<div class="IPBDescription">can one build in a room?</div> How many sensory chambers can one build in a room? Is it six like offense chambers? Or more?
<!--QuoteBegin--+Hozart++Feb 13 2003, 11:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (+Hozart+ @ Feb 13 2003, 11:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How many sensory chambers can one build in a room? Is it six like offense chambers? Or more? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'd love to know what train of thought led you to this question <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
No. There is only one reason that more then 3 sensory chambers deserve to exist in a single game, and that is providing a meat shield for your WOL Offence Chambers. At least I think, unless you guys have some scary new strategy with them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--Obliterater+Feb 13 2003, 10:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obliterater @ Feb 13 2003, 10:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No. There is only one reason that more then 3 sensory chambers deserve to exist in a single game, and that is providing a meat shield for your WOL Offence Chambers. At least I think, unless you guys have some scary new strategy with them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Delaying tactics! You build a WOL out of sensory chambers (only 10RP each, right?), and the marines have to bust through it or go around. They bust through it, and they set off your hive-mind alert. They go around, you get more time to deal with 'em. If some of them brush against the chambers, they get parasited...and isn't another effect of sensory to show marines within a certain radius on hivesight?
If you build sensorys, build at least one in every room. They are tough, they give hive sight or nearby marines, they parasite touched marines, they alert to incoming marines(just look for the yellow circles whenever you hear "the enemy approaches"), and for 10rp's they are freaking tough little structures. Their usefullness as a structure is often overlooked.
I reccomend, at least 1 SC in every room, at least 1 movement in every major room. The movements allow for emergancy hive support should an enemy JPer get by, and the SC's allow for constant enemy tracking.
Just a strategy of mine, but its fairly rp intensive, and its often a choice between have that third DC or a MC or SC.
<!--QuoteBegin--Kiz+Feb 14 2003, 07:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kiz @ Feb 14 2003, 07:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Obliterater+Feb 13 2003, 10:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obliterater @ Feb 13 2003, 10:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No. There is only one reason that more then 3 sensory chambers deserve to exist in a single game, and that is providing a meat shield for your WOL Offence Chambers. At least I think, unless you guys have some scary new strategy with them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Delaying tactics! You build a WOL out of sensory chambers (only 10RP each, right?), and the marines have to bust through it or go around. They bust through it, and they set off your hive-mind alert. They go around, you get more time to deal with 'em. If some of them brush against the chambers, they get parasited...and isn't another effect of sensory to show marines within a certain radius on hivesight? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, WoLs themselves are delaying tactics. How's making them pacifistic going to make thme delay better? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
It's true. A WoL made of sensories won't kill anyone, but it will parasite anyone who jumps it, will take ages to kill because they have so much more hp than any other, is cheaper and will announce their location to the team.
In fact, ignoring the whole 'not killing anyone' thing (which isn't really much of a basis for defence anyway) a SWoL (new term, W00t!) is actually far superior to an OWoL.
In basically every "team one vs team two" game ever made, knowledge equals power. The more you know about where the enemy is and what they're doing, the better you can counter it.
If you don't know where the enemy is, they'll be able to set up a siege to destroy your hive while you're on the other side of the map trying to find them.
Knowing what they're doing (ie: hmg's, lvl3 weapons, jp's, etc) will allow you to set up defenses early on that'll work best against that tactic. Webs in the air if JP's are coming, webs along the floor for the HA's. A field of OC's isn't much good against a JP'er, but they'll work great against webbed HA's. In the case of a JP'er, you'll really only need 4 OC's and lots of high webbing.
Just about every tactic has at least one very effective counter. Knowing what tactic they're using will allow you to initiate that counter before they even leave their marinestart.
I like to put sensory in the hives that you don't expect them to be gunning for. That one sneaky marine that enters a hive and *doesn't* attack the hive is being pretty rude by not announcing himself like we expect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> But if there is a SC then they get broadcast to everyone. There is no sense in building SC right on the front lines. Everyone will get numb to "the enemy approaches" (See the thread on bugging a commander with slow death to a command chair).
The one thing I can't stand is to hear "the enemy approaches" but my hive sight doesn't show them. What is wrong? Am I looking for the wrong thing? Do they show up differently than a 'sited marine? Maybe if their sight icon showed the location of the marine. Or maybe if the SC that is shouting would show up on hive sight in a new color (or to make it simple, make it look like it is being attacked even if it isn't!)
Comments
I'd love to know what train of thought led you to this question <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Delaying tactics! You build a WOL out of sensory chambers (only 10RP each, right?), and the marines have to bust through it or go around. They bust through it, and they set off your hive-mind alert. They go around, you get more time to deal with 'em. If some of them brush against the chambers, they get parasited...and isn't another effect of sensory to show marines within a certain radius on hivesight?
I reccomend, at least 1 SC in every room, at least 1 movement in every major room. The movements allow for emergancy hive support should an enemy JPer get by, and the SC's allow for constant enemy tracking.
Just a strategy of mine, but its fairly rp intensive, and its often a choice between have that third DC or a MC or SC.
Delaying tactics! You build a WOL out of sensory chambers (only 10RP each, right?), and the marines have to bust through it or go around. They bust through it, and they set off your hive-mind alert. They go around, you get more time to deal with 'em. If some of them brush against the chambers, they get parasited...and isn't another effect of sensory to show marines within a certain radius on hivesight? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Well, WoLs themselves are delaying tactics. How's making them pacifistic going to make thme delay better? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
In fact, ignoring the whole 'not killing anyone' thing (which isn't really much of a basis for defence anyway) a SWoL (new term, W00t!) is actually far superior to an OWoL.
If you don't know where the enemy is, they'll be able to set up a siege to destroy your hive while you're on the other side of the map trying to find them.
Knowing what they're doing (ie: hmg's, lvl3 weapons, jp's, etc) will allow you to set up defenses early on that'll work best against that tactic. Webs in the air if JP's are coming, webs along the floor for the HA's. A field of OC's isn't much good against a JP'er, but they'll work great against webbed HA's. In the case of a JP'er, you'll really only need 4 OC's and lots of high webbing.
Just about every tactic has at least one very effective counter. Knowing what tactic they're using will allow you to initiate that counter before they even leave their marinestart.
The one thing I can't stand is to hear "the enemy approaches" but my hive sight doesn't show them. What is wrong? Am I looking for the wrong thing? Do they show up differently than a 'sited marine? Maybe if their sight icon showed the location of the marine. Or maybe if the SC that is shouting would show up on hive sight in a new color (or to make it simple, make it look like it is being attacked even if it isn't!)