Oc Placement

MichaelMichael Join Date: 2004-10-22 Member: 32400Members
<div class="IPBDescription">Where do you put them?</div> I would like to know where to put OCs in a NS game. Hidden in the corner or out in the open to cover as much as an area possible. I have heard opinions to both sides and would like to get to the bottom of things.
«1

Comments

  • tuutti2tuutti2 Join Date: 2004-02-11 Member: 26392Members
    edited January 2005
    I put them to defend hive or block pivot points.

    For example it is good idea to place 2-3 ocs just in front of hive in viaduct or powersilo in ns_nothing. Those hives are easy to take down with only 2-3 jetpacker with shotgun. And put 1-2 ocs to redroom because it is siegespot to viaduct hive.

    Good example of blocking pivot point is cargo storage in ns_tanith. Even if you don't have hive in fusion reactor, it is good idea to put some ocs to cargo. Tou can place them at top of "balcony" or drop them top of boxes near entrance.

    I don't usuallu place then in corridors or far from hive. Lonely ocs are very easy to kill so you should always protect them. The best use for them is to reinforce already protected ares (just like cargo storage in tanithj, you should always keep eye on it). And I usually drop them in pairs. One oc is not worth of it, unless placed in hive.

    And never place oc in hive in the first 2 minutes of game. If you need it in first minutes, you lose anyway. If you don't need it, those res should have used to build rt or put oc in strategic place (cargo again).

    Its not how big/small area they cover, it is how strategic their location is.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    To maximize the amount of OCs you want to drop I place my OCs just out of the marine's line of sight from the next room over from where the OCs are placed. This way marines practically walk in to a wall of OCs without seeing the whole stash
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    That imho is a pretty poor layout. Chambers cant shoot through each other, so you're wasting those other ones.

    I prefer the attached pic. They're still somewhat visible from the corridors, and thats bad, but they're spaced out to avoid grenade damage. You can put a DC or SC in any corner in order to toughen them up though. From the entrances, marines will only really see 1-2 OC. When they enter the room however, they get the full force of all four. If you web the middle of the room then marines are easy kills. Skulks can camp the corner ceiling in order to ambush any weakened marines who enter. This is your average "ZONE of lame".

    I use the "skewed square" set up to catch a lot of marines and its good for choke points. DCs are easily added to the corners, with an SC in the fourth.

    Second, dont make the mistake of stacking OCs. They wont fire properly. Either use well spaced apart triangles (two on the base side by side, one on top in the middle of the two so all three can fire) or put them on top of DC/SC (two ranks of chambers - front rank OC, second rank DC/SC, and on top of the DC/SC place OC). These "WALLS of lame" appear in the mid to end game where you need to deny marines access to an area. DCs will make them unkillable, and you just need a bit of web and healspray. They are, however, SEVERELY vulnerable to GLs, grens, and sieges.

    Personally I use zones of lame, and they can be easily added to as time goes on. They dont block alien travel, but do a fine job of stalling marines. They're good ambush points too, and if you get a good choke point you can have fellow aliens healing at your DC (under cover of SC) while the OCs are firing at any pursuing marine. The minibase of the alien team.

    OC placement should be about maximum damage to the target with maximum efficiency. All OCs should be able to shoot anywhere in the room, and should DEFINITELY be able to cover any and all entrances. They fall into the above zones/walls of lame, and hive JP defence. Hive JP defence is pretty easy - set up OC to shoot jetpackers. This is pretty essential in most games as ninja phases can make life miserable.

