- NO flaming. I absolutely hate flaming because there is usually no point. You may criticize others and disagree, but be polite about it.
- Backup any negativity. There comes no useful discussion if you say “this is stupid” or “this guide sucks”. If you say something like that, state why you feel that way and if possible give solutions. Also, make sure you follow rule #1.
- Don’t be afraid to post objections. If you feel that something is wrong or doesn’t really work, post it! I want this to be complete and thought through guide, so anything is welcomed. I won’t get mad at you to criticize, if anything I’ll be happier.
The General Tips
When you drop a chamber, there are certain things to consider before you drop it. If you don’t remember these things, you will end up spending much more res ineffectively and the chambers could potentially have a shorter lifespan. Even If you don’t read the rest of this guide, please at least consider these questions before dropping.
Where should I drop it? Is it really worth the res there?
How should I drop it? What spot would this be the most effective?
When should I drop a chamber? The answer isn’t “when I get 10 res”
The Offense Chamber
The offense chamber is a chamber which is a great force to be reckoned with, if placed properly. It has 1000 hit points, it deals 20 damage per hit and has a ROF of 1 spike every 2 seconds; it’s a slight wonder why we don’t use it a little more. An offense chamber, if placed correctly at the right time can easily take out a marine or two. Here are my tips to unlocking the full potential of an OC.
Where should I drop them?
This question is the most important question to ask, especially for an offense chamber. If you don’t answer this question, the offense chamber will most likely be a useless piece of 10 res. Here are my suggestions:
Medium Combat Area’s
Medium Combat area's are the area's where I find the OC is the most useful. The offense chamber is relatively ineffective in high combat unless constantly maintained (see below). In medium combat areas, usually only small groups of marines come there which is good because armies of marines would spell destruction to the OC and no marines will make the OC become decoration.
Thats why Medium Combat area's are very good, they provide a compromise between effectiveness and maintainance.
High Combat Area’s
High Combat area's are the best places to put OC’s if they are supported. This support must at least include a gorge healing it, preferably in combination with lifeforms and lerk spore/umbra. The advantage with this technique is that the gorge becomes nearly indestructible while the OC’s become much more effective, especially when DC’s/more gorges are added in. The only disadvantage is that it needs to be maintained constantly, which isn't a large drawback really.
Consider this information taken from the Community Manual:
QUOTE(Calculations @ Jun 11 2007)
Heal Spray
Healing Percentage = 4
ROF = appox. 1/sec
Offense Chamber
Hitpoints = 1000
Defence Chamber
Heal per Tick = 10 + 3%
LMG
ROF = 10/sec
Damage = 10/bullet
Calculations
Heal per Spray (HPS) = Hitpoints * Decimal Healing
= 1000 * 0.04
= 40
Heal per Tick = Hitpoints * 0.03 + 10
= 1000 * 0.03 + 10
= 40
Average Net damage to OC per second = LMG ROF * Damage – HPS
= 10 * 10 – 40
= 60
Healing Percentage = 4
ROF = appox. 1/sec
Offense Chamber
Hitpoints = 1000
Defence Chamber
Heal per Tick = 10 + 3%
LMG
ROF = 10/sec
Damage = 10/bullet
Calculations
Heal per Spray (HPS) = Hitpoints * Decimal Healing
= 1000 * 0.04
= 40
Heal per Tick = Hitpoints * 0.03 + 10
= 1000 * 0.03 + 10
= 40
Average Net damage to OC per second = LMG ROF * Damage – HPS
= 10 * 10 – 40
= 60
Considering this information, we can see that the gorge can heal a lot of damage inflicted on the OC. As a result, the OC’s life expectancy atleast doubles. Also considering that the OC has a lot of HP and doesn’t need to reload while the marine has little HP and needs to reload, we can say the following (taken from Swiftspear):
QUOTE(Swiftspear @ Apr 27 2007, 10:28 AM) [snapback]1623432[/snapback]
One gorge on 1 OC is impossible for a single marine of equal skill to take out.
One gorge on 2 OC's is impossible for any single marine to take out, and in the case of a good gorge, very difficult for any less then 3 equally skilled marines to take out.
One gorge on 3 OC's can't be taken out in a timely manner without heavy weapons, and will cost any less then 3 shotgunners their life to displace completely. For the price of a lerk +10 you can stop a disturbing amount of marine force at any given point on the map... Far more force then any skulk or lerk could, probably more then a fade could (the fade would need to run out and back several times, costing time).
