The Real Reason Defence Chambers Are Used First

DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
<div class="IPBDescription">Sad But True.</div> This is basically because people like to rush endlesly and carapace helps them do this, the concept of taking back ground the marines have taken, it is over used and boring <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.

Here is a radical concept for you mono thinkers out there, dont let them take it in the first place.

Let me set the scene, ns_nothing, starting hive viaduct. experiance tells the aliens the marines first move will be cargo hive, so 5 of 6 of us move there the 6th becomes the gorge. we hold the ground at cargo, denying it to the marines, 2 of us then move to quad lift. A twist of fate has 4 of us on the team with open minds about upgrades, and when the gorge puts sensory down we didnt quarrel too much. the other 2 did. us 3 at cargo all took cloak, and took up positions close to eachother near "the threash hold" 4 marines come round the corner and we easily take care of them. With the ability to surprise them due to our partial invisibility and the conditions in that room. Now a quote from the marine team "LOL you have sensory we are going to own you so easily".
After 7 or 8 failed attempts to take Cargo from us the marines gave up on that hive, but the gorge had secured Via very well and was on his way to Cargo, After he put the hive up he was kind enough (for all the abuse he got of them) the appease the two disbelievers and put down defence chambers.

Even with thier apparent hatred for sensory the other two skulks kepts powersilo free using the same tactic we did in cargo, and the third hive wasnt far behind the second.

This was just one instance, ive seen it many times and it sometimes fails and sometimes works, it all depends on the team.
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Comments

  • UnknownUnknown Join Date: 1970-01-01 Member:
    edited May 2003
    I believe defense chambers always goes first because their upgrades are the best for actual combat situations. (not ambushes)
    If the marine team tried to take over viaduct by building turrets instead of doing pointless rushes at cargo bay, cloacking would be useless. Carapace wouldn't. And carapace wouldn't be useless to defend cargo or power silo either.

    Edit: Besides, if the marines instead of holding a hive opted to do a tech rush and grab all the rts they could, cloacking wouldn't do any good because you can't kill rts and stay cloacked. It all depends on the skill of the aliens and the skill of the marines.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Sensory is for:

    A) Hunting weak marines or marines in general
    B) Being able to set up very good ambushes.
    C) People with enough patience and expertise to use the skills effectively.

    In NS people hate sensory because:
    1a- Its borring; the only good thing [1.04] is cloaking, and you have to stay still to use it.
    2a- W/o defence a failed ambush is just as bad, if not worse than a failed assualt
    3a- with [1a] and [2a] in mind it seems like a waste of time

    What the players like:
    1b- Excitment. Nothing like rushing in and getting that adrenaline rush. You are continually on the move
    2b- The ability to take hits and keep going. Defence does this well; sensory does not.
    3b- with [1b] and [2b] in mind, it seems far more fun than sitting in a corner of a room with cloaking on just waiting for that marine that never comes.


    soooo... thats why i think people use defence; 1b, 2b, and 3b are about 80% of the NS population, 19% just dont care, and there is a 1% chance of error. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> (its not 100%, its 99%... which is the majority of people that dislike the 1.04 sensory.)
  • MagiTekMagiTek Join Date: 2002-11-02 Member: 5057Members
    Carapace is so common because it is by far the most versatile upgrade. It allows the greatest variety of strats and helps in virtually every situation. Yes, it allows brute force charges to sometimes be viable, but sometimes that's the only option. If the marines are about to build a siege in the halls outside Powersilo or outside of Fusion Reactor in cargo bay, sensory will give you no benefit whatsoever.

