Marine Jumps Over Ocs
leek
Join Date: 2003-02-03 Member: 13042Members
<div class="IPBDescription">marine hurdelers</div> ok many times i see a WoL blocking an choke point, then a marine comes along and jumps over the WoL and is past into safety and posssibly into an area thats undefended and strategeclly importent and can build.
ive found having 1 OC further back almost covering the rear end of the WoL usually gets that hurdler before the comm can either med pack him or he gets out of sight/range of WoL.
this is really only applicable while the 2nd hive is building (ie before webbs)
to show an example
OC = Offense Chamber
DC = DefenseChamber
M = Marine
__________________
OC|DC
OC|DC-------M------OC
__________________
here u see the rine has jumped the WoL but still has to make it past that lone OC which in my experiance is the one thats made the killing spit 9/10 times
ive found having 1 OC further back almost covering the rear end of the WoL usually gets that hurdler before the comm can either med pack him or he gets out of sight/range of WoL.
this is really only applicable while the 2nd hive is building (ie before webbs)
to show an example
OC = Offense Chamber
DC = DefenseChamber
M = Marine
__________________
OC|DC
OC|DC-------M------OC
__________________
here u see the rine has jumped the WoL but still has to make it past that lone OC which in my experiance is the one thats made the killing spit 9/10 times
Comments
the theme of my post: splurge on this, and be rewarded.
--OC-OC--
OC-OC-OC
they will have a really hard trouble jumping threw that.
Oh yeah, it hurts jetpacks more too.
another thing to do is to have your wall of lame be like this (X=oc D=dc O=nothing built |= hallway)
there can be webs above the dc's, but as the "model" shows, if they hop over the oc's they run into the dc's, which pins them between the OC and DC and you can always stack some OC on the DC as well (the two XX at the top are there in case some get's past it or sneaks up on it somehow)
|0XX|
|000|
|ddd|
|000|
|000|
|XXX|
and it's best to leave the hole for people to get thru at the bottom of a stack, with an OC a few feet on the other side, in case a jper tries to slip thru
Oh yeah, it hurts jetpacks more too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that is what I usually do, but nothing beats a good Wol in a chokepoint
I have to say though that the gorg's plan to keep this annoying flyboys out is not always definite and are quite unorthodox at best. Walls of lame, heck even scattered off chams along with scatter webs can be more dangerous to the jp than a wall of lame. The wall of lame is the easiest to build though and generally is the most effective in most all around cases.
EEXEE <--- no wall here.
EXEXE <--- no wall here, either.
|XEEEX|
|EEEEE|
|EDDDE|
|EEXEE|
Where the DCs are is where the alien crontoled area is, and the OC's up top actually make !2! WOL's; think, you remove one side of a triangle and you'll face another!
the above can be inverted, perfect for a loooong hall way on aproaching marines:
|XEEEX|
|EXEXE|
|EEXEE|
|EDEDE|
|EEXEE|
you could make the middle OC not have another OC ontop, so it "funnels" marines in, then have another OC directly behind to deliver the killer blow. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> add web for highest efficiency.
but im not sure if the second one will work completly, and both are easy to destroy with large area of effect weapons like GLs.
____|XXX |____
|DD DD|
| |
(sorry, it looks crap) but the marines cant reach the DCs. or if they can, they can only hit two of them, leaving the other two fine.
There's a place like this (stability monitoring i think):
| XXX|__
| D|
| D|
Jesus christ i can't do those, but you get the idea. Where ever there is an alcove, put the DC's there. The dcs keep the wall alive whether you are there or not, and if your first hive gets taken while the second hive is going up, you still have a supply of DCs to keep you going (so you're not left without cara)