2 gorges can almost outheal nearly a full marine team of LMG's shooting an OC, and their compiled heal spraying will make even heavy weapons (short of a GL) have great difficulty taking them down.
Near Alien Activity
I recommend placing OC’s near alien activity because they are much better at being support units rather than combat units. If you place OC’s far from a hive, it is much easier to take them out because they will have less support from your teammates. It's quite easy to avoid OC spikes (unless there are alot), but it's much harder with lifeforms around.
Early Detection
Using OC as early detection can really pay off. It can be more effective than a SC because the hive sight alerts can be more noticeable than the red dots on screen while also hurting the marines. Think of it this way: the OC forces a marine to do two things: Ignore the OC or Attack the OC. Most players choose to shoot it back, and if there are enough OC’s in the right place, the marine will have no choice to shoot it or take a large detour around it.
Buying Time
This is the one of the best things an OC can ever do. I repeat: buying time is the best thing an OC can do. Following up on early detection, if the marine shoots the OC(s) he will be diverting time to doing that task. Even if he manages to take the OC down, he still used up 1 minute of his time for 1 OC. Now, consider this quote from DC Darkling:
QUOTE(DC_Darkling @ Jun 6 2007, 06:17 AM) [snapback]1631727[/snapback]
You must do the most amount of useful actions in the least amount of time while forcing the other team to do the least amount of useful actions in the most amount of time.
Pull that off and you won
If the marine attacks the OC, that’s one minute more for the aliens to hit a base easier, one minute he can’t set up a ninja PG; one minute he’s doing the least in the most amount of time.
QUOTE(the_x5 @ May 17 2007, 05:27 AM) [snapback]1627330[/snapback]
They [the OC's] DELAY the marines. What does time delay do? Buys your team more labor-time at the expense of the marines. If they cause marines to break following orders and waypoins they are even better. And then there are some times where they are useful deterrents just like the marine turrets and CAN kill, even though they are really there to give suppressing cover fire.
And even by chance if the marine were to jump over the OC, he could only do it under specific conditions. First off, he can’t really jump over multiple OC’s, OC’s placed in long corridors and in corners and OC's in key locations like PG/siege locations. Jumping over these OC’s would cause heavy damage to him or make him lose a potentially valuable chance and going around these OC’s makes him lose plenty of time if not impossible.
Medium-small areas
Medium sized areas are the best areas to place OC’s. Medium sized rooms are good because the OC can use all of its 800 unit radius range. OC’s placed in open areas are also harder to remove because the LMG is ineffective at long range, the pistol carries a small amount of ammo and grenades don’t really reach. Smaller sized rooms make spikes harder to dodge, which is a disadvantage of large rooms. That’s why medium-small are the best rooms.
Open, minimal cover areas
Open areas are very effective for OC’s. Believe it or not, the marine needs the cover more than the OC because a regular marine in the open usually falls to the OC easily. It’s also hard to find good OC cover in most maps anyway, most "cover" would just block the OC's FOV unless its the correct height/location. Open rooms filled with a few OC’s force the marine to take cover far away at the door and don’t allow the marine to run past it without taking a large amount of damage (its hard to dodge multiple spikes at a time).
Near Important Things
Placing OC’s near important area or structures like rts or siege spots are also great places for OC’s. They prevent the marines from doing something important without damage or forcibly slow down the marine. Even if the marine were to hide behind the RT, the OC still discourages the marine and alien players should be in the area anyway.
How should I drop them?
This is the question that will determine just as much as the previous question how well your OC will preform. This could be even more important than the previous question too!
Minimal Grouping
Minimal grouping is something that you should keep in mind when placing OC’s. Personally, I find that you squeeze the most out of your OC if you spread them out rather than bunch them up in one place. The advantages of this are:
- Marines are more likely to run past and get hurt rather than avoid it altogether.
- It’s less deterrent to a rambo if it were spread out through the whole area rather than a huge wall of it. More marines would risk ramboing only to die by constantly being hit.
- If the marine shoots a grenade, it would only hit the few chambers there. The other chambers won’t get hit by the splash damage. Same goes for guns, the bullets that miss won’t hit the chamber right next to it.
- It covers a larger area, so the comm won't siege unless he's filthy rich or just plain dumb.