    It would be one thing if cloaking was this incredibly great skill that made defending an area almost effortless. And for taking out lone marines, it's probably unsurpassed. The bad news is that any competent marine team will travel in groups and keep decent spacing. Factor in motion tracking and scanner sweeps, and you'll find sensory to provide much less benefit than defense or even movement.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    people just use DC cause they scared to try something different <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> thats the real reason.... ask ur gorge to not build DC and i can almost guarantee he will deny.....
  • KalmahKalmah Join Date: 2003-02-28 Member: 14143Members
    People use DCs because it has by far the best set of upgrades in 1.04

    With lvl 3 cara the bullets required to kill a skulk jumps up from 9 to 19 (LMG bullets, of course)
    With lvl 3 cara the bullets required to kill a lerk jumps up a whopping 21 bullets from 9 to 30 (LMG)

    on top of that , redemtion for a gorge is great. It's not that people are scared, it's that people know what is the best to use. I was once in my server once, and a guy built a TF in base instead of getting tech. He said "God, you clanners hate trying ANYTHING new". Which isn't true. Defense is chosen because it's the best, not because people are afraid.

    Granted, against a group of newbie marines with terrible aim, sensory and movements are great fun. But if you're playing in any decent pub server, the marines will own skulks without cara.

    Try an adrenaline lerk or a carapace lerk, and tell me which is easier to kill with <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Actually the real reason is that if you fail in any aspect, its hard to regain lost territory if all you have is sensory. However, In 1.1 , that's still hardly a reason to not use it.
  • JazzXJazzX cl_labelmaps ∞ Join Date: 2002-11-19 Member: 9285Members, Retired Developer, NS1 Playtester
    edited May 2003
    From a team perspective there is a HUGE advantage to getting DC's first. Part of it involves the use of carapace which unlike sensory chamber's cloaking is an upgrade that is always useful. In addition it gives your gorge redemption, I've seen many games where redemption on the gorge in the early part of the game has made the difference between winning and losing.

    Additionally defence chambers themselves are far and away more useful than sensory or movement chambers. Movement chambers are useless when you only have one hive and while I can see how sensory's "enemy approaching" warning could be useful it is far too limited to really make that big of a difference. Defence chambers on the other hand are very useful. A couple under your hive and it will be able to survive a rush far longer and if you succesfully stop the rush it allows the hive to heal up before the next rush begins. If you put a couple under a hive going up it greatly improves that hives chances of getting up instead of being taken down by a lmg who stumbled across it. And finally you have the feared wall of lame which can be instrumental in stopping marines while hive number two is going up.

    Do I think that the only way to go is defence first? No. A skilled group of Kharaa can win with movement first just as frequently as defence. But it places a much larger burden on the team in terms of hive defence (see above). I've been on teams that won with sensory first, but everytime it was either against a weak(er) marine team, or we were able to get a second hive up very quickly giving us another chamber.

    I don't think it's fair to sell other players short because they want defence first.

    **Edited Because their != there**
    ***Edited again because I deleted too much with the last edit <sigh>**
  • Azrael2709Azrael2709 Join Date: 2003-05-27 Member: 16760Members
    The servers I play on, nobody ever gets defense first. Odd? No way! We always get movement first (unless we know they have motion tracking, then we get defense). We get movement for Silence. Have you ever tried it? It rapes marines early game when they can't even hear you. With silence, we can eaily hide, and ambush unsuspecting marines trying to capture a hive spot, which means we get our 2nd hive and defense faster =D.
  • a4oNS-DSSa4oNS-DSS Join Date: 2003-05-29 Member: 16850Members
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->


    Plus to all those other ones, D chambers are actually useful to other structures. They don't only heal you, they heal the hive, so the gorg doesn't have to stand there 24/7 healing the hive. D chambers also heal the O chambers set up, and everyone doesn't like a O chamber with 65% health, they always want it at 100%. It just makes us feel better!!


