This Old Hive
Technomancer
Join Date: 2002-11-11 Member: 8255Members
<div class="IPBDescription">How to Build the Best Defenses</div> I play gorge quite a bit, so I've got a good idea of how to place my Offense Chambers. Unlike some gorge players, my turrents actually get kills, not suffer them. If you have any tips to add or hate mine and think I'm stupid, feel free to comment liberally.
First off, chamber placement. Most players either stick them anywhere, or try to put them behind doors like TFC or marine turrents. That is the worst idea. A smart marine will either bounce grenades in, or hide in the door frame where the OC can't hit him. What you want to do is put your OCs pretty far back from doors, down long hallways if possible. Not so far that marines are out of range, but far enough that marines can't get a line of sight from the doors and can't easily get grenades on them. This placement forces marines to fight in the open, against their advantage.
Formation is also important. I like to form a half circle in the hall. Try to leave a pass on one wall, so team mates can get out easily. Stack those towers too. As long as you leave a passage somewhere, no one will complain about the huge turrent wall you built.
Now, into the space behind that half-circle, toss in lots of Defense Chambers. If you can get them behind a wall or around a corner, that's even better. The MINIMUM is two. That heals fast enough to keep them alive and also gives a good heal to friendlies.
Other chamber placements: Put sensory chambers way out in front. Near where marines will come in at. If you're lucky, they'll bump right into it, getting a parasite. If you're REALLY lucky, they'll all pull knives to kill it, and then get nailed by OCs when they come out of the door. If nothing else, it will warn you when they attack it, giving you time to help the defense before they actually GET to the defense.
One movement chamber behind all that mess couldn't hurt. In case there's a need to be at a hive, for a quick escape, or in case some poor chap gets stuck on your impervious defense.
Now the final bit, where to place this placement. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I find that the best areas are in hall ways very near the hives or nodes. Most marines aren't smart enough to run past a good defense, so build it first. Then put some chambers in your hive room. NEVER NEVER NEVER, surround your hive with Offense chambers. This really bothers me on Hera. Noob gorges build chambers up next to the Hive in the Vent room. Not only are they worthless to defense there, but they trap you when you spawn in. On the other hand, some Defense Chambers near the Hive shouldn't be too bad. Try to put them a little ways away, so nobody gets caught on them. This will heal the hive and injured team mates at lightning speed. Happy building!
First off, chamber placement. Most players either stick them anywhere, or try to put them behind doors like TFC or marine turrents. That is the worst idea. A smart marine will either bounce grenades in, or hide in the door frame where the OC can't hit him. What you want to do is put your OCs pretty far back from doors, down long hallways if possible. Not so far that marines are out of range, but far enough that marines can't get a line of sight from the doors and can't easily get grenades on them. This placement forces marines to fight in the open, against their advantage.
Formation is also important. I like to form a half circle in the hall. Try to leave a pass on one wall, so team mates can get out easily. Stack those towers too. As long as you leave a passage somewhere, no one will complain about the huge turrent wall you built.
Now, into the space behind that half-circle, toss in lots of Defense Chambers. If you can get them behind a wall or around a corner, that's even better. The MINIMUM is two. That heals fast enough to keep them alive and also gives a good heal to friendlies.
Other chamber placements: Put sensory chambers way out in front. Near where marines will come in at. If you're lucky, they'll bump right into it, getting a parasite. If you're REALLY lucky, they'll all pull knives to kill it, and then get nailed by OCs when they come out of the door. If nothing else, it will warn you when they attack it, giving you time to help the defense before they actually GET to the defense.
One movement chamber behind all that mess couldn't hurt. In case there's a need to be at a hive, for a quick escape, or in case some poor chap gets stuck on your impervious defense.
Now the final bit, where to place this placement. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I find that the best areas are in hall ways very near the hives or nodes. Most marines aren't smart enough to run past a good defense, so build it first. Then put some chambers in your hive room. NEVER NEVER NEVER, surround your hive with Offense chambers. This really bothers me on Hera. Noob gorges build chambers up next to the Hive in the Vent room. Not only are they worthless to defense there, but they trap you when you spawn in. On the other hand, some Defense Chambers near the Hive shouldn't be too bad. Try to put them a little ways away, so nobody gets caught on them. This will heal the hive and injured team mates at lightning speed. Happy building!
Comments
As long as you put MY minimum of 3 DT's it shouldnt be a problem. And if you put 6, you can place the formation anywhere and they will be safe.
No, just no. Marines have the advantage in the open. Every single one of their guns (except shotgun) is longer range and more accurate than an OC, not to mention faster firing. A small group of marines, 2-3, will mow down alien turrets. GL, HMG, even LMG can destroy turrets without much trouble, LMGs don't work if they have DCs. There is no 'best' way to lay alien hives, marines just have aliens outmatched in firepower (fire as in firing from a distance) that aliens can't match.