- It covers a larger area, which is always a good thing.
Especially with the new way the DC’s work, 2 OC’s and a DC works very well. These are more effective in higher combat areas than 1 in each corner, and are pretty cost effective too. They are especially deadly in high combat areas with a gorge there healing them.
Refer to this quote stated above:
QUOTE(Swiftspear @ Apr 27 2007, 10:28 AM) [snapback]1623432[/snapback]
One gorge on 1 OC is impossible for a single marine of equal skill to take out.
One gorge on 2 OC's is impossible for any single marine to take out, and in the case of a good gorge, very difficult for any less then 3 equally skilled marines to take out.
One gorge on 3 OC's can't be taken out in a timely manner without heavy weapons, and will cost any less then 3 shotgunners their life to displace completely. For the price of a lerk +10 res you can stop a disturbing amount of marine force at any given point on the map... Far more force then any skulk or lerk could, probably more then a fade could (the fade would need to run out and back several times, costing time).
2 gorges can almost outheal nearly a full marine team of LMG's shooting an OC, and their compiled heal spraying will make even heavy weapons (short of a GL) have great difficulty taking them down.
Place them on corners
This is the absolute most effective, quick and best piece of advice I can give for dropping OC’s I find. The reason for this is because it now covers a HUGE area compared to before. I cannot stress this one enough, because this one makes the OC twice as effective. This combined with 1 on each corner will still make rambos come in only to be caught between 2 OC’s and little health. Here’s an example:
OC Placement
Now, the marine would see the first OC and pass by it and most likely pass by the second one too. By the time he meets the first green line, he can’t turn around or he is dead, so he continues ahead. He continues to meet OC’s until his death at the second green line. In this formation, he has no place to hide and no place to run either. He can shoot it down, but it will take a long time and will be difficult without any cover.
Place them on high ground
High ground isn’t necessary, but sure does help. The biggest advantage is that grenades and GL grenades go in an arc trajectory so it would be harder for a grenade to hit. That’s because most of the time the ceiling is too low for the grenade to reach and the grenade the marines carry explode fairly quickly. The OC is also harder to knife (it could be an advantage).
The downside is that the OC usually becomes less effective if too high off the ground due to restricted FOV. It also doesn’t block the marine’s movement, which is something we want.
Avoid blind spots
If the OC is too far up on a ramp, it won't be able to shoot because of the maximum shooting angles. Also, placing an OC high up or far down can reduce how much actual view of the area it has. Also, the OC can be placed too close a corner without actually being on the corner which can make it too easy to remove. When in doubt, just place it at ground level on the corner. Here is an example of blind spots:
OC Blind Spots Corners
OC Blind Spots High Ground
When should I place them?
This part is kind of hard to write a guide for. This part is more up to you than anything else. Here are some questions you should pose yourself before you place an OC.
Can I afford to drop it?
You want to make sure that you have enough res inflow to balance the price of the OC.
Would the OC be more valuable in this situation than a RT?
If you control maybe half the map and you’re not gaining ground very quickly, it probably is worth it.
Would a DC/MC/SC be more valuable to my team?
Remember that your team members are more valuable to you than an OC. An OC can only do so much, but a teammate can do so much more. If it’s a high combat area, your fellow aliens would need healing/energy more than a measly OC.
How easily can the marines destroy it?
If all the marines have HA/HMG’s, then it will be a cake walk for them to destroy any OC they find. If you got no lifeforms to back up the OC, then it will again be a cake walk. But if your winning over the marines or the marines are relatively equal to you (and don’t have HA or HMG’s), then it would be more likely to be worth it.
Are the Marines using HA or JP's?
The counter to JP's are OC's, along with lerks. The OC can easily shoot down a JP. But the counter to OC's are HA's because OC's do half damage to heavies. It would be much more useful for the aliens to drop OC's if they use JP's rather than if they use heavies.
Would I spend my res better on being a lifeform?
Maybe your fellow aliens need a lerk? A lerk can be a powerful asset, especially with the gas. Lerk is supposed to be support, not a fighter, so don’t worry about being a bad aimer (like me). Maybe you’re a good fade, because the aliens can never get enough fades. Maybe an onos, because the stomp can REALLY help your teammates get those pesky HA’s or HMG’s.
Why Should I Drop Them?
