No More Def Towers At First Hive!

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Comments

  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    It's really strange to hear people discussing early game strat and all ... it may be because the early game lasts a lot longer when you waste 30 resources on sensor chambers instead of building resource towers or the second hive.
  • InsanityInsanity Join Date: 2002-11-15 Member: 8660Members
    Since the marines almost always get a hive from the start, getting sensory first means you're screwed. You'll have to go through the bulk of the game without either D chambers healing everything or without Adrenaline - making your lurks and fades considerably less effective.
  • SniperSkunkSniperSkunk Join Date: 2002-11-07 Member: 7644Members
    Defense -> Movement -> Sensory.

    Best. Order. Ever.

    Early on in the game, defense towers and offense towers are enough to block off marines with LMG's quite nicely. Later on, they're less useful because of HMG's and GL's. But early game, two offense towers, a D tower, and a gorge healing, can stop 2-3 marines if they're careful. VERY nice for securing hive sites quickly.

    Sensory towers help you get kills, but they do little or nothing to help your gorges secure the hives needed to get the more advanced evolutions.

    Defense is best early on for securing sites and resource points.

    Movement is best for 2nd hive because Lerks/Fades <b>NEED</b> adrenaline to get the most out of their abilities.

    Sensory is best for late game, especially scent of fear, to hunt out and kill wayward marines, to secure the marine base, and ultimately end it all.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    yea i agree with that... defence-movement-sensory is the way to go.... regeneration and carapace can really save you as a skulk early in the game
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