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Not even B Variant knows peace from this evil.
"halt" ? sure, they'll stop in front of itIMVader wrote: ↑07 Jun 2018, 07:27What changes would you make? This is a great defense, and hivelord-walls make very little difference: it has a checkered-resin pattern which makes it more space-efficient, it has walls in between to disrupt flamers, it has doors to disrupt lazing...
As far as static defenses go this is top-tier and will force a marine push to a halt while they deal with the unfavorable terrain.
Xeno's main tactic is hit-and-run. They have abilities with cooldown and can take damage without worrying about bones, bleeding or pain. So they charge, do damage, retreat, heal and repeat. That's the beauty of sticky resin. While your marines are busy weeding out and exposing themselves, the xenos are bleeding them, and the marines can't push because of the resin.Reuben Owen wrote: ↑07 Jun 2018, 08:31"halt" ? sure, they'll stop in front of it
but this can be destroyed pretty quickly and once the doors are gone (which would take less than a minute with 2 marines just shooting normal bullets) the xenos left have no cover, so they gotta back up, which lets the marines start breaking stuff like sticky
if a main group of marines saw this it'd take less then 5 mins to break, assuming they don't get destroyed by queen screech (which they still could even with 0 defences)
add the fact that boilers cant shoot through doors, so they wont be able to stop groups from comming up at least until parts of it are destroyed
Okay, hit and run. So when they run, what are they hiding behind? 1 door and 1 wall. That will go down fast to a full squad (unless Queen screech whoop). Marines can push if it's JUST resin and nothing else. If everything else is cleared, a few flares will let Marines pop anything in sight as they slowly push through the sticky.IMVader wrote: ↑07 Jun 2018, 09:36Xeno's main tactic is hit-and-run. They have abilities with cooldown and can take damage without worrying about bones, bleeding or pain. So they charge, do damage, retreat, heal and repeat. That's the beauty of sticky resin. While your marines are busy weeding out and exposing themselves, the xenos are bleeding them, and the marines can't push because of the resin.
Speaking of main ways to kill a T3, a good one is to shoot at them while they're going to heal up, standing at the door while it opens. Doors in the front of defenses are a good way for injured xenos to die.The main way you kill a T3 is by letting it spend their cooldown ability and then charging forward with constant focused fire. Works with queens and screeches, ravagers and charges, boilers and gas, warriors and grabs, you name it. Unless, of course, the terrain doesn't let you.
Waiting for the flames to die takes less than a minute. You say put to a halt, but what does that mean? A minute? Two, three? A single door will halt an advance until it breaks. How long do you think these defenses would last under concentrated attack? All those doors and fewer walls will go down like hotcakes. 2 wide flame spec shots will break most of the sticky on the right side. This is assuming Marines push, but knowing them theres a good chance they'll just set up barricades right outside because it *looks* intimidating, I'll give it that much.You break the resin, but it takes time. You can use flamers, which are very effective, but still you have to wait for the flames to die. You can use OBs, which are a major tool for pushes, but they are expensive and don't work in deep caves. You can use CAS if the place lets you (in this case it does, but it's not always available). But in all cases? The marine advance has been put to a halt. And the xenos have the breather they need, soon to full health.
We can't practically tell how effective this is since it seems marines never reached or damaged it at all. I don't like claiming something is 'amazing' when it's never seen any battle.In any case, I repeat the question: What changes would you make? For a xeno-made static defense this is top-tier.
it still halts marine advance because marines dont step on fire