A Bit About Oc's
Kalopsia
Join Date: 2003-05-15 Member: 16331Members, Reinforced - Shadow
i have come to find that a great number of people are still stacking their offense chambers ontop of each other.
<span style='font-size:13pt;line-height:100%'>dont stack them</span>.
the reason is the bottom oc does not fire correctly therefore wasting the res and also only allowing the top oc to work. in conclusion dont waste your res.
<span style='font-size:13pt;line-height:100%'>dont stack them</span>.
the reason is the bottom oc does not fire correctly therefore wasting the res and also only allowing the top oc to work. in conclusion dont waste your res.
Comments
What do you mean when you say that the bottom oc does not fire correctly?
Does it shoot at all or what?
I remember reading about oc towers somewhere and if you stack 3 the bottom one stops working properly but I've never noticed any problems with just the 2 ~blink~
and building sensory and defence 2 back them up
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If the top OC blocks the path of the bottom OC, they'll both flail around a lot when something is within range, but the top one is the only one that will do damage. So, for example, say you have a stack like:
OC_
_OC
If somone shows up on the right-hand side, both OCs will damage them, because the bottom OC isn't blocked on the right side. If someone shows up on the left-hand side, only the top OC will do damage, because the bottom OC is blocked.
Likewise you can cover two junctions if you build an OC in front of you and an OC to the side... then aim straight UP and build an OC on top of you. That'll cover both corridors with all chambers.
There really is NO situation where an OC should be literally right on top of another. Always keep them off to one side as the diagram shows.
__________OC
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> OC:DC <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
That way they both fire.. AND get d chamber support
Preferably leave some room for DC's behind them, unless you can build them below or somewhere else close by.
This set-up is, of course, designed primarily for a T-junction, since they can't just pick one side and fire at it, but will get fired at from both sides even if they try to inch out, but it can still be applied to a hallway without much problems. DC's become more important then.
The third OC on either side is dropped a bit further back than the first tower to make inching out and only seeing one chamber harder.
Eeek, no, follow SDJASON's diagram. Mine was just meant to describe how OCs get blocked. Always better to build them on top of an SC or DC.
Also, in 1.x, passage-blocking WOLs were fine. But in 2.x, oni show up like every single game, so you have to leave onos-sized holes everywhere. In fact the whole reason I was testing stacking was to figure out a way to maximize OC damage without blocking oni.
almost killed my credibility on this server where I had been whipping the aliens into shape.. good thing no one knew it was me who stacked them <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Second, I have to say that if you can only drop two chambers, you probably want to drop double OCs and stay in the vicinity for healspray. To be quite honest a single DC won't make OCs much more survivable in the face of any dedicated assault, so you're better off waiting till you have a big OC wall that can make good use of DCs.
Which is why I posted the correction.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Second, I have to say that if you can only drop two chambers, you probably want to drop double OCs and stay in the vicinity for healspray. To be quite honest a single DC won't make OCs much more survivable in the face of any dedicated assault, so you're better off waiting till you have a big OC wall that can make good use of DCs.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'd say this is a judgement call. Early in the game, an OC+DC holds off the occasional wandering rambo, gives the team an extra point of carapace, and acts as a semi-defended healing station. That said, it's not much use against groups or improved weapons. And it's totally ineffective at blocking off portions of the map.
1)Try to catch a piece of the OC around the corner.
2)Corner strafe, if the marine is good he might take 0 damage.
So unless there is genius OC placement possibilities to make #1 and #2 in-effective, OC are only good for:
1)Slowing down marines(they either spend time destroying the OCs, or find another way around).
2)Being used to bolster the power of defenders.
3)Killing or weakening marines who choose to run by them. The idea is that a trap is setup. Marine runs by OC, turns corner, see a second OC. He can either try to run by the second OC, or turn around and flee. Either way, he has taken ALOT of damage. See the idea is to coax the marine into a runby, that's why the marine only sees one OC at a time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
4)Placing them in trap situations. Bottom of elevators are a great place. Basically the marine either has to run by, or flee, either way he takes great damage or dies. There is a very good chance that many of the marines on the team will not learn of the trap until they have seen it with their own eyes. A marine who has the chance could go and clear the trap safely. However, the comm often has orders for the respawning marine, so the trap will have to wait(we're talking about decent marines, decent comm btw).