    Use these things SPARINGLY as they cost a lot of res which you will probably NOT get back - OCs are deterrents and most rines will not be fool enough to run into a nest of them without weapons. Second, 4 OCs could be the last ditch hive relocate you needed to win.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    If you're going to spam OCs, you might as well go for the gusto and place them all in the same spot. 8 OCs that take up the space of one is extremely effective, especially when the Gorge who dropped them -is still inside.- Marines firing at the Gorge will have a hard time hitting it due to all of the OCs taking the bullets while it can still heal / spit, and the OCs themselves will spread the damage around between two or three instead of letting a Marine take down one, and then the other, and then the next, and so on. If you have three OCs in the same spot, it will usually take -twice as many clips- to destroy just ONE of them. Some servers frown on this though, as it is more or less exploiting. I still don't care. I won't touch scripts or bhops, but I'll be damned if I give up my OC fortresses. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited January 2005
    Necrosis, I feel it's a good strategy.. especially on Ayumi. Early in the game if I want to slow down the marines I just drop a few OCs in that slanted formation and the marines have a hard time rushing past them to clean out the room.

    If you arrange them just right marines wont see the OCs untill they reach the end of the hallway, but you get the idea..
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Different strokes for different folks I guess.... I'm just too used to games where marines position themself so they only have to dodge the fire of ONE OC... and thats pretty easy. Once that happen they can take out a room full of them.

    Same as putting turrets around a tfac but leaving a blind spot.






    As for Rushakra's "balls of lame"... I'm pretty sure most servers will kick you for that sort of activity.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    and never put an oc where a marine can shoot at it from a far distance...the oc won't shoot back if the marine is too far and the marine can easily dodge the spike if the oc is far away
  • 2_of_Eight2_of_Eight Join Date: 2003-08-20 Member: 20016Members
    I don't use OCs much; in fact, I may have placed only 1 or 2 OCs during my last 10 games as Alien. Why?
    Res is quite useful, if you haven't noticed. 3-4 OCs =~ a hive. What do you want; a well-defended room, or a new hive going up? Maybe a lerk, or a fade. Use your res for better purposes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Placing an OC in the middle of an area where marines are likely to try sieging from can also be good. If they kill it (which they probably will), then you have an early warning of their plan and you can prevent the pg from going up. Their other option is to ignore the OC, meaning they take quite a bit of damage from it. If you are using it just as a warning, you only need one of them. If that OC being placed there means that your team saves the hive because of the early warning, then it was well worth it.
  • ScuzballScuzball Join Date: 2003-09-08 Member: 20657Members, Constellation, Reinforced - Shadow
    I use them purley as advance warning becons. Sprinkle them outside of hives in seige spots for an excellent warning system. Sometimes, the comm is smart and drops a TF or something next to it to take the hits, and they build another nearby so as not to set off the 'alarm' by attacking the OC until the seige/pg/etc is up.

    If you're rich in res, string them through a series of rooms one at a time. This often counters the type of 'good' rambo marine who knows to run by just one chamber, as he will encounter and perhaps ignore chamber after chamber along his route. Either way, either he wastes bullets/time killing one (and even then it's just ONE oc for chirssakes), or he arrives at his destination armorless and wounded.

    To bad they don't have a warning like the comm gets for turrets firing! That'd be sweet... hint hint...

    On the other hand, having the whole team deafened by an OC near a building would suck severely. Maybe just a graphical warning? Whatever.
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    i place them as random as possible when i am in an open area.

    this helps esp when ur team goes sc.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I did state that they're pricy.


    I tend to drop two if someone has already got dibs on a hive. Then you can "top up" the zone of lame as time passes. If nothing else they're good spots to put DC/MC/SC for your team's benefit, as opposed to ALL in a hive.


    As far as early warning systems are concerned... maybe. Marines will sometimes try to "run the gauntlet" in order to avoid a "building under attack" message. This is good for a ZoL, as it almost always (for my ones at least) means a dead marine.

    Second, some comms will tell their men to just "run through" and get med spammed as they go. This is pretty pricy for them and if they don't get a PG up then he'll have to keep medspamming the Zone of Lame AND medspam where the living marines are. Tricky.

