ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
So you pretty much spent a crapload of res in double, and then had a few people stay behind and guard it. Great. This is exactly the same as marines locking double down with turrets and then leaving a few marines there. It'll work, but you've just spent a LOT of res, and you are a few men down on the rest of the map. Smart marines would've ignored double and ran on to more important areas. Double is either Veil or Tanith nowadays, and neither double room is a chokepoint.
<!--QuoteBegin-Church+Mar 22 2005, 12:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Mar 22 2005, 12:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IF OC count is less than 3, marines will just jump over and shoot the gorge. This won't wall won't last veyr long without support, and 30 res is a LOT of res early game. It's 2 res towers or a lerk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 2 OCs an MC and 2 gorges is an infinate hold in any location. One marine goes down in about 3 seconds if they do it right, and LMG clip takes about 7 seconds to unload, and every shot HAS to hit the gorge for a kill (nearly impossible to do if it dives behind an OC). To honestly have a chance at clearing them out you need about 3 shotguns working together, HA, or just a good old GL. Although having 2 gorges camping an area is kind of excessive in a game where there are only 6 players on your team.
With 2 OCs a DC and an MC I can hold an area indefinately against rambos. Keep in mind it is entirely possible for a lucky gorge to spitkill a marine in a one on one situation. Add OC damage and the infinate adreniline from the MC and no marine even stands a chance. Even in pairs they can rarely survive unless they coordinate EXTREAMLY well.
I've been doing this a lot lately, as now in 3.0F, MCs are first much more often. It's quite good though I've yet to be in a situation where I had to spit and heal because there's usually fades or lerks or skulks around.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
LMG reload takes about 3...3.5 seconds? all I have to do is jump on TOP of the MC and I can hit you where-ever you run until you hide behind the OCs somehow. If the area is important enough, I will ask the comm to med me. Meds > anything a gorge can do besides webbing. I guarantee you I can kill you in 2 meds or less 95% of the time. Gorge only has 250 health without carapace. I only need to land 27 bullets (account for innate regen) at w0 to kill you. One lmg + one pistol clip and most gorges are gone.
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 24396Members, Constellation
In the last game i played the Marines had Double Res secured (HAs/Hmgs/Gls) and we had some fades and 2 hives.
But we werent able to crack Dres. So i gestated to Gorge and took adrenaline and carapace. Then i went to one of the entrances at dres and built an OC and 1 MC behind it. After that i built a DC and another MC. ANd it worked very well. Even though i had only 1 OC they couldnt get past it (of course also because of the fades).
Carapace healed up due to the DC, Spit never ended due to MCs. Went quite well. Good thing about it was that the marines were finally locked into dres. And every other lifeform had infinite Adrenaline and very quick healing when i started to spray them.
That is another big advantage of this 1 OC/ 1 MC Thing...
Every Fade/Lerk will love you since you can healspray them without a pause till they are at full health again. And if it gets too dangerous for them they can use the MC and heal at the hive.
Especially at MC First games it is very important to have a) early CHambers b) a field medic
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
You better be damned sure you can defend those chambers or you have just wasted 20, 30 res. You lose those chambers, and your team just lost some levels of upgrades.
<!--QuoteBegin-Church+Mar 29 2005, 01:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Church @ Mar 29 2005, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You better be damned sure you can defend those chambers or you have just wasted 20, 30 res. You lose those chambers, and your team just lost some levels of upgrades. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, isn't that true with DCs, too?
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
GLs won't come int he beginning of the game.
And yes, it is true with DCs as well. This is why I DON'T generally drop WOLs. In general (there are, as always, exceptions) they are not cost-effective, and there are better ways to spend the res, especially in a 6v6 game. In a 12v12, a few skulsk should drop some OCs because frankly, you start with THREE times the res the marines start with, and you can afford it.
Marines need to have their starting res increased with number of players as well <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
CheeseLork on the ClorfJoin Date: 2003-12-15Member: 24396Members, Constellation
and back to the start of the discussion.
This thread is <b>not</b> about if WoLs are great or not! (well in fact it is about that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->)
ok let me write it the right way...
This Thread <b>should</b> be about: That the new WoLs has more advantages than the old WoL.
Thats what this thread "was" all about. But some people seem to not get it...still after 3 pages...
Comments
2 OCs an MC and 2 gorges is an infinate hold in any location. One marine goes down in about 3 seconds if they do it right, and LMG clip takes about 7 seconds to unload, and every shot HAS to hit the gorge for a kill (nearly impossible to do if it dives behind an OC). To honestly have a chance at clearing them out you need about 3 shotguns working together, HA, or just a good old GL. Although having 2 gorges camping an area is kind of excessive in a game where there are only 6 players on your team.
With 2 OCs a DC and an MC I can hold an area indefinately against rambos. Keep in mind it is entirely possible for a lucky gorge to spitkill a marine in a one on one situation. Add OC damage and the infinate adreniline from the MC and no marine even stands a chance. Even in pairs they can rarely survive unless they coordinate EXTREAMLY well.
But we werent able to crack Dres. So i gestated to Gorge and took adrenaline and carapace. Then i went to one of the entrances at dres and built an OC and 1 MC behind it. After that i built a DC and another MC. ANd it worked very well. Even though i had only 1 OC they couldnt get past it (of course also because of the fades).
Carapace healed up due to the DC, Spit never ended due to MCs. Went quite well. Good thing about it was that the marines were finally locked into dres. And every other lifeform had infinite Adrenaline and very quick healing when i started to spray them.
That is another big advantage of this 1 OC/ 1 MC Thing...
Every Fade/Lerk will love you since you can healspray them without a pause till they are at full health again. And if it gets too dangerous for them they can use the MC and heal at the hive.
Especially at MC First games it is very important to have
a) early CHambers
b) a field medic
And you get both that way.
Well, isn't that true with DCs, too?
And yes, it is true with DCs as well. This is why I DON'T generally drop WOLs. In general (there are, as always, exceptions) they are not cost-effective, and there are better ways to spend the res, especially in a 6v6 game. In a 12v12, a few skulsk should drop some OCs because frankly, you start with THREE times the res the marines start with, and you can afford it.
Marines need to have their starting res increased with number of players as well <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
This thread is <b>not</b> about if WoLs are great or not! (well in fact it is about that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->)
ok let me write it the right way...
This Thread <b>should</b> be about:
That the new WoLs has more advantages than the old WoL.
Thats what this thread "was" all about. But some people seem to not get it...still after 3 pages...