    -=- DSS -=-
    "I LIKE THIS ICON"
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Oh yeah, I forgot to mention: Not everyone finds fun in standing still, cloacked for 10 minutes waiting a marine to come by. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    just for the record. most games ive played with sensroy first have been won. however DO NOT GET motion second then.
  • fewfew Join Date: 2003-04-02 Member: 15128Members
    wow looks like u guys are runnin' out of topics to chat about down here in the forums, hmmm...hehehehe <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    cloak hsa saved my life as gorge as many times as redempt has, i can sit in a corner and beg for help to arrive just fine.

    carapace versus cloak is not the argument. im sure def is used first because of the healing capabilities versus the parasiting capabilities. i would rather have healing at a forward location for the first ten minutes than anything else...

    but sensory is so much more fun! we had a blast jsut the other day by hiding from the marines then biting them and hiding again and whatnot.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    There's a lot of things for the open-minded to be happy about though, for 1.1. All buildings slowly auto-heal, carapace slows you down, and sensory chambers' area of effect to name but three.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited May 2003
    <!--QuoteBegin--Boltman+May 29 2003, 09:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Boltman @ May 29 2003, 09:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yeah, I forgot to mention: Not everyone finds fun in standing still, cloacked for 10 minutes waiting a marine to come by. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    DOD players, those guys can sit in one spot camping/sniping for hours...
  • dr_ddr_d Join Date: 2003-03-28 Member: 14979Members
    edited May 2003
    Aside from the facts that any competent comm will just rush a hive as soon as he sees aliens don't have D's, any marine worth his beans can see a cloaked alien, you can just as easily ambush without cloaking, and that when marines get lvl 2 weapons any non carapaced alien gets torn to shreds........Ya you don't have to get D's first.

    Oh and I also forgot to add that when you get sensory first your fades will either have no carapace or no adren, gg.
  • gnatgnat Join Date: 2003-01-04 Member: 11771Members
    main reason i dont like getting D first is that the second hive, the really important one always takes longer because your noob gorge is spamming the map with D chambers in every corner and using valuable res which could have secured the hive,

    res for 3 sens or mov = 42 res

    res for 6-10 def chambers = 140 res (3 for hive + various scattered ones next to OC's)

    we would have had enough for a hive by then
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    <!--QuoteBegin--Azrael2709+May 29 2003, 07:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Azrael2709 @ May 29 2003, 07:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The servers I play on, nobody ever gets defense first. Odd? No way! We always get movement first (unless we know they have motion tracking, then we get defense). We get movement for Silence. Have you ever tried it? It rapes marines early game when they can't even hear you. With silence, we can eaily hide, and ambush unsuspecting marines trying to capture a hive spot, which means we get our 2nd hive and defense faster =D. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Give me the IP to that server now or else I will kill you.
  • SamWSamW Join Date: 2002-11-01 Member: 2515Members
    edited May 2003
    Well I believe D come first becasue the NS team has not finished with what needs to be done. also I believe it is one of the easiest to follow strategie.
    but i do dissagree with its versatility... carapace will help other strategies but in truth it only helps the players live longer it does not DIRECTLY affect other strategies or create any...
    My review of usefullness with one hive...
    ++* Carapace... you live longer, fight longer, kill more.
    +- Regeneration... not many people use anyways becasue Cara is used more often... if only regen was a little faster so that running away can actually save you.
    -- Redemption... will easily keep you alive... but it takes you out of the fight soo fast that you can not be effective.
    #**+++ D chambers also heal other buildings and players... makes maintinance for gorge ALOT easier. but with the 1.1 plan for building self regeneration it will be less usefull.

    Sensory
    +- Cloaking... so its good for ambushing? well not that many people are that pacient or that skilled at this technique... whould requier lots of practice
    +- Scent of fear... you know where the mariens are... kill them... but arent mariens usually only hurt after a battle and you are dead?
    -- Enhances sight... Can anneyone say GAMMA SETTINGS? not so usefull
    #+-- you can place sensorys to detect marien movement and come face to face with assualting mariens but sensory doesn't tell you which chamber is detecting mariens... does it??? also most mariens will attack any alien building... therefore if you put an offence chamber in place of a sensory it will be able to warn the karaa of incoming mariens anyways

