Oc Chamber Placement

InquisitiveIdiotInquisitiveIdiot Join Date: 2003-10-21 Member: 21854Members
edited December 2003 in Kharaa Strategy
<div class="IPBDescription">They tell me it's possible</div> One of the more common threads in the S&I forum is the "OC blindspot" thread. This topic usually gives some suggestion to eliminate the blindspot on OCs (i.e. the wavy arms that contribute nothing) - be it removing the arms, making them shoot, or what have you.

Though many replies are positive, invariably someone will wander along with a comment like "Just place them where marines can't snipe them." Never, of course, are example configurations given.

In actual play, I've never come across an OC chamber setup that was completely immune to blind spots. I've see nests that tricked the marine into the open before firing, nests with OCs that were hard to find, but never any nests with OCs that <i>could not</i> be taken out by a lone marine, some ammo spam, and a hell of a lot of time.

Does anyone here have any suggestions for excellent chamber placement, or are the drive by posters full of hot air?

[edit] I might have a decent idea for a nest without blindspots. I'll have to check it in the game, but it seems very promising to me:
|....oo..|
|..o......|
---....---
2 |...|___
3 |....1....
4 --------

The lower left OC is placed in just the right spot to hit a marine turning the corner (1), while having its left "arm" blocked by the entrance to the room (2). The room OCs would prevent marines from sniping the first OC from the corridor (3,4). Not sure how often a design like this would come in handy, but it's a start.

Comments

  • ParhelionParhelion Join Date: 2003-05-29 Member: 16821Members, NS1 Playtester
    I reckon it's rather hard to come up with an infallible OC placement system that doesn't waste too much res...the best I have normally come up with is two OCs on either side of a T-junction (e.g. Beta Deck Access on ns_lost) - one on either side right next to the wall and very far back, and the other two in a similar position but placed slightly farther out. If you increase the distance between the corner and the OC, the "critical" angle where the marine can see the wavy arms without getting nailed becomes quite small, and so the chance for him to shoot your OC down without taking damage becomes exponentially smaller. LMG spread is also a factor here too, so it'll probably take him more than the standard two clips to finish the OC off.

    Of course, keep in mind that a shotgun + medpacks will easily rip them apart after the first time (when they scratch their heads and wonder why they died), or they can grab a GL. The real purpose of the OC isn't to make sure the marines can't get past, but more to delay them so you can sneak up and bite their heads off <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Hope it helps a bit.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    Behind doors.

    Near a significant height change.

    In general, though, OCs are mostly for notification. If you place them such that they need to be destroyed before a rine can pass through an area, you're in the clear. Actually getting kills from them is usually bad, because it means the marines are pushing hard through an area, and are willing to sacrifice people to clear a WOL quickly.
  • The_IRSThe_IRS Join Date: 2003-11-30 Member: 23798Members
    I find that most of the OC's trying to make blind spots, are extremly vulnerable to GL's
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    any oc is vulnerable to a gl lol
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    This seems to be putting alot of reliance on a static defense :/. In almost every rts static defense is NEVEr as good as the units you give up by putting it up.
  • Asal_The_UnforgivingAsal_The_Unforgiving Join Date: 2003-03-26 Member: 14903Members
    I once heard a quote (Said by my brother about my style of play in Starcraft, and sorry I can't give proper rights, I will if I can find it)

    "Static defenses are monuments to the stupidity of man"

    Don't trust them too much <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • WastedWasted Join Date: 2002-12-14 Member: 10795Members
    edited December 2003
    <!--QuoteBegin--Asal The Unforgiving+Dec 6 2003, 12:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Asal The Unforgiving @ Dec 6 2003, 12:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "Static defenses are monuments to the stupidity of man" <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Haha. I'm thinking of the Maginot Line when you made that quote.

    Speaking of which, Walls of Lame (though not of 1.02 fame where the indefinite stacking of DC healing led to the creation of those legendary/bloodyannoying fortresses) are still somewhat effective at closing off a choke point, but require so much res to <i>put up*</i> (4 OCs + 4 DCs = 80 res) they're not worth the trouble.

    <i>*Gee, I didn't know **** was a bleep-word. And I'm using it legitimately here to describe the putting up of a structure or monument, not to describe the arousal of a certain male organ. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> </i>
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited December 2003
    it is posable to build in a way that there is no blind spot (well it has a little)

    build like this

    I-OC______--I
    I_OC_______I
    I__OC______I
    IDCDC______I <-- wall here
    IDCDC______I
    I___OC_____I

    this assumes a left turn. notice the secound OC is almost behind the first.
  • Juchel_ZeroJuchel_Zero Join Date: 2003-07-14 Member: 18155Members
    There was an old 1.04 site with a good but I forgot the adress.
  • gekigariongekigarion Join Date: 2003-08-24 Member: 20172Members
    Only place I can think of besdies behind doors in on a higher ledge. That way, the marines can only see the head of the OC, and since the arms are not as tall as the head, they can't shoot that very well either. As soon as they see the head of the OC, it's gonna attack.
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    While it's not perfect, I find the best way to make them hard to kill is at a T-junction in a hallway, assuming rines will normally come from the I and not the - -'s. What you do is to place the OC's on both sides of the intersection, on the intersecting wall as far away from the intersection as possible (while still in range of it).

