Khara Offensive Towers Too Weak?
Rydog
Join Date: 2004-06-13 Member: 29290Members
i think the khara offensive towers do nothing to stop any marine. One marine can take down one tower and the only way you can stop one marine is if u have about 3 towers. Then if there are 3 marines it is impossible to stop them. i just think the marines have the really powerful turrets and siege turrets that skulks cant even get near while the khara have weak little towers that are expensive and useless. <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html//emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif' /><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Comments
Then the marine's turret's job is to slow down the kharaa, not stop them, too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
A group of 5 or 6 skulks has no trouble tearing down 2 or 3 turrets and the turret factory. I fail to see your point.
If you get one lerk able to fire at the TF, you're not playing 3.0
Except that Electricity on the nearby TF defends the entire area, and most alien life forms can only bite, bile-bomb being the main exception which is a 2hive weapon on the most vunerable alien.
If OC's are only supposed to slow marines, then why not get rid of them and let the gorge place webs instead.
The nerfs to the alien team, and the new weapons and abilities on the marine team have really sucked a lot of the fun out of classic ns, IMO.
OC's are almost always useful if you have the res to spare, while turrets are only good if they do not do D chambers first.
The same goes for OCs. When I see a fellow gorge wasting res and more res in a stupid WoL that a nade launcher will easily destroy while we got just one hive... I usually quit from that server.
Typicall WoL: 4-6ocs + 3dc + 1sc = 80-100 res. 1nade launcher:20 res.
Turret farm: tf + 8t: 95? res. With that u can give sg to 9rines and take out lots of fades and onos.
Anyway I would rise a bit the damage dealt by ocs. i dont like the fact that a 0/0 rine can just pass by an OC without taking any signifficant ammount of damage. But just a BIT. The idea is not to take down a group of HAs with a WoL <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Another option would be to double OCs damage against buildings. That would give the aliens a cheap "siege turret" and gorges wouldn't need to build 3ocs tu take down that elec rt.
Then the marine's turret's job is to slow down the kharaa, not stop them, too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well thats all they are good for if you haven't noticed...
I wouldnt mind a 10 res oc actually giving some protection to a gorge though. Not ...ohh look its built two ocs , jump, spray, knife...wander off round the corner.
5 OC's but no skulks == easy to take down by even 1 marine behind a corner, if they do not just run past them.
That in the beginning of a game, with no ups at either side, and this is when the OC's are *relatively* useful. Once sg's and lv2 ups start popping out, they're worthless if forgotten even for a minute.
Informative++
Seconded. Not to mention the fact that whenever an oc is attacked, the aliens know about it. Think of them more as early warning systems than static defenses.
Exception - if the gorge gets clever with placement. My favorite spot is in cargo outside fusion hive on tanith. There's a little railing running from one corner of the room to the other way above the ground. A couple ocs and dcs up there completely protects the room; the distance basically increases their health because of the spread of marine weapons. Even a gler might miss a few shots. Maybe.