Marine Jumps Over Ocs

leekleek 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

Comments

  • 2Moronic2Moronic Join Date: 2003-04-07 Member: 15268Members
    Are you sure this is a total wall of lame? What about the second level of offensive chambers? Is that suppose to be in there?
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    im more onabout when the 2nd hive is building and ur trying to block choke points quickly. that is an overhead view so there really isnt an easy way to show a 2nd tier.
  • lordbluewolflordbluewolf Join Date: 2003-03-04 Member: 14287Members
    when i go gorge, i always try to make enough res to safely build that one last oc right behind any wall i'm making. it is a gamewinner every time you can afford it, and there have been many times that i have regretted not putting up oc #4.

    the theme of my post: splurge on this, and be rewarded.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I have also found that putting the DC's a little further back (about one towers width) from the OC's can trap the hapless hurdler betweeen the OC's and the DC's, usually resulting in a dead marine.
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    nah it should go like this

    --OC-OC--
    OC-OC-OC

    they will have a really hard trouble jumping threw that.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    edited April 2003
    Or, you could ditch the wall of lame idea, and spread the OC's out so that the marine is under constant fire no matter where he goes, thus killing him, preventing any hurdling, and building. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Oh yeah, it hurts jetpacks more too.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I tend to scatter OC's around the hive proper and put WOL's in choke points.
  • UndeathUndeath Join Date: 2003-03-19 Member: 14696Members
    In general I find that placing the DCs in such away that the OCs can attack in both directions is just as effective. But having a backup OC a little further back will seal the marine's fate.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Any time I make a WoL, I make a WoL! I go all out. My WoL are hard for Jp'ers to get past. Mine go from floor to ceiling. They do however require obscene amounts of rescources to build, but I usually play a methodical game and have six res points before I go build crazy. I do leave a small whole that the marine will either have to crawl through, or will have to jump up on my towers to get through the top. I usually go for the bottom, as it kills jp'ers everytime. I usually only build these to gaurd hives, extreme choke points, like Mess Hall on nancy, or to build the marines in their own base (which is what i do mostly).
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    edited April 2003
    there is an art to building a Wol, you seem to have it down

    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
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin--ThE HeRo+Apr 23 2003, 07:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Apr 23 2003, 07:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Or, you could ditch the wall of lame idea, and spread the OC's out so that the marine is under constant fire no matter where he goes, thus killing him, preventing any hurdling, and building. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    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
  • 2Moronic2Moronic Join Date: 2003-04-07 Member: 15268Members
    Heck just web the corridor up and down and in the back if your that worried. Around 5 or 6 well placed webs should keep all the jps out unless one brings a welder which is not that often. Also, build offensive towers in the hive area as well not only in the choke points and web around here and there in the hive so that jps will have to push their limit to dodge all that is being sent at them. Truly there is no definite way to keep a jp out except through sealed walls of lame or extremely well web areas, both of course takes alot of strategic planning on the gorg to carry out the plan.

    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.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    edited April 2003
    Also, try to make a WOL like this; in a arch: X = OC D = DC E = nothing | = wall

    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.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Also another good idea is to place your DC's around a corner from your wall. That way, smart marines can't shoot past your oc's to hit the heart of the wall, and grenades will hit the ocs, and leave the dc's relatively unhurt or even unscathed.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Like the annoying kid said, spread them around and only put WOLs at imp. choke points.
  • X_StickmanX_Stickman Not good enough for a custom title. Join Date: 2003-04-15 Member: 15533Members, Constellation
    edited April 2003
    there are doorways like this:

    ____|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)
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