5)As an alarm + trap system. Marines attack the OCs, aliens suprise the marines. Aliens, however, can run behind the OCs when they are hurt badly, or they can stick near them for cover(spores and spit). Marines will probably expose themselves to the OCs trying to attack the aliens. Alien can also flee from marines into a nearby trap.
The moral of the story is that not-so smart marines are a boon, not a given. #5 could work really good, but it'd be wise to remind your teammates to use your OC traps to kill enemies much easier.
The further you put the oc from the doorway, the harder it is for the marine to hit it by peeking around the corner with his lmg. The reasoning is simple: the oc will take up a smaller section of the screen, and thus the bullet spread will cause the marine to miss more often. Of course, the OC should still be within its targetting range.
DCs are much more useful than OCs. A DC (preferably more) and a few skulks can handle a much larger force than a very large number of OCs. When it comes to lerks, fades, onos, even gorges, the boost is even more impressive since the kharaa will be more likely to survive a few seconds to run off and heal.
2-3 OCs and 3 DCs makes for a pretty strong formation, but even 1 OC and 3 DCs is enough to prevent a rambo from killing your healing station.
I've succesfully corner strafed plenty of OCs in 2.0! However, if they are really close, then yes, it doesn't work good. Our definitions might be different. I'm thinking of strafing out, firing a burst, then going behind the corner again. I can often do this safely.
Consider them a small slap in the face and an encouragement to come back later.
You can't really rely on them for kills (indeed you're not meant to) but they're great for lurking nearby, since the shooty noises of OC vs Marine can cover your stealth attack.
oc...oc
OC.OC
Front view
....OC
OC DC
Side view
Its a costly wall (60 res) , but it works! 4 oc's, 2 dc's in the back. This way all 4 will fire correclty, it blocks the hall, and it heals! Again its COSTLY, i only do this when its absolutely neccesary (and available)
Otherwise i would basicaly do the 3 OC triangle deal like deacon or k'ragg have done it.
This also works rather well on Lost, in coolant distribution... 4 OC's upstairs, facing the doorframe, 2 down in the walkway, after the bending, and 1 beyond the RT, placed out on the edge of that circular thing, so it can shoot at rines running by. 4 DC's by the wall on the right side <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If the top OC blocks the path of the bottom OC, they'll both flail around a lot when something is within range, but the top one is the only one that will do damage. So, for example, say you have a stack like:
OC_
_OC
If somone shows up on the right-hand side, both OCs will damage them, because the bottom OC isn't blocked on the right side. If someone shows up on the left-hand side, only the top OC will do damage, because the bottom OC is blocked. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't understand the diagram..post an in-game pic? hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
OC
OC DC
That way both levels fire.. doing double damage.. AND get regenerated... endgame they begin to look like this from the side...
OC
OC DC
OC DC SC
Even more damage... sensory support... AND defense support... most glers have a hard time braking this...... even if it is about a 120 res investment
No need for stacking, just 2 wols on one side with some gorge support. Then the skulks take over.
While the skulks play, gorges rushed the OTHER side of the map and woled marines in their base there too.... only with more chambers. East wol nest got 2 dc, west dual OC was largely left alone.
Marines regrouped to dbl res, but got chambered in there as well as coping with every other alien on the map.
End result, marines got totalled. They managed a minor breakthrough past the TWO chambers on the left of map, but by that stage we'd killed everything else and only needed to send 3 aliens to nix their "rush".
It was GG shortly after.
This is just to illustrate that although OCs only killed ONE marine twice, they DID stall the entire marine advance, shut off the entire map, and allowed aliens to mop up rather effectively. An early onos hoarder helped with the midgame clearout, and we didn't really need much more than that by endgame (what with marines having their RTs diced in short order).
No. That was in one of the test versions, but it was taken out before 2.0 was ever released to the public.