The 3 Chambers Of 1.1
Catpoker
Join Date: 2002-06-25 Member: 816Members
<div class="IPBDescription">what do you think?</div> from the 1.1 info thread:
<!--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-->Here is a little snippet from IRC chat logs:
QUOTE (Flayra @ Apr 9 2003, 9:01 PM)
QUOTE
<Flayra> I've changed scent of fear to be much more useful: now it shows you blips for any enemies within range, not just hurt enemies
<Flayra> (and range increases as the level of the upgrade increases)
<Flayra> Sensory is wicked viable now, trust me
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So now sensory is like MT, always good
and from the front page a while back:
- Sensory chambers are now automatically cloaked, and they cloak other alien structures in range (including hives, resource towers, offensive chambers, etc.)
- Movement chambers now give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.
- Silence upgrade now silences movement and attacks (it's incredibly eerie)
movement kills MT (so i have heard, maybe rumor, wishful thinking) and provides much needed adrenelin
and Defence is well....... a good chamber already
i dont think there WILL be a standard path...
everything sounds so good
so what do you guys think? what strats will you do as a gorge?
<!--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-->Here is a little snippet from IRC chat logs:
QUOTE (Flayra @ Apr 9 2003, 9:01 PM)
QUOTE
<Flayra> I've changed scent of fear to be much more useful: now it shows you blips for any enemies within range, not just hurt enemies
<Flayra> (and range increases as the level of the upgrade increases)
<Flayra> Sensory is wicked viable now, trust me
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So now sensory is like MT, always good
and from the front page a while back:
- Sensory chambers are now automatically cloaked, and they cloak other alien structures in range (including hives, resource towers, offensive chambers, etc.)
- Movement chambers now give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.
- Silence upgrade now silences movement and attacks (it's incredibly eerie)
movement kills MT (so i have heard, maybe rumor, wishful thinking) and provides much needed adrenelin
and Defence is well....... a good chamber already
i dont think there WILL be a standard path...
everything sounds so good
so what do you guys think? what strats will you do as a gorge?
Comments
only thing i request is that they take out the ghost hive view for marines, so then sensory chambers can actually cloak the hive and it wont be obvious.
Cloaked building is an interesting idea. It could lead to some pretty creative game play as sensory chamber parasites marines that touch them. Add a little range to that parasite and viola you have auto parasite stations all over the map (Think MT). Not to mention the new scent of fear improvement.
How ever these chamber changes have to be tested against the marine changes. You can only know the overall usefulness of the 3 chambers when you play against the 1.1 marines.
Let's just wait for the play testers' views/comments.
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whats the fun in that?
i want to see the views of the people BEFORE 1.1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
anyway
i think i will go SC-MC-DC
i am liking that Sent of Fear for the aliens
Yeah, now we just need to know what he's done for enhanced hive sight. Wonder what he's doing with cloaking too... god I hate this. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
well, i ask me how the aliens would get adrenalin, do they have to use it, or just by standing nearby??
this is the second point i am sick of.........
rines have to reach a medpack to gain health, aliens have to run around and will be healed.
everyone uses those vent chambers, so ure healed through the wall when u fight in rine base.
imo aliens have to use dc´s or even the hive (maybe not the hive might be ok) to gain health, because when more than 3 or even 3 dc´s are around where ure fighting as rine u´ll never ever will be able to kill a skull with lvl 3 carapace (if its a smart one <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> )
just my impresion, don´t have to be shared
I can see it right now for scrims... 1 skulk gets Scent of Fear and acts as the "controller" while the other skulks gets the improved Cloak ability. The SoF Skulk can then relay enemy position and movements to the cloaked skulks as they set ambush after ambush making any movement HELL for the marines.
Oh baby, I love it long time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Movement still seems like its a little weak, especially 1 hive, but we'll see.
The only thing I really think could be improved would be to make certain chamber build orders more substantially different in terms of overall strategy. Each is going to force different engagement approaches in combat, but I don't see the general approach to map control changing substantially with different build orders.
It will be interesting to see how the adrenaline effect of MCs stacks with multiple MCs. And remember that 1-hive might not neccessarily only mean skulks, gorges and lerks. Oh and.. silence will be awesome (if not too powerful).
Sensory is looking sweet... high hps, low cost (tho that might change), cloaks stuff within an area, MT as an alien upgrade.. wonder if the parasite-touch-effect will stay. (i'm tending to think not as each chamber has 1 purpose)
If MCs cancelled out MT (which i doubt), there's one overpowered combination I can think of... MC and SC.... aliens that you can't see, unless they're attacking, or hear at all. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I've noticed that defense chambers can heal through walls; I'm slightly heated with that, but I would go mad if sensory chambers cloaking radius neglected walls. Anyone with the scoop on whether walls have an effect on the radius?
