A Bit About Oc's

KalopsiaKalopsia 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.
«1

Comments

  • lilbadwolflilbadwolf Join Date: 2003-01-21 Member: 12542Members
    I have been making WoL's forever and never noticed this. Is this true? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    What do you mean when you say that the bottom oc does not fire correctly?
    Does it shoot at all or what?
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    they've always seemed to work fine for me (I've had to be there healing them up while building DCs more than I'd like to admit) <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    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~
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    I (2) put them on top of eath other........
    and building sensory and defence 2 back them up

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • VampMasterVampMaster Join Date: 2003-03-16 Member: 14585Members
    It's better to spread the towers across a room anyway, but place them so all can attack the objective at about the same moment, making it less vulnerable to blind shooting and GLs
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    I tested this the other day with sv_cheats and mp_drawdamage.

    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.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Follow Deacon's diagram - its good when you're building a defensive wol that marines are not meant to pass.

    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.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    edited October 2003
    i always stack it like this:
    __________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
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    edited September 2003
    Try to build them as far away from the doorway as possible, while yet being close enough to hit anyone trying to get around the corner.

    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.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--Necrosis+Sep 15 2003, 11:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Sep 15 2003, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Follow Deacon's diagram - its good when you're building a defensive wol that marines are not meant to pass. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    yeah I hate that about them

    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-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Don't stack oc's on top of sc's. Once the oc fires, marines will fire at it and one of them will accidentally hit the sc. Once they see that, they will get a scan and make sure to kill the sc.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    You may have noticed my post came before his.

    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.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Eh? I never noticed this.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--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--> You may have noticed my post came before his.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    Ok this is what I'm wondering. What happens when the entire team of Marines is decent? Like every damn marine knows he can either

    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.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Corner strafing does not work well at all since 2.0 changes.

    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.
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    <!--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-->Corner strafing does not work well at all since 2.0 changes.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • elchinesetouristelchinesetourist Join Date: 2003-06-29 Member: 17775Members
    or peek out just a teeny bit and the OC does not track you. Then pistol the hell out of it
  • lazygamerlazygamer Join Date: 2002-01-28 Member: 126Members
    Yes, but sometimes it's hard to find a piece of OC poking out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Corner strafing or no, OCs work like turrets -

    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.
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    I always stack like this if im making a wall

    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.
  • Billy_BlazeBilly_Blaze Join Date: 2003-09-21 Member: 21086Members
    When it comes to stacking OC's, I just put up one row of OC's in front, then one row of DC's behind it, with more OC's on top of it... This way, OC's will all fire, and they will have the healing... And the DC's wont be exposed to being knifed. I also completely agree with Lazygamer, only on some maps, I like placing a wall as early in the game as possible... For example on Eclipse, I'll just put down 1 or 2 RT's, then run to horseshoe and put up about 4 OC's in a line in front of the RT... The marines will probably take some time to organize an actual attack, during which you can put up another few OC's, or the RT behind you, and then when you have a decent amount of OC's a few DC's on your right side, where they will be least exposed to marine gunfire... And don't forget an OC behind the RT, for the occasional knifer who makes it through <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    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-->
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    If I know some marines are coming a certain way and i dont have much time I'll often gorge up a small oc trap... basically the room has ocs at each corner in such a way that a distracted marine won't spot them until they're both firing into his sides. After that I just spit down the corridor to get their attention and as long as I've got regen and there's only a max of 2 coming at a time you can keep them occupied and dying for aaages, while your team eats their RTs and stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--Deacon+Sep 15 2003, 08:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Deacon @ Sep 15 2003, 08:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I tested this the other day with sv_cheats and mp_drawdamage.

    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-->
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    the side view of my WOL's look like this

    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
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    personally i have startd creating zones of lame instead of walls. the objective being to ahve you tower fire at teh back or side of teh enemy. teh dcs are spread around in near by vents, healing though walls, and such. the marines are forced to look in all teh corners for for teh ocs. it slows tehm down and provides a nice red glow to bring chomping death on them. and keep in mind yo can stil build on top of those rts ladies:)
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Just annihilated a marine team by woling them into base. Fatal.

    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).
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    do mc make your oc fire faster?
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--subshadow+Sep 28 2003, 03:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (subshadow @ Sep 28 2003, 03:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> do mc make your oc fire faster? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No. That was in one of the test versions, but it was taken out before 2.0 was ever released to the public.
  • NarfNarf Join Date: 2002-11-01 Member: 2609Members
    I've never liked WOL's, simply because GLs tear them to pieces so quickly. If you want to use them early in the game (assuming you have the res for it) it can be good as a distraction, but they almost never get kills because they are so static. What I find works the best is what a few other people have said: spread them out around the room in stratigic places so that when marines run in, they either take heavy damage trying to get in/out, or die as a result. Also, spreading them out makes it harder for marines to focus fire on just one since they are getting hit from multiple sides. Usually I use pre 2.0 tactics for placing O chambers (back when webs were 2 hive weapon) Because they track better now, webs aren't nessecary for your trap to be deadly. Make 1 chamber visible across the room from the doorway you're defending, then place 2 or 3 others flanking the door. If you want to place D chambers, put them behind the flanking chambers.
Sign In or Register to comment.