    With 2 OCs you can set up a small choke at any main corridor.. only for ROOMS do you actually need any more than that.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    liked it when u could place ocs on rts, or at least near them.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    I dunno about you all, but I usually build one super chamber (look up and spawn a bunch of OC's/DC's at once) and it makes it virtually unkillable. Just save a bunch of res, then put them right ourside marine start, garentees many many kills <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • ScribblesScribbles Join Date: 2003-11-05 Member: 22323Members
    OC's are mostly just usefull for giving your team marine advancement warnings. A couple of these on risky spots can also make ninja sieging/phasing very difficult.


    One should never underestimate the power of a WOL. One or two DC's and 5 OC's tends to attract marines like moths to a flame. They're just hellbent on breaking it down, even if they could just pick a different route. Good source of RFK.
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    Basically I put them in angles just like what <b>necrosis</b> does. Even if a marine gets in he wont't get out.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Las cucarachas entran, pero no pueden salir, hehehe.



    And I still say be wary of balls of lame, because they're frowned upon by most servers with rules.



    Edit - Cockroaches check in, but they don't check out.
  • TheritesTherites Join Date: 2004-09-08 Member: 31525Members
    i gorge alot and i tend to make OC's just beyond te line of sight of marines as you can see in the attached file this makes sure marines will get hit at least 1 time before they back off.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    I love placing OCs in the best places and getting the kills, it be easy to show you with a minimap pic, that is something I should have done awhile ago...god i'm lazy..
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    choke points on the map and inside the hive to prevent light armor weapon rushes.
  • IconoclastIconoclast Join Date: 2004-06-23 Member: 29481Members, Constellation
    I agree with the above sentiments of overpriced OC's. I rarely drop them in games. The only place I like to lame is messhall on nancy. I'd rather do do something a little more constructive with my res. -----> <!--emo&::hive::--><img src='http://www.unknownworlds.com/forums/html/emoticons/hive5.gif' border='0' style='vertical-align:middle' alt='hive5.gif' /><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I dont like laming messhall, its easy to gl through.

    If you lame the cargo area just to the west of mess hall you can have a far more secure choke point, especially since marines have problems with climbing ladders.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    edited February 2005
    I found a pretty effective strategy on placing OCs.

    You place OCs where they are on lower ground than where marines will come from, yet their head is exposed. A good example is on Topographical on veil. For those who don't know where that is, it's first res you find as a marine if you travel east from marine start. Well, the RT is on higher ground, and that is the ground marines will travel on. So you place the OCs on the lower ground so that only the head sticks out...

    Another part of OC placement is also where on the map you place it. You definitely want to place OCs on chokepoints where it is a very tight area. Here's some tips:

    nancy:

    - behind the door that leads to port
    - near the upper area from the ladder that leads to mess hall (center of map)
    - in the upper area where auxilary res is (near mother)

    tanith:

    - in the area on the elevator at chemical (near sat com)
    - above the ladder near acidic (between chemical and fusion)
    - above the walkway at waste

    veil:

    - the lower area at topographical
    - the intersection between topographical, c-12 and double res

    nothing:

    - beneath the elevator near generator
    - beneath elevator near foreboding

    caged:

    - the grate area that is near marine start, OCs will sink a bit, but the head will stick out
    - the area to the left of double res
    - entrance into shipping tunnel

    mineshaft:

    - below elevator near marine start

    There's a lot more, but I could only think of this much. Try to place the upgrade chambers in vents or areas where it is hard to see/kill them. It's also a bonus if OCs make the marines face another way so that a skulk that enters the room can easily land a bite from the side or behind the marine.
  • SwiftSwift Lost Keys Join Date: 2005-02-19 Member: 41683Members, Constellation
    I use 2 strategies -- The OC fortress, and the very spread out method. They are both good for certain situations.

    OC fortresses are good for lone marines walking around a corner with anything but the grenade launcher.

    What I do, however, is spread them thinly out along a corridor. This has MANY advantages.
    The main advantage of this strategy is of course is the warning. A GLer might be able to take out 1 before you are able to kill him, but a group of OCs will take many casualties.

