A Simple Way To Dodge Offense Chamber Fire
a_civilian
Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
<div class="IPBDescription">Exploits the targeting system.</div> I've found that a simple, effective tactic for fighting offense chambers is to jump constantly while crouched. Almost every spike will either hit the ground in front of you or pass far above you. Meanwhile, you will have a plain view of the offense chamber, and will be able to dispatch it with greater ease than if you had been shooting it from behind a corner. This tactic is ineffective at close range, but at any other range, it is very effective. I have been using this tactic for a long time now, but strangely enough I cannot recall seeing anyone else use it.
Comments
I give it 3 weeks till this has spread like wildfire and rendered ocs useless.
Yes, strafing back and forth works; I used to do it before I discovered this. But it has many disadvantages. First, it does not allow for as much accuracy when firing. It is very easy to fire accurately if you're just jumping up and down, but it is less easy if you are strafing. This is because strafing requires more concentration; since you're moving along the ground, you have to concentrate on moving the right distance, and things like that. Also, because it requires more concentration, it is more difficult to be aware of your surroundings. It is also much easier to make a mistake; because you're moving along the ground, you may hit a wall, move in one direction for too long, or make similar mistakes. And last, it is largely ineffective in confined spaces.
On the other hand, jumping constantly while crouched is very simple. All you have to do is press your jump key every time you hit the ground. Shouldn't be difficult at all if you're good at bunnyhopping. Because it is so simple, this method is much less mistake-prone, and requires much less concentration.
When you attack an offense chamber from behind a corner, you can see only a small portion of it. Thus, unless you're using the pistol, many of your bullets will miss. In addition, many of your bullets will hit the corner. Since so many bullets will not connect with their target, that method is much less efficient in both ammunition usage and time.
I give it 3 weeks till this has spread like wildfire and rendered ocs useless. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Only really works with lone OC's. Two or three and the jump/crouch thing doesn't work very well since they fire at different times and so are able to track you. The only reason the OC's miss in the first place is they lead you and when you hit the ground or the apex of your jump they're still leading you.
Oh yeh does it require timing at all?? As in can u mess it up everytime u land u get hit??
- RD
if I was a real space marine I wouldn't just let it shoot at me, I would try and jump as well, or shoot around a corner.
You have to spend as little time on the ground as is possible. This tactic works because the offense chamber always leads its target perfectly. Based on the target's distance and motion, it fires its spike precisely where the target will be in the time it takes for the spike to reach it, as long as the target maintains its current motion. That means that it is very ineffective against even a simple back and forth motion, such as jumping up and down. If you are jumping up and down, the only time a spike will ever hit you is if it was fired when you were either at the peak of your jump, or on the ground in between jumps. Basically, when you were not in motion. Thus, it makes sense to limit the amount of time you spend on the ground.
<!--QuoteBegin--That Annoying Kid+Nov 19 2003, 01:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (That Annoying Kid @ Nov 19 2003, 01:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Dodging OC's makes sense
if I was a real space marine I wouldn't just let it shoot at me, I would try and jump as well, or shoot around a corner.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not this kind of dodging. It consists of just a single repeating action. It is far too predictable to work against an actual intelligent or semi-intelligent entity.
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<!--QuoteBegin--XCan+Nov 19 2003, 10:32 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Nov 19 2003, 10:32 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But when 2.0 were new the spikes were just like marine turrets with instant hit.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, if I am not mistaken, 2.0 spikes were not hitscan. I do remember dodging spikes in 2.0. I believe the change in 2.01 that made jetpacks more viable was simply to decrease the offense chamber's effectiveness at leading or targeting fast-moving targets.
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worked perfectly <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
But i know you are being sarcastic.
Spikes = big and slow.
Bullets = small and fast.
And since when were we talking about realism? This is gameplay.
But i know you are being sarcastic. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
BS the first waves suffered that high of losses... where are your quotes and numbers to support that statement?
This is not about realism. This is about suspension of disbelief. Things have to be believable. They have to make sense to the players.
You need to matain a healthy balance, for the realism factor is the key to making a game believeable. A game isn't really that fun or easy to learn if you can't reasonably predict what would happen.
Or do we want Matrix-bullet-dodging skulks?
Yes. Yes we do. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The skulk-turret thing wasn't an issue with the turrets being dumb, but rather that they turned too slow (a hardware limitation). This is a bit different.
Turrets have 1400 health and deal 10 damage per shot, if I am not mistaken, and offense chambers have 1000 health and deal 20 damage per shot.
When you attack an offense chamber from behind a corner, you can see only a small portion of it. Thus, unless you're using the pistol, many of your bullets will miss. In addition, many of your bullets will hit the corner. Since so many bullets will not connect with their target, that method is much less efficient in both ammunition usage and time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I couldn't agree with you less. It is very possible to shoot an offense chamber from an angle behind a corner without one bullet missing. I can take out 2 offense chambers in the time it takes to spend 250* bullets and reloading 2 times without loosing 1 HP, thats not very long time. So this tactic is generally superior and über over the
moving-around-like-a-supertrained-ninja spike dodging.
Personally i think this tactic is highly unfair because it makes a 10res Turrets much greater than a 10res OC considering OCs are there to protect the area, not to be protected.
*The extra 50 bullets is need because of the chambers healing.
the only thing i do when i see ocs is either hide behind a corner or strafe, but never have i used the crouch jump nor do i intend to start <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
True, but that relies on the offense chamber being positioned close to the corner.