A Simple Way To Dodge Offense Chamber Fire

a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
<div class="IPBDescription">Exploits the targeting system.</div> I've found that a simple, effective tactic for fighting offense chambers is to jump constantly while crouched. Almost every spike will either hit the ground in front of you or pass far above you. Meanwhile, you will have a plain view of the offense chamber, and will be able to dispatch it with greater ease than if you had been shooting it from behind a corner. This tactic is ineffective at close range, but at any other range, it is very effective. I have been using this tactic for a long time now, but strangely enough I cannot recall seeing anyone else use it.

Comments

  • J3kJ3k Join Date: 2003-09-04 Member: 20562Members
    nice....ill have to try this one
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Oddly, I just strafe, which works just as good.
  • MadcapMagicianMadcapMagician Join Date: 2003-04-07 Member: 15265Members, Constellation
    Yes, this works really well. You only end up taking about 1/6 hits if you are far enough away.
    I give it 3 weeks till this has spread like wildfire and rendered ocs useless.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    This is probably fixed in 2.1, along with the stacked ocs of doom.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited November 2003
    <!--QuoteBegin--Necrosis+Nov 18 2003, 12:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Nov 18 2003, 12:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oddly, I just strafe, which works just as good.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes, strafing back and forth works; I used to do it before I discovered this. But it has many disadvantages. First, it does not allow for as much accuracy when firing. It is very easy to fire accurately if you're just jumping up and down, but it is less easy if you are strafing. This is because strafing requires more concentration; since you're moving along the ground, you have to concentrate on moving the right distance, and things like that. Also, because it requires more concentration, it is more difficult to be aware of your surroundings. It is also much easier to make a mistake; because you're moving along the ground, you may hit a wall, move in one direction for too long, or make similar mistakes. And last, it is largely ineffective in confined spaces.

    On the other hand, jumping constantly while crouched is very simple. All you have to do is press your jump key every time you hit the ground. Shouldn't be difficult at all if you're good at bunnyhopping. Because it is so simple, this method is much less mistake-prone, and requires much less concentration.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    i always shoot from behind a corner, why go through the trouble of bunnyhopping?
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--Buggy+Nov 18 2003, 06:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Nov 18 2003, 06:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i always shoot from behind a corner, why go through the trouble of bunnyhopping?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    When you attack an offense chamber from behind a corner, you can see only a small portion of it. Thus, unless you're using the pistol, many of your bullets will miss. In addition, many of your bullets will hit the corner. Since so many bullets will not connect with their target, that method is much less efficient in both ammunition usage and time.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--MadcapMagician+Nov 18 2003, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MadcapMagician @ Nov 18 2003, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, this works really well. You only end up taking about 1/6 hits if you are far enough away.
    I give it 3 weeks till this has spread like wildfire and rendered ocs useless. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Only really works with lone OC's. Two or three and the jump/crouch thing doesn't work very well since they fire at different times and so are able to track you. The only reason the OC's miss in the first place is they lead you and when you hit the ground or the apex of your jump they're still leading you.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    Actually, this tactic works as well against groups of offense chambers as against lone ones. That is to say, the ratio of spikes that hit to spikes that miss is unaffected by the number of offense chambers. I know this, for I have used this tactic against offense chamber groups countless times.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Yup, this works in 2.01. But when 2.0 were new the spikes were just like marine turrets with instant hit. Then they removed it to make JPs viable. I feel like they're a bit weak now, or maybe the marine's turrets shouldn't insta hit either. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    edited November 2003
    Hmm sounds a bit dirty but effective never the less. Thx man.

    Oh yeh does it require timing at all?? As in can u mess it up everytime u land u get hit??

    - RD
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, Constellation
    I see nothing dirty about dodging OC fire. It's just like how skulks ran circles around turrets it 1.04. I have been doing this for a long time, and it works really well. Good tip.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    Dodging OC's makes sense

    if I was a real space marine I wouldn't just let it shoot at me, I would try and jump as well, or shoot around a corner.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Yeah it's really realistic, just like in WWII when the americans kept dodging all the MG42 fire as they ran up the beach, suffering absolutely no losses and causing only a few minor injuries which were instantly healed by dropping white boxes on the soldier's head...
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited November 2003
    <!--QuoteBegin--Roger Dodger+Nov 19 2003, 10:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roger Dodger @ Nov 19 2003, 10:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh yeh does it require timing at all?? As in can u mess it up everytime u land u get hit??<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You have to spend as little time on the ground as is possible. This tactic works because the offense chamber always leads its target perfectly. Based on the target's distance and motion, it fires its spike precisely where the target will be in the time it takes for the spike to reach it, as long as the target maintains its current motion. That means that it is very ineffective against even a simple back and forth motion, such as jumping up and down. If you are jumping up and down, the only time a spike will ever hit you is if it was fired when you were either at the peak of your jump, or on the ground in between jumps. Basically, when you were not in motion. Thus, it makes sense to limit the amount of time you spend on the ground.


    <!--QuoteBegin--That Annoying Kid+Nov 19 2003, 01:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ Nov 19 2003, 01:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Dodging OC's makes sense

    if I was a real space marine I wouldn't just let it shoot at me, I would try and jump as well, or shoot around a corner.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not this kind of dodging. It consists of just a single repeating action. It is far too predictable to work against an actual intelligent or semi-intelligent entity.


