Offense Chamber Tactics?

VenturaVentura Join Date: 2002-11-17 Member: 9139Members
<div class="IPBDescription">Lie Down on the Ground and Spread'em</div> I've been sitting on a strategy which i havn't had a chance to fully explore. So i'm hoping to generate some discussion regarding the Offense Chambers and my weird idea....

First, i know people like to build Offense and Defense walls leading into a hive. Thats cool, i have nothing against that....but, once the Marines take down the wall what then, an unprotected hive? The question i have is this. Is it wise to spread offense chambers appart from one another in 'larger open spaces' like the hive? I mean, i have found that offense chambers do nothing more then slow down the Marines. They will shoot their way through eventually. Also the siege cannons have splash damage, which affects all chambers within its radius. Now, if they are spead away from each other, wouldn't this theoretically make it harder for the siege to punch through, and slow the marines advance into a hive? Its just a thought i guess, and its difficult to gauge its success...

Any thoughts or experiences....?

(sorry if this has already been discussed....)

Comments

  • Markeo900Markeo900 Join Date: 2002-11-17 Member: 9041Members
    Nice idea actually but grouping offense and defense chambers does have lot of positive effects. Offense chambers are more likely to get hits, and when a marine does make a mistake, i.e. Pops out to far, gets stuck or webbed or whatever, he is going to take more hits and pay more dearly.

    The healing effect of defense chambers is clearly indispensible to the alien team, it just would work without them. And thier effects stack, so if you've got 3 defense chmabers in the area, your going to get thrre time as much per regenration cycle. (Of course in reality this is not what happens in 1.02, as defense chmabers can only heal 3 things at once now.)

    I don't know how the regen distribution system works in 1.02, whether it randomly select 3 damaged units, or just 3 units and wastes the regen cycle on buildings or players that are on full health.

    However the strategy you described is open to problems. The countours and pillars and scenery that make up the ns maps are easy to manipulate and hide behind so that you can only see the side of one tower each time. Grouping them allows you to make sure that chambers cannot be picked off so easily.

    I might experiment with this though, maybe building two or three offensive chambers with two def chambers to back them up, several times, in slightly different positions could work.

    Happy hunting
  • DeacDeac Join Date: 2002-11-02 Member: 5448Members
    In my opinion walls are definately worth it...if you ever see me play as an alien I use this as my main defence tactic, why?

    On one map (cant remember the name of it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ) I had a wall of as many offence/defence turrets as I could in that area...it kept the pesky marines from that portion of the map..so they could only go one way round it, they eventually got 5 siege turrets.

    An hour later I went back and checked..I only lost about 2-4 offence/defence..turrets. However if marines realise that a HA and HMG/GL rush would be much better..those turrets may have fallen a lot faster <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    However they didnt...and we used that area to stage an attack and as a regenning area...we soon won <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Justin_CaseJustin_Case Join Date: 2002-08-08 Member: 1114Members
    One important thing with chamberbelts,(this is probably obvious to intelligent people)is to place them so that the marines cant take them out from a distance, then the chambers will either not fire at all or never hit. I always build right around corners and on top of each other, so you get concentrated fire from a very shortdistance. Crossfire is also good, but then you cant have as many defence chambers at the same spot. Can also make the chambers harder to get with grenades depending on how the walls are situated.

    Remember also that defence chambers heal upwards, downwards and through walls. This can be used in a smart way. YOu know in hmm ns_caged I think, when you come from one of the hives(not sewer or generator)up in a red pipe that exits near the sewer hive? There you can set up a defence chamber or two and then a couple of offense below.
  • Markeo900Markeo900 Join Date: 2002-11-17 Member: 9041Members
    Yeah but the best places for off towers are just around corners. So theyre not to far away from any marines theyre going to see.
  • Urge_to_Kill_RisingUrge_to_Kill_Rising Join Date: 2002-11-08 Member: 7750Members
    <!--QuoteBegin--Deac+Nov 27 2002, 08:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deac @ Nov 27 2002, 08:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->However if marines realise that a HA and HMG/GL rush would be much better..those turrets may have fallen a lot faster <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    One of my favorite gorge tactics is to build a wall then sit in between the O and D chambers and web spam any marine that comes in front of it. Takes them down rather quickly if you have 4 or more O chambers shooting them and they can't return fire or move. Of course this doesn't work if they have a siege or GL attacking it in which case I leave and let them slowly take it down.
  • Dr_AwkwardDr_Awkward Join Date: 2002-11-20 Member: 9395Members
    <!--QuoteBegin--Markeo900+Nov 27 2002, 07:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Markeo900 @ Nov 27 2002, 07:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't know how the regen distribution system works in 1.02, whether it randomly select 3 damaged units, or just 3 units and wastes the regen cycle on buildings or players that are on full health.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I remember reading somewhere official that it randomly selects 3 things to heal. Which explains why you sometimes just fly back up to full health when a bunch of aliens try to heal at once, and sometimes you have to wait for a bit.

    ***** <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
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