By now you might be asking yourself: "Why should I drop one in the first place? I should just go Fade instead." consider this quote from Crispy:
QUOTE(Crispy @ Jun 24 2007, 04:03 PM) [snapback]1635617[/snapback]
Area denial can be important when the area is double res or a Hive, or the first junction on the quickest route to one side of the map from MS. And a lot of this doesn't apply to clan matches for obvious reasons, so let's keep in mind this is useful for people that want to play (and stay) on pubs.
With this in mind we can also say that Marines will not automatically go the other way.
- Good players might try to gauge the skill of the Gorge by attempting an attack, and if you're good and take them by surprise, you can get a kill out of this.
- Stupid/inexperienced players will blindly try to repeatedly attack the OC, which means lots of RFK, so you're getting area denial PLUS a Hive/Fade.
- Stupid players dying to OCs aren't in any way effective for the Marine team. Stupid live players following people through a PG and attacking a Hive are at least in some way effective, since:
- there are more targets so a Fade may not be eliminating the biggest threats first, keeping the good Marine players alive for longer
- stupid live players can build sieges
- stupid live players can shoot the Hive (but only if everyone else is doing it and the comm screams at them)
- stupid live players can inadvertently block Fades
- stupid live players can inadvertently keep dropped weapons/welders from disappearing
- Also, stupid dead players clog up the respawn queue and keep the good Marine players dead for longer.
- Frustrated comms might fork out res on a GL to deal with the OCs that are feeding on all his newbie/dumb Marines. GLs usually don't last long and are fairly ineffective weapons, so this is pretty much you forcing the comm to waste res that could be spent on more effective weapons or the tech tree, delaying 'Weapons 3', for example.
Conclusion
In conclusion, the OC is the most unused but can be one of the most useful chambers. It can make or break a game, because it can be the sole thing alerting you to a shotgun rush or the thing that stops that rambo PG from going up. It lightens the workload of the aliens, and piles it on the marines.
It's functions can summed up to 4 major things:
- Lowers Armour (and health)
- Tanks damage
- Increases marine vulnerability (reloading)
- Distracts the marines
The Defense Chamber
The defense chamber is the least used chamber in the game and there is good reason for it. Still yet, this chamber can provide invaluable support to structures and large units in the field if placed properly.
Note: Because we’ve now reached the upgrade chambers, how you place them becomes less needed and closely linked to where you place them. Because of that, I’m combining the two from now on.
Where/How to Drop Them?
High Alien Traffic Area’s
Placing a DC near a high alien traffic route is one of the best place’s to put a defense chamber. With many aliens passing by the chamber, the chamber is basically protected from attack. Also, most fleeing higher lifeforms will commonly flee to these areas because they are usually safer. So ultimately you’re squeezing the most from the chamber and keeping it alive the longest.
Note that it doesn't have to be in High Combat Area's. It works the opposite way there because no aliens wanting to stay alive will stand still near a DC to heal when a fight is happening within the same room; they'd much rather prefer a safe place to stand still and heal.
Away From Hives
When you place a defense chamber, keep in mind that the hive heals much more that the measly defense chamber can. Remember also that the fleeing alien will consider which one would save him the most time and guarantee survival more. This means that you’d want to place the defense chamber a nice distance from a hive so it would get used more often.
Near the Front Lines
This is very obvious, but make sure to remember that you don’t want to place this too close to combat, you may place your DC an intersection/room away from where the current fighting is happening. Doing so will allow for the aliens to lose ground, give them a safe place to heal and won’t compromise efficiency all that much. Also note that you may need multiple DC’s to accommodate multiple aliens at a time.
In the Hive Room
Putting 1 DC near a hive works very well because of the way the DC works. One DC can heal 3% of the hive’s health per tick, compared to the gorge’s 1%. Just remember to place the DC farther from the siege spot than the hive, so it’s not sieged first. Also try to put the DC out of sight, so it will be harder for the marines to find it.
Near other Chambers
You may wish to place DC's near other chambers like OC's, for constant heal protection. Just note that you need to know how much action the OC's will see. For example, if there are multiple OC’s near a high traffic area for marines, chances are it’ll see a lot of action. As so, you might want to place multiple DC’s behind the OC’s.
Also note that you will not want to put your only DC's in that one spot. Reasons for not doing that are:
- If they were to die, then you will lose any defense upgrades until they can be replaced.
