towers to slow down your enermies, but clustering falls easily to area damage.
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    edited May 2003
    IMO it all comes down to the fact that you have one line of defense, healing, and another secondary (smaller) line of defense to catch the ones that attempt to jump over the WOL in safety

    Don't forget to put at least two DC in your wol's

    Once again, try what you like and what you think works best, this is a topic that we can debate about untill the end of times, and I'm not gonna <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Cheers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Or, to keep those pesky marines from jumping over, stack your towers! Yes, jump on top of your Offense Chamber, stand on the edge, and build another one. It will be placed on top of the old chamber, and in front of it. No marine can jump over two towers, and with it not allowing a ledge to leap on, he can't use them like stairs. Use four chambers, the bottom two spaced out so that it allows aliens through, then put two on top of those bridging the gap. The marines will be forced to walk/crawl through the wall, and the top two will have LOS to them 100% of the time. It is also effective against jumpjets, especially in low cieling areas.
    Doing this I once blocked off viaduct completely from all marines, unless they wanted to crawl through a very small space on the bottom. I had 9 chamber going from top to bottom on one side, then on the power generater side, I had 6 top to bottom. Place five defense chambers around a corner near the offense chambers in alien controlled territory, and your Wall of Lame becomes a Wall of Impassable Invinsible Except Against the Strongest Weapons Lame.
  • nethyrnethyr Join Date: 2002-12-23 Member: 11405Members
    and 300-500 alien res later, then spend 65 res and built a siege in redroom? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Zer0Zer0 Join Date: 2002-12-11 Member: 10597Members
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    Erm... actual Wall's of Wol (stacking) doesn't work tbh

    As soon as they start shooting the bottom ones the top ones will sink and sink and sink => Wall goes *poof* like a pudding

    Or is that just my experience? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--ThinG+May 2 2003, 07:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThinG @ May 2 2003, 07:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Erm... actual Wall's of Wol (stacking) doesn't work tbh

    As soon as they start shooting the bottom ones the top ones will sink and sink and sink => Wall goes *poof* like a pudding

    Or is that just my experience? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The top ones will sink when the bottom ones get taken out, true. But if they can take down 6 towers stacked on top of each other, can't they also take down 4 towers beside each other?
    Sure, stacking isn't perfect, it's just harder to get past without having to blast the wall apart (and warning the aliens).
  • FeydToBlackFeydToBlack Join Date: 2003-02-04 Member: 13079Members
    O---D

    ------

    D---O

    ------

    O---D

    ------


    D---O


    (------ == webs)
  • FirespiritFirespirit Join Date: 2003-05-05 Member: 16082Members
    Afther many experimenting i have found this formation rather useful

    lvl 1
    OOO
    ODO
    OOO

    lvl 2
    OOO
    ODO
    OOO

    lvl 3
    OOO
    OOO
    OOO

    this leavees DCs immune from harm exept from grenades and <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <span style='color:red'> </span>
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    That works, if you have 378 res to spare
  • FirespiritFirespirit Join Date: 2003-05-05 Member: 16082Members
    yea, it works VERY late in the game, but i tried it on a small server and worked
    it was quite funny, it is also an extremely well guardeed healing position, no need 4 manual defence
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Btw, I sometimes am unable to place chambers even though there should be enough room for them. Is this because the hive is too close (I seem to remember something about a limit to the chambers you can build near a hive, but I can't find out where I read it), or are there other limits to chamber placement?
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    8 types of structure per area, an area is approximately the range of a siege.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    Thanks, but I'll have to play stupid here to make absolutely sure:
    8 TYPES of structure must include nearby marine structures then, as the aliens only have 6 different structures and thus can't hit this limit themselves? Or do you just mean 8 structures, in which case the setup Firespirit mentions would be impossible, as it contains 27 structures? Or do you mean 8 of a type of structure, as in only 8 OCs, 8 DCs, 8 SCs and so on (which would also make Firespirits setup impossible)?
    Sorry about this, but I'm confused.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    8 OCs, 8 DCs, 8 SCs and so on.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Since very few hallways are very wide I put 4 OC's, then spaced a bit back two rows of 4 DC's with four more OC's stacked on top of the DC's

    wols like that every single corner are very good at preventing marines from going anywhere that doesnt have multiple siege cannons.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    edited May 2003
    <!--QuoteBegin--ZERG!!+Apr 27 2003, 08:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Apr 27 2003, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... forget WOLs! I spread them out so the marine don't simply jump the OCs and make a run for it. So instead of jumping it and evading fire for one second, the marine(s) would have to suffer constant OC fire during their whole trip through my "gauntlet." Also, its less prone to siege and especially GLers. The splash from those weapons won't work to the marines advantage anymore. It does however make it easier for normal LMG fire to take them down one by one, but then again a WOL can simply be jumped over.

    Besides... WOLs are useless against a JPer who just flies over it or goes through a vent. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is exactly what i was going to say. WoL are old, useless, crappy, etc, unless you manage to COMPLETELY block that entrance off to where skulks cant even get through. Spread the Oc's and Dc's around, and watch the results.
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    edited May 2003
    Stacking seems to work for me.

    I stack OC's to block jetpackers mainly. Start with a base of two across and then jump up to one side and lay an OC down supported on each side by the two below it. Pretty hard to fly around unless they know it's coming. Then again, after one run at it, they know it's coming.

    Spreading them around the room is more effective against good jetpack fliers.
  • KhazModanKhazModan Join Date: 2003-04-14 Member: 15500Members, Constellation
    <!--QuoteBegin--ZERG!!+Apr 27 2003, 08:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZERG!! @ Apr 27 2003, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... forget WOLs! I spread them out so the marine don't simply jump the OCs and make a run for it. So instead of jumping it and evading fire for one second, the marine(s) would have to suffer constant OC fire during their whole trip through my "gauntlet." Also, its less prone to siege and especially GLers. The splash from those weapons won't work to the marines advantage anymore. It does however make it easier for normal LMG fire to take them down one by one, but then again a WOL can simply be jumped over.

    Besides... WOLs are useless against a JPer who just flies over it or goes through a vent. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah spreading them is good.

    In a hive place a small WoL (2 OC and 2 DC) at the entrances and then place other OC like you would turrets (covering every area.)

    I've noticed that marines just jump over the WoL and then are practically safe to shoot the hive.

    Another good point about that is the grenadiers have to take them out one by one as each OC is out of (or almost out of) the grenades area of effect.

    Spread OC about the Hive-Room.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    I can't remember the last time I made a WOL, like it must have been in 1.03, the game is over before I have the money to make them, or the other team just f4's as soon as they see fades.

    /me is depressed
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