    [edit]
    <!--QuoteBegin--XCan+Nov 19 2003, 10:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Nov 19 2003, 10:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But when 2.0 were new the spikes were just like marine turrets with instant hit.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, if I am not mistaken, 2.0 spikes were not hitscan. I do remember dodging spikes in 2.0. I believe the change in 2.01 that made jetpacks more viable was simply to decrease the offense chamber's effectiveness at leading or targeting fast-moving targets.
    [/edit]
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I tried this yesterday on hera infront of like 8 OC's


    worked perfectly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    Actually the first wave suffered some 99% casaulties.....

    But i know you are being sarcastic.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    <!--QuoteBegin--Revenge+Nov 19 2003, 01:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Nov 19 2003, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah it's really realistic, just like in WWII when the americans kept dodging all the MG42 fire as they ran up the beach, suffering absolutely no losses and causing only a few minor injuries which were instantly healed by dropping white boxes on the soldier's head... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Spikes = big and slow.
    Bullets = small and fast.
    And since when were we talking about realism? This is gameplay.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin--Hunty+Nov 21 2003, 07:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hunty @ Nov 21 2003, 07:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually the first wave suffered some 99% casaulties.....

    But i know you are being sarcastic. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    BS the first waves suffered that high of losses... where are your quotes and numbers to support that statement?
  • Fat_WangFat_Wang Join Date: 2003-08-31 Member: 20420Members
    bs y r we talking bout realism? since when did realism apply to a game where giant space cows eat ppl? since when did dogs mutate frum mans best friend to mans worst enemy? since when did bats get huge and fire spikes like bullets frum a mg42? etc etc etc...
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited November 2003
    <!--QuoteBegin--Fat_Wang+Nov 21 2003, 06:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fat_Wang @ Nov 21 2003, 06:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->since when did realism apply to a game where giant space cows eat ppl? since when did dogs mutate frum mans best friend to mans worst enemy? since when did bats get huge and fire spikes like bullets frum a mg42? etc etc etc...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is not about realism. This is about suspension of disbelief. Things have to be believable. They have to make sense to the players.
  • Insanity_GizmoInsanity_Gizmo Join Date: 2003-05-05 Member: 16072Members
    Don't throw realism out the window. Or else we'll get nukes and rocket launchers, and the aliens would be smart enough to realize that depressurizing the ship works wonders for getting rid of those marines.

    You need to matain a healthy balance, for the realism factor is the key to making a game believeable. A game isn't really that fun or easy to learn if you can't reasonably predict what would happen.

    Or do we want Matrix-bullet-dodging skulks?
  • Phoenix_SixPhoenix_Six Join Date: 2003-11-10 Member: 22442Members
    <!--QuoteBegin--Insanity~Gizmo+Nov 21 2003, 06:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insanity~Gizmo @ Nov 21 2003, 06:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Or do we want Matrix-bullet-dodging skulks?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes. Yes we do. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Should the OC's be "smart" enough to correct their aim prediction if they miss alot? It's obvious that they are smart to do prediction in the first place, and a little bit of correction on a few seconds of constant failures isn't much of a step above it, so I would think that this shouldn't work for more than a few seconds.

    The skulk-turret thing wasn't an issue with the turrets being dumb, but rather that they turned too slow (a hardware limitation). This is a bit different.
  • KIRWingsKIRWings Join Date: 2003-11-15 Member: 22961Members
    The Turrets also seem to do less damge than the ocs, ive seen ocs kill turrets, it could also just be that the ocs heal on their own even though its really slow. thats why its good to have siege with turrets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--KIR|Wings+Nov 23 2003, 07:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KIR|Wings @ Nov 23 2003, 07:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The Turrets also seem to do less damge than the ocs, ive seen ocs kill turrets, it could also just be that the ocs heal on their own even though its really slow. thats why its good to have siege with turrets <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Turrets have 1400 health and deal 10 damage per shot, if I am not mistaken, and offense chambers have 1000 health and deal 20 damage per shot.
  • cookmancookman Join Date: 2003-12-22 Member: 24654Members
    <!--QuoteBegin--a civilian+Nov 18 2003, 02:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Nov 18 2003, 02:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Buggy+Nov 18 2003, 06:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Buggy @ Nov 18 2003, 06:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i always shoot from behind a corner, why go through the trouble of bunnyhopping?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    When you attack an offense chamber from behind a corner, you can see only a small portion of it. Thus, unless you're using the pistol, many of your bullets will miss. In addition, many of your bullets will hit the corner. Since so many bullets will not connect with their target, that method is much less efficient in both ammunition usage and time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I couldn't agree with you less. It is very possible to shoot an offense chamber from an angle behind a corner without one bullet missing. I can take out 2 offense chambers in the time it takes to spend 250* bullets and reloading 2 times without loosing 1 HP, thats not very long time. So this tactic is generally superior and über over the
    moving-around-like-a-supertrained-ninja spike dodging.
    Personally i think this tactic is highly unfair because it makes a 10res Turrets much greater than a 10res OC considering OCs are there to protect the area, not to be protected.

    *The extra 50 bullets is need because of the chambers healing.
  • D4rkehD4rkeh Join Date: 2003-08-10 Member: 19372Members, Constellation
    meh i hate people who find ways to exploit in mods and then continue to use them.

    the only thing i do when i see ocs is either hide behind a corner or strafe, but never have i used the crouch jump nor do i intend to start <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--cookman+Dec 22 2003, 09:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cookman @ Dec 22 2003, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I couldn't agree with you less. It is very possible to shoot an offense chamber from an angle behind a corner without one bullet missing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    True, but that relies on the offense chamber being positioned close to the corner.
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