- QUOTE(Crispy @ Jul 17 2007, 06:13 PM) [snapback]1639382[/snapback]I look DCs the same was as I look at SCs. For me the best result is getting a network so you're never any more than 5 seconds from healing. Having them all clumped in one area isn't making the most of their area of effect. A typical theory in NS is "what benefits the most players is the best option". This means in almost all cases Hive+Fade > 2xFade, 1st/2nd/3rd upgrade chamber > OC, 1st+2nd/2nd+3rd upgrade chamber > Lerk. The same applies (imo) to DC placement. Healing lots of players a small amount all over the map is better than healing fewer players a larger amount in one section of the map. The main difference vs. the SC is it's much harder to come up with safe spots for DCs and if you do it requires teamwork to get existing Gorges into vents or to get more players to Gorge inside the vents and drop.
- The marines can just go to that area with all the DC's and shoot down any fleeing lifeforms, as well as structures. Since fleeing lifeforms have nowhere else to heal, they have no choice but to stay and fight or run to a potentially far healing station (hive, DC's, etc.). It also disables the aliens from ambushing correctly because marines will most likely be multiple marines at that location.
In some Vents
Putting this chamber (preferably 3 of them) in vents (separated apart preferably) can be very useful in the long run. When placed there, they are virtually out of marine reach until JP’s. That means that you will have this chamber almost all game, no matter if the corresponding hive is gone.
Placing them in vents can also be very useful for Skulks and especially Lerks. Chances are a Lerk will be trapped in a vent with marines outside and little HP. Putting a DC in that vent would save the Lerk either res (if they die) or time (if they self regen).
Out of Sight
It would be a useful practice to place DC’s in dark corners, under gratings or in other hard to reach/unnoticable area’s. This provides similar protection from attack as vents do, only to a lesser extent. A notable example of a good place is in ns_caged, the path from Generator to Aux Gen.
When to Place them?
As Soon as Hive is Up
This is self explanatory, because the sooner you can get any sort of ability the better.
During or Before Attacks
You’d defiantly want to place a DC nearby when a critical battle is going on. It is especially important in chokepoints and uncompleted hives, because there is usually nowhere else nearby to heal. It saves the Gorge in the area from healing lifeforms till his spray runs dry and helps gets aliens back into the battle faster.
Preferably you would want to put the DC in before the fight begins, like right after the second hive is dropped (most decent marine teams would try to attack the second hive during construction) or in important chokepoints like Generator Room in ns_nothing. This allows for the lifeforms in the area to be as effective as possible before the marines establish a working base there.
Why Should I Place Them?
There are many reasons why you should place a DC, they are:
- They provide defensive upgrades to all the aliens, like carapace or redemption. This gives everyone a big boost in combat.
- They give aliens an alternative place to heal. This saves them plenty of time and reduces the risk of surprise attacks during travel (because there is less traveling to do).
- It helps the gorge nearby in healing wounded aliens. This doubles healing time which gives the gorge and lifeform more time to do things.
- It heals large amount of health for structures and onos’s. This provides more healing than any gorge could for a low price of 10 res.
In conclusion, the DC is very effective than what it is credited for. It is a rather easy chamber to place, as long as its protected. It is a good practice to place DC’s near the front lines and near OC’s because this cycle happens: the OC’s defend the DC and wounded aliens, the DC heals the aliens and OC’s and the healed aliens protect the chambers.
In short, you should build DC’s:
- Far from aliens bases
- Close to structures
- Close to wounded aliens (aka. The front lines)
- Out of sight
========
Thanks for reading, I hope you liked it!
Credits:
Chocolate: For writing this guide
Ambritenaro (spelling to be checked): For joking around about dropping chambers made me make this guide
Crispy: Really gave good points about OC's that I wouldn't either think of or would have a hard time explaining. I took nice bits of information from him
Swiftspear: For pointing out some bad points and giving a good deduction of gorges .
KainTSA: For thinking the way I do, understanding my point of view and giving some additions.
Bacillus: For making a small contribution.
Alite: He didn’t do all that much, but I have NS discussions with him every once and awhile.
DC_Darkling: I took a really good definition from him on how to win a game. Fits perfectly with my guide.
the_x5: Took a quote from him.
Tactical Gamer Server: Heh, I like playing on this server, its one of the best around. It’s also the server on which I play on the most and originally played on and got the idea of making this guide.
(tell me if I missed you, but make note that ill add you in if you made a notable (either criticism or actual quotes)).