    This way, they can't just inch their way out from the wall because they'll be shot in the back, and since the chambers are far away from the intersection, the angle between the wall and the outer part of the chamber is smaller and it's harder for marines to inch their way out into the hall-way

    If I really want to make it a deterrent, I'll use 3 OC's on each side. Of course, this also works for a turn, but you loose the shoot in the back property of it.

    I made this a while ago to try to illustrate it.


    <img src='http://www.unknownworlds.com/forums/uploads/post-21-1063668308.jpg' border='0' alt='user posted image'>
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    One of my personal favorite tactics, when required to defend an open area, involves SCs.

    1. Place at least 3 OCs here and there in the room. Insure that they all will target and fire at a point near the room entrance at the same time. This may require you intentionally limiting the field of fire for some of them. That's fine. Just don't cluster them.

    2. Place an SC in the room such that it covers all the OCs.

    When a rambo hits the kill point, all the OCs should de-cloak and fire at once. If you placed the OCs correctly, the rambo will see one, maybe two before they die. If the rine has a photographic memory, they can then walk back and corner-strafe one of the OCs. More likely, they'll end up wasting ammo/grenades firing at nothing.

    Plus you get the area sensory effect. Reinforced with a couple skulks, this setup can shut down a non-HA/JP marine push.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Skulks can make insane kills at T junction setups purely by ceiling hugging. Marine can either shoot the OCs, or shoot you. Either way they take a pounding to health.

    All the better if you can circle around them, skulk rushing from the back to force them forward to the OCs. Think of it like herding sheep.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    1. high ground
    2. cross fire
    3. hidden

    I always picture myself moving in as a marine, where I WOULDNT want the OCs to be. Try to place them so a marine wont see more than the top from the place they should be coming, then make it so that the can shoot one without being shot by the other. Making them see one OC and havin the rest hidden, might trick them into running in, trying to bypass the OC.

    Placing OCs is an art...
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    One thing about OC placement - dont put them in the hive (well, maybe a couple) - the marines just siege them along with the hive. Instead, build your nest along the corridors away from the hive, so as to prevent easy sieging - they have to fight through the WoL first.
    I tend to place my OCs where they can see down a longish corridor (not longer than their range though) - that way, shotgunners cant dodge in and out from a wall, wiping them out, and its harder for GLs to pull of bounce shots - oh so easy if the OCs are just round a corner. I simply face up to the fact that a marine can get them from croucing round a corner, simply because it will take a long while, whereas shotgunners who can wipe out OC nest quick, have to charge the corridor, taking damage all the way.
  • ChiakiChiaki Join Date: 2003-10-19 Member: 21790Members
    Yeah......making ppl run to an OCplace is good

    When I have enough res in yet another of those Oh-look-we're-winning-ahead-by-5-RTs-and-and-we-have-loads-of-res-games, I like to set up traps with OCs and see how to make them efficient enough

    My conclusion is to have alot of OCs fire at once on the rine, otherwise he can kill them off slowly/get medpacks

    In Coolant-Distribution (I think its in ns_lost), I've found a good way, its where there's a small platform with the RT on it, and when you come from marines side, you have to run through the entire room to get to the RT-spot, although you can shoot and RT from down there

    Anyway, when coming from the marine side, I make it so they can only see the RT.....I have DCs and Im gorge (healspray) if they shoot the RT
    So when they move in, I have an OC standing on the back of the small RT-platform, so it shoots at the rine....and 100% (no kidding, all of them) marines go around the corner panicly dodging (ok, not panicly, but still) and then its supposed to be at least 5 OCs there.....not on each other, spread out, any marine who sees 5 OCs flee to where there is 1 OC in a heartbeat, so make sure theres only 2 OCs in his line of sight....this means 2 on each side of him......basicly, 2 in front of him, 2 on his left (those are easy) 1 on his right is also possible, you can jump over there, even as gorge (I often put 1 DC there too, out of sight) and then 2 on the high-ground behind him, with just their heads showing......this finishes a marine in less than a second, perhaps 1½ if he has max armor and isnt hurt earlier, but the fact that many ppl run run run from being hit from the first OC, is very helpfull.

