The Viability Of Healing Stations As Your 3 Dc's
ShotgunEd
Join Date: 2004-01-02 Member: 24966Members
<div class="IPBDescription">in clan games?</div> My only real experience of "healing stations", essentialy 3 dc's somewhere, is in public play. I've had good success with them in cargo on tanith, cargo in veil and gen in nothing, to name a few random locations. I find them far more effective than oc's for holding areas, incredibly useful for lerks and skulks.
My question really is, can a healing station provide an early advantage to aliens that can tip the scales. Especialy in somewhere like cargo in tanith, or is the risk to the DC's too great? With free upgrades looming, are early healing stations going to provide even more of a boost?
My question really is, can a healing station provide an early advantage to aliens that can tip the scales. Especialy in somewhere like cargo in tanith, or is the risk to the DC's too great? With free upgrades looming, are early healing stations going to provide even more of a boost?
Comments
it makes it easier for aliens to hold it.
having these stations near the center of the map enables higher lifeforms to heal fast without going back to the hive all the time, increasing the amount ur team will be able to harrass.
but it sucks when ur a cara fade and your hive is under severe attack and u just gotta wait so long for the hive to ehal u while the healing station is somewhere out there.
On a related note, if you place your DCs on top of the building 2nd hive, your chances of holding it are that much better.
Lose the 2nd hive and your comeback will be insanely difficult, as those chambers will be splattered too.
Healing stations usually appear near MS or any marine base on a pub game. Like sensory chambers, they are only placed where needed, not as a network.
Most pub games will have at least 1 player who will find a vent and hide his chambers there. That way they can last the entire game.
Healing stations are chancy things. If you're using them to heal (and therefore taking Cara or Redem) then should they die, you will be in big trouble. Second, you're going to be disadvantaged if you're rushed in a DC free area.
Placing the dcs on special parts of the map is not a bad idea at all. However, in competetive play this would translate to having a gorge traversing the map from one end of the map to the next and with marines from experienced clans who divide their team up to scout, this spells doom + loss of res for that gorge, who must wait some time to be able to redrop a single dc.
If you do plan to place dcs somewhere on the map other than the hive, obviously, you don't want to put them out in the open and you also don't want to spread them out as the healing stacks when there's more dcs around (duh). Make sure though, that they're not accessible to marines, meaning they can't boost into a vent or on top of a ledge to destroy the them.
Dont "use them to back up your ocs", because then they will die, and an alien team without chambers is at a grave disadvantage.
The reason why you put them in the hive is because
a) it helps fades when the hive is under attack
b) they heal the hive in case of an assault
c) <u><i>it's safe</i></u>
However, once they get jetpacks, just place them on the hive for safety.
However, once they get jetpacks, just place them on the hive for safety. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
some of these areas can be accessed with "mine ladders" and boosting. (You'd be suprised)
My question really is, can a healing station provide an early advantage to aliens that can tip the scales. Especialy in somewhere like cargo in tanith, or is the risk to the DC's too great? With free upgrades looming, are early healing stations going to provide even more of a boost? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
We never used to actually use DC healing stations in clan matchs. Although it does have quite the potential for holding an area, if the marines were to early SG rush or if the aliens just plain lost the area the DCs would be gone before you know it. The general placement under the hive pretty much gives you more "safety".
but in clan matches i never because...well i tried. and basically three marines boosted each other and knifed them down basically <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Not the weldable ones, the 2 vents between cargo and double. Even my skulk was deadly!