<i>Come, skulks. Why do you serve mindlessly to the hive? Are you not an individual, (as shown by your ability to have a kill score)? Come to me, and let Valium© bring you to paradise...
- Propagandalf, TSA Propaganda Director</i>
Will be interesting to see how the tactics(on the alien side) evolve with the advent of multi-gorge viability, movement buffage, and things of that sort. *puts on his tactician hat*
The chamber changes in 1.1 are looking good, I believe the developement team is trying their best to even up the chambers.
However, I still think that defense chambers offer the most incentive as the chamber for the 1 hive stage for NS1.1. Let's wait and see what else Flayra has in store for 1.1.
d-m-s will still be the most effective.
but maybe people won't cuss me out quite as much when I build s-m-d ^_^
It occurred to me that the best possible way to make multiple build choices (D-M-S, S-D-M, D, S, M, etc...) a viable strategy is this: Each chamber has 3 abilities that the aliens can upgrade to. Thus, it would make sense that one of these abilities be more advantageous at 1-Hive, another ability be better suited for 2-Hives, and the third upgrade be useful for 3-Hive situations.
For example, if each of the 3 chambers had one ability that was useful at 1-Hive, then it would be a decent strategy no matter which build-order you chose. In other words, the chamber you build first would not depend on which one was the strongest (since they would all have useful 1-Hive abilities), but would depend on the strategy that the marines were using. If the chambers were equally balanced in this way (which I know is near impossible to accomplish), then it would be a viable strategy to choose any build sequence.
Right now (1.04) I can see the upgrades as this:
Defence Chamber:
Carapace: Especially Useful at 1 Hive
Regeneration: Useful any time
Redemption: Useful at 2 Hives (maybe 3 Hives as well, for all those expensive Fades and Onos) or for Gorges
Movement Chamber:
Celerity: Useful any time
Adrenaline: Useful at 2 & 3 Hives
Silence: Useful mainly at 1 Hive (by the time you have 2/3 hives, you rely on force, not stealth)
Sensory Chamber:
Cloaking: Useful mainly at 1 Hive (by the time you have 2/3 hives, you rely on force, not stealth)
Scent of Fear: Somewhat useful any time
Enhanced Hive Sight: just not very useful at all <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Note: The above is just my opinion. I am not inviting flames, but if you feel differently, please tell us all how you feel things work.
-[CosaNostra]Sinter
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Defense is needed first otherwise by the time a second hive comes into play (unless the Kharaa are REALLY quick) shotties and HMGs should start popping up soon after...no Armor/Regen/Reinc will thus be fatal.
Movement becomes viable at 2 hives for 2 reason, #1 when fade you want to launch tons of acid rockets, #2 Umbra without adrenaline is not a good total cover tool.
So that leaves sensory for last. It may be fun experimenting, but it will still end up the same, I'm pretty sure...as cloaking may be useful early on, but a smart skulk can hide anyways...
I still like my own idea best <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> of 1 hive is 1 lvl of ability of each skill of all 3 Chambers.
Unless the game mechanics get a MAJOR overhaul, the sequence may not change.
Tho I hope so, cloak is SO rarely used and in the days of olde, it was so much fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Just my 2c
I'd guess a cloaked hive will look unbuilt, but AFAIK a comm sweep will still reveal it.
Movement still seems like its a little weak, especially 1 hive, but we'll see.
The only thing I really think could be improved would be to make certain chamber build orders more substantially different in terms of overall strategy. Each is going to force different engagement approaches in combat, but I don't see the general approach to map control changing substantially with different build orders. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I like Hivesight, especially as a lerk.
In missilecommand its very usefull aswell (seeing mines, seeing rines easy from mid level)
Defense is needed first otherwise by the time a second hive comes into play (unless the Kharaa are REALLY quick) shotties and HMGs should start popping up soon after...no Armor/Regen/Reinc will thus be fatal.
Movement becomes viable at 2 hives for 2 reason, #1 when fade you want to launch tons of acid rockets, #2 Umbra without adrenaline is not a good total cover tool.
So that leaves sensory for last. It may be fun experimenting, but it will still end up the same, I'm pretty sure...as cloaking may be useful early on, but a smart skulk can hide anyways...
I still like my own idea best <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> of 1 hive is 1 lvl of ability of each skill of all 3 Chambers.
Unless the game mechanics get a MAJOR overhaul, the sequence may not change.
Tho I hope so, cloak is SO rarely used and in the days of olde, it was so much fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Just my 2c <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Note that the resource model will be tweaked for both sides. So you can't imagine what the chamber changes will do using the existing 1.04 economy style.