I usually build to the far side of both then one and two in the center, I usually leaving gap in the middle but you can climb over them any class any way
Doors build a lot and such a way that they get hit bad then they hide to shoot it by then the door automatically close then they have to start again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Bottom of ramp build both sides out of view chances are they slide in to range with out meaning to do it
Build far away from the base you dare to keep the options up when the times get tough but be careful not to leave holes in your defenses
Basically find out what works for different places
I never leave an "opening" in my wall. <b>If you do, smart marines will simply run right by your defensive MeatWall. </b> I usually stack them to the ceiling, and leave an opening on the second level large enough for anything but an Ohnos (and often, even Ohnos can get through) to get through. All of the Aliens can jump as high as a chamber, except for Ohnos.
And if you are going Ohno, you should be evolving closer to the marine base than my wall anyway. Never gotten complaints either, and I've never had anyone stuck.
<b>Also, very important: leave at least a foot between each turret. If you do not, Seige cannons can take out more than one chamber at a time. I've seen entire stacks get blasted away because they were packed to tightly together, even when backed up by 7 defensives. </b>
EDIT: Ah, I just build Walls of Lame instead and put them in slightly strategical places, but not down a corridor where marines can attack from a distance.
Oh and I suppose you say that its to marines disadvantage due to the weapon inaccuracy.
Btw walls of lame: As many offense chambers and defense chambers you can stack in one place.(works best in either really wide or three chambers high corridors since then all chambers can fire at once.)
A well placed & built WoL will hold off any Marine with less than a couple grenade launchers or Siege turrets. I often lay them down just outside doorways out of view - in the opposite direction the Marines are heading. Should the hapless jarhead decide not to check both corners and dash out, he's promptly treated to a hail of OC fire from behind.
- M4H
<u>Turrets! Turrets! TURRETS! ***This is a Turret alert. Anyone using the letter N liberally will be shot, webbed, or have one of their close relatives fed to a snark.***</u>
Please spell it t-u-r-r-E-t-s.
LM
In <i>my</i> experience, this is incorrect. 3 DTs may be able to hold things together against 1 seige tower, but against 2 I've seen MeatWalls go down with 3 DTs.
Yes, 8 is overkill; I usually don't build those kind of numbers until late-game, when I'm building MeatWalls closer and closer to the marine base, and have plenty of resources. During early and mid-game, I usually do 2-4.
Also, those farms of 8 DTs do heal much faster than 4, since each DT donates 10 health/tick to whatever they are healing. So it's 80/tick vs. 40/tick.
In <i>my</i> experience, this is incorrect. 3 DTs may be able to hold things together against 1 seige tower, but against 2 I've seen MeatWalls go down with 3 DTs.
Yes, 8 is overkill; I usually don't build those kind of numbers until late-game, when I'm building MeatWalls closer and closer to the marine base, and have plenty of resources. During early and mid-game, I usually do 2-4.
Also, those farms of 8 DTs do heal much faster than 4, since each DT donates 10 health/tick to whatever they are healing. So it's 80/tick vs. 40/tick.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It caps at 3 DTs.
I do like Bitmap's suggestion. Luring them in with the "empty room" idea is great. Even better, put an Upgrade chamber in the middle of the room, easily visible. Marines can't resist knifing a lone chamber. Imagine their surprise when 6 offense chambers open up on them.
In response to Chompy's post: That is true. In fact, it's my favorite trick. Just skip the chambers and go straight to the often poorly defended hive. Usually, this isn't a problem with a small opening. Unless the marine jets through or has armor, he'll probably take enough damage to die or at least be very weak. I like to think that the mobility advantage for Aliens outways the possible marine trick to get through.
And finally, thank you Lazer for pointing out my error. I've always pronounced it TurreNt, and everyone I know pronounces it that way, so I just spelled it that way. I'll try to remember that it's Turret.
Also, another peculiarity: OCs can shoot through other chambers and even their hive. This one hive I went into had OC placed <b>ontop</b> of the hive. Trying to be smart, I ran under it and started welding. Unfortunatly, I died as they shot me through themselves and their hive.
As for the "Ono squeeze path". Make it very small. Crouching Onos can hug the wall and fit through shockingly small openings. Also, remember to put a Sensory Chamber here so marines who try to get past will become parasited.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
88 Marines 88
88 | 88
88 v 88
888888888 S 888888888
..DDOOO OOODD
..DOO OOD
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
8 = Wall
0 = Offense Chamber
D = Defense Chamber
S = Sensory Chamber
Edit:
Where is fixed-width font when you need it?
I've known about the "stacking" thing. I think everyone does. That's how you get the old Wall of Lame. I don't consider it exploiting since the chambers are organic. I just think of it as growing new chambers onto the old ones, like budding or vines growing up on stuff.
That shoot through thing I've wondered about. I can never be sure if they actually were or not, so it's nice to have confirmation.
P.S. My compliements on both your name and avatar, Gunslinger. The Dark Tower is my favorite book series. Too bad King is retiring before he finishes it. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->