Sensories

JaGmanJaGman Join Date: 2003-03-04 Member: 14316Members
<div class="IPBDescription">Where to put them?</div> I never really understood the purpose of sensories. I know that if a marine touches them, they get parasited and I know they seem to add the marines to the hive sight if they are close to a sensory......but where should one place them and how? What is the most useful use of a sensory besides building it to get upgrades?

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Comments

  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    Sensories are mostly useless thus far - we're hoping to see them get made cooler in 1.1.

    But for right now, I say put at least one at each hive. Whenever a marine gets close to a sensory, everyone hears "the enemy approaches". If you've got one in each hive, then that alert tells you that a marine is near one of your hives, which is always good information to have.
  • IncarnatedIncarnated Join Date: 2003-03-12 Member: 14429Members, Constellation
    edited March 2003
    you can get creative with 'em. Stick them just around a corner so the marines blunder into them. Put them a little behind a wall of lame so any high jumping marines trying to make a run past will at least be tagged. On a similar note, you can even use one to plug that last gap in yor wall where you cant build any more defs or off.

    Or you can just throw 1 or 2 down as bait for turrets or whatever while you lay down some off or your skulk type friends go in for a munch. At only 10 res a pop, they're the cheapest thing there.
  • p4Samwisep4Samwise Join Date: 2002-12-15 Member: 10831Members
    The important thing to remember with sensories is the "the enemy approaches" thing. If you put down too many of them, all you'll ever heard is "the enemy approaches", and you won't ever know where exactly it is, since very often the sensories don't succeed in tagging the marine. Woe betide the gorge who puts one too close to the marine base!
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    In their current state, I believe that the one sensory per hive is the best way to go.
    If you have enough res and are pretty much secure in your position. 1 sensory per entrance to your hive is also a good bet. This way no marines can sneak too close to your hive and weld or setup a phase without at least a little warning.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    3 per hive. Redundancy is your friend. (:
  • TheWizardTheWizard Join Date: 2002-12-11 Member: 10553Members, Constellation
    <!--QuoteBegin--coil+Mar 22 2003, 11:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Mar 22 2003, 11:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 3 per hive. Redundancy is your friend. (: <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    redundancy yes... but you arent trying to sense them to death <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    I would rather save res for the 3rd sensory per each hive and just invest that into def and o chambers


    or a fade <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • moggmogg Join Date: 2003-01-10 Member: 12152Members
    If a sensory is placed near an offence chamber is its aim improved?
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    <!--QuoteBegin--mogg+Mar 22 2003, 12:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mogg @ Mar 22 2003, 12:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If a sensory is placed near an offence chamber is its aim improved? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No. I don't believe putting chambers near other chambers benefits them in anyway (except defense, which will heal them)
  • LeetVegeTaLeetVegeTa Join Date: 2003-02-27 Member: 14103Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If a sensory is placed near an offence chamber is its aim improved? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    thats a cool idea i would like to see that
    and movement could cake the oc shoot faster(in effect giving it celerity)
    those would be cool
  • masterswordmanmasterswordman Join Date: 2002-12-21 Member: 11303Members
    this has been discussed before <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    i thought it did improve the aim

    but thats probably just me
  • SpidernumerounoSpidernumerouno Join Date: 2003-03-23 Member: 14810Members
    Well sens you build when your 3rd hive is up.
    So aliens already won then (or they really would FU).
    I just build 3 wherever in 1 hive.
    Then all aliens go 4 the last kill.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin--l337vegeta+Mar 22 2003, 11:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (l337vegeta @ Mar 22 2003, 11:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If a sensory is placed near an offence chamber is its aim improved? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    thats a cool idea i would like to see that
    and movement could cake the oc shoot faster(in effect giving it celerity)
    those would be cool <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    mmm cake...

    imagine 8 movements behind a wol D: omg that would be craaazy.


    oh, and you can do sensory since first hive and you will be able to do it (I mean its viable) in 1.1
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    a way to stop that would be make the speed non stackable
    as in you get 3 MC around your wol and then any other MC's don't do anything but provide redundancy if the others get's killed
    and I hope they make sensory better in 1.1
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
  • The_Muffin_ManThe_Muffin_Man Join Date: 2002-11-11 Member: 8253Members
    The sensory at a hive is a good idea. If you're going to do that, you might as well put all 8 down around the hive, or wherever you might get sieged from. This is so the team will have more time to take out any marines if they're sieging a hive. I heard somewhere that they have 1/3 the hp of a hive, so would probably be useful.
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