    Along a corrider, lay an oc about every 10 "feet". This strategy is BEST if you have plenty of res and web. JPers trying to slip past will be wuickly overwhelmed, while heavies will simply walk out and assassinate your precious OCs -- but this will prvide plenty of warning, as they will also will be burning ammo on OCs, one by one.
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    I like the general Super-OC (stacking all of em in each other). I've seen one of those take down several heavies (they didn't have GLs or welders..but whatever lol).

    I also like to make it so when a marine walks into a room he gets the maximum amount of spikes at the same time.

    Then I also put them in common seige spots because on the server I play on they don't understand not shooting.

    Then sometimes I do the whole "Football field of OC" thing. On eclipse I had one on each side of MS and those JPs couldnt get out unless they all rushed one side. Then only half of em got out..severely damaged.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Traken+Feb 21 2005, 09:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 21 2005, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the general Super-OC (stacking all of em in each other). I've seen one of those take down several heavies (they didn't have GLs or welders..but whatever lol). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I'm pretty sure that's considered an exploit, though. I could be wrong.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-im lost+Feb 22 2005, 12:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 22 2005, 12:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Traken+Feb 21 2005, 09:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Traken @ Feb 21 2005, 09:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I like the general Super-OC (stacking all of em in each other).  I've seen one of those take down several heavies (they didn't have GLs or welders..but whatever lol). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm pretty sure that's considered an exploit, though. I could be wrong. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are you sure?

    One GL, a bit of time, and a few ammo/health packs, and the alien just wasted 50+ res. I don't know of any exploit that has such an easy counter. Even a couple sieges would be a cost effecient way of killing it.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Its the fact you're not meant to do it. Its pretty unbalancing if you can drop 3 oc on the same spot versus basic rines.


    Anyhow, spread out is better versus most counters, and most rines will try to run through spread out OC nests. That gets kills, which is what you want generally unless you're just building a nuisance. Fields of lame are also cheaper to maintain than a wall.


    The real trick to OC master lame is to get the marines to run through it rather than shoot it. Camp near the other end as a skulk and you can rack up lots of rfk for more lame or important things like upgrade chambers and hives. Also seems to attract a lot of marine attention. FEEDING FRENZY.
  • DontShootMePleaseDontShootMePlease Join Date: 2005-02-20 Member: 41903Members, Constellation
    I do different things depending on the situation. Normally, I spread them out randomly in a room to prevent anyone from jetpacking over them all, or hiding in a spot to avoid all the damage. I do this in hives or places we really can't lose (like cargo in Tanith).

    The other thing I do is when I want to confine the marines into their base early. Good example being this one map, forgot the name... it's either eclipse or viel (the marines have these really anoying automatically opening doors that seem to always get me killed if I have no backup. There's a vent behind the nearest RT on the right side of Marine Start, that leads to marine start.)

    Ok, I'm sure most of you know which map I'm talking about now. I go to one side (usually the right side as that tends to be closer to maintenence and sub) and make the rt, 3 ocs, and 2 dcs then I stay there defending it with healspray for a little while. I get level 2 regen from the 2 dcs, and maybe level 3 if anyone else dropped dcs, and that lasts either until I leave and they rush it or they spam it with grenades.

    Though I don't permagorge very often, usually drop 1 RT, 1 OC (depending on the map), go skulk and save for a hive or fade if someone else wants to get the hive.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Ok, I'm sure most of you know which map I'm talking about now. I go to one side (usually the right side as that tends to be closer to maintenence and sub) and make the rt, 3 ocs, and 2 dcs then I stay there defending it with healspray for a little while. I get level 2 regen from the 2 dcs, and maybe level 3 if anyone else dropped dcs, and that lasts either until I leave and they rush it or they spam it with grenades.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That requires 75 res to do all that. If no one else on your team has dropped another DC yet, then you shouldn't be spending that much res in one place.
Sign In or Register to comment.