    Sadly, this only works once on skilled peeps (although on FFAservers n00bs really get **** off....come back for more, and I say "Plz come again" like Apu/Abu/Whatever in the Simpson, (with free res for me))

    <!--emo&:0--><img src='http://www.natural-selection.org/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> preventing them from getting coolant takes away an RT-point near their base, and blocks off 1 of 2 ways (3 if welder) to a hivepoint



    But the idea is to finish them off quickly
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    personlly i think that the essential way to hold a wol is to have a gorge at the wol tending to its needs. the best wol spot ever is still the hall way in eclipse immediately between the ms and horseshoe, on teh ms side of the t junction. the marines have no way of geting around it and it seals off half the map. Admitedly, this WOL can be taken down. If you get it up with 3 dcs and a gorge the wol will hold against anything the marines can thow at it for the first five to ten minutes of the game. that is enough time to get the res flowing nicely and hopefully have some ten minute onos to rush their main base.
    against skilled playes this i one of the few cases where a traditional wall of lame will have a fighting chance.
    mostly wols have degenerated into zones of lame at this point. see mos to the preceeding posts
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    <!--QuoteBegin--Chiaki+Dec 13 2003, 02:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chiaki @ Dec 13 2003, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> "Plz come again" like Apu/Abu/Whatever in the Simpson, (with free res for me)) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    [nitpick]It's "thank you, come again."[/nitpick]
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    zones of lame are good at areas of interest, such as junctions, Processing in hera, dbl nodes, etc.

    You can use less chambers for more effect. And with a gorge lurking close by, they can be up forever, giving newborn skulks somewhere to go to for a quick kill to power their evolution.
  • LuisXLuisX Join Date: 2003-08-06 Member: 19101Members
    OC chambers are not meant to actually kill the marine, but to warn the marine team of the enemy's presence. OCs are supposed to distract the marine while a skulk takes down the intruder. Then again, this is my opinion.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    And I think you hold that one alone.

    They're killers, but no more than turrets. Just to hold back the enemy forces.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    If a rine has enought time to take down WOLs, or even OCs, alone, with sniping I wonder...

    WTH is your team doing?

    Also I find it effective to place OCs / towards each other instead of vertical or horizontal. never can nail em both. <!--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
    No I'm sorry, I believe OC towers are not killers, merely a slap in the face of marines and a lesson to come back with better weaponry.

    They're only killers in the same sense that spore spam is a killer - you need a very deranged alien player to hoard his res and a bunch of marines fool enough to wander towards him and sit there dying.


    This comes from harsh experience. I have manned a 3 chamber zone of lame and wiped all comers because they insisted on LMGing. I have tried to hold someone elses hellish nightmare of a dozen chambers and watched them all get toasted to gl and sieges. OCs are only as good as the player who places them and the opponent who stands in front of one spamming "I is teh spiked"
  • BlackMageBlackMage [citation needed] Join Date: 2003-06-18 Member: 17474Members, Constellation
    edited December 2003
    my $0.02

    if you have sensory, all the better

    my ocs are merely annoying, causing the marines to:
    a) be confused (multiple, cloaked ocs begin firing at the same time from different directions)
    b) try another path (just pop a couple uncloaked on one side of a fork)
    c) take the long path (see above)
    d) go where i want them to go (block off all available paths, except the one you want)
    e) walk into a trap (see b, then cloak a few ocs on the other path)
    f) stall, don't work on laming up the halls to the hive, simply pop lone ocs around corners and behind ribs in the halls. sensories are good too. a single oc can stall a squad of la's for long enough to be flanked by skulks, and having them placed correctly can actually buy you several minutes, long enough to get an onos or to 'abandon' the hive


    fine that was more like a dime or two, bot you may have learned something

    remember: ocs are expendible, while the enemy is wasting time destroyng one you could be putting up another...
  • TheGlennTheGlenn Join Date: 2003-05-22 Member: 16613Members
    edited December 2003
    What is your strategy in OC placement?

    "Bundled" or "unbundled"?

    <img src='http://glenn.studio-projekt.de/images/oc1.jpg' border='0' alt='user posted image'>

    <img src='http://glenn.studio-projekt.de/images/oc2.jpg' border='0' alt='user posted image'>

    I guess, for the "budled" OC's you only need a gren launcher or a siege and everything is done.

    <img src='http://glenn.studio-projekt.de/images/oco.gif' border='0' alt='user posted image'>

    The "unbundled" version is harder to resist, isn't it?

    And in addition, the strewn placement is easier to access for the onos.

    Cheers, Glenn.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Woo, zerg drone v weapons, hehe.


    On a more OC related note, the strewn approach, or zone of lame, is very much the way to go as it encourages rines to try and run straight through, which means more dead rines.

    Most rines aren't dumb/desperate enough to try to hop an OC wall, but they will try running through zol just to see if they can make it.

    Second, as pointed out, its very onos friendly and bloody impossible to hit with one siege or one gl.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    Yeah i like to spread mine around, though i dont think the blind spots are a big deal, turrits have them too, they're a litle harder to hit as the turrit is smaller, but then a regen lerk loses life so slowly against a single turit it doesnt matter.

    Also i like to have my oc's right out in the open, and my dc hidin nearby
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