    Movement
    +- Celerity... can be good if you know how to use your quickness... you need to learn to dodge well to make use of this
    +- Silence... stealth is a hard thing... you not only must be silent but be unseen. Gamma maxing makes it near impossible for beeing unseen. maybe good with cloaking... but you need 2 hives for both
    +- Adrenaline... Good for higher level creatures... skuls can hardly use up thier energy in a single battle. leave it for hive 2
    #+-- lets you warp from hive to hive... but if you only have 1 hive... whats the purose?

    carapace, cloaking, celerity, and silence can be usefull with 1 hive aliens... but the easiest ablility to draw FULL ADVANTAGE from is CARAPACE... no special strategies is needed to obtain the full benefiets of carapace (at least i don't think so)... carapace makes attaing more effective without any change in skill or strategie... but other abilities requier a more skill and strategy... maybe thats why games that seriously start with sensory always have the aliens win... because the aliens are skilled enouff to use the sensory's or movement's ability... they must be very good players.

    the chambers just have not been well balanced... it surely will get fixed in 1.1 and THEN WE WILL SEE

    *(+-) my rating on the abilities
    **(#) what do you think it stands for... chamber abilities...
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    However, this is all moot, all information is based on 1.0x.

    1.1 will create entirely new circumstances.
  • iFireiFire Join Date: 2002-07-31 Member: 1038Members
    Haaa yaaahh .. Skulkfu
    <img src='http://images.deviantart.com/large/icon/emoticons/Matrix_emoticon_II.gif' border='0' alt='user posted image'>

    .. flies over the offence chambers
  • GanjaGanja Join Date: 2002-11-26 Member: 10038Members
    Which chamber you use truly doesn't matter, all have thier advantages, but you have to use the strategy that goes along with them . . . those who in CS rush endlessly or go off alone without thier team are the same people who use D chambers, I think they all got ADD personally and can't sit still long enough for a marine to wander into thier LOS
  • MordenMorden Join Date: 2003-02-26 Member: 14045Members
    edited May 2003
    <!--QuoteBegin--DarkFrost+May 29 2003, 08:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ May 29 2003, 08:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->

    the concept of taking back ground the marines have taken, it is over used and boring <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.

    dont let them take it in the first place.  <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    .. hmmm.. but you can't just write-off an area. Can't be like: "Damn they're in triad...lets wait to ambush them at Eclipse". Dont' give them an inch of breathing space.

    You say, "rt Triad" and you swarm the place with whoever is near you. Every tick the rines have an RT is a strike against you. And watching 3 hive locations, not to mention all the RTs on the map will put a serious strain on your cloaked, camping, unarmored skulks. You can't watch everything, so you'll have to take the offensive sometime.

    Its nice to change to amush tactics sometimes though.. just cause is so satisfying <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Unless the aliens are a lot better than the marines, it will be impossible to keep the marines from gaining some ground.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    This concept of camping is misguided, It is a deathmatch term for a person or persons who stay (or camp) a room where a weapon they like is.

    Example of misguidedness:

    On <u>defence</u> at marine start.
    Alien:Bloody camping marine, come out of your base and face me.
    Comm:I told him to defend the base.

    Its like so much in the HL comunity now. Its a shame that a comunity that started a really nice place to go became all, n00b, camp0r and h4x0r calling zone of no go for other games comunities to even look at.

    But anyway back on topic, Yes carapace is the CS players dream, But any off you play TFC? 8 player teams, fast paced, YET as it is justnow, the only way to get the same kind of teamwork that is in TFC (for kharaa anyway) is to take other chambers, TFC was always 4 on Defence (the so called campers now, OMG WHAT HAS CS DONT TO MY LOVELY TFC!!!!) and 4 on offence.

    Now although (ironically) defence chambers help the offensive, it is not the best for defending (in my opinion) I know how much skill it takes to rush, its easy and a good way to get kills, but why? If you are on a servers with me, you will see, untill about 5 minutes into the game i have still got very low kills, why, because my early game is spent parasiting, I rarely die in a game (this is before any upgrades), and once the team has 4 RTs i Lerk (i realise lerk is at its best with carapace) and defend the primary hive, ultimately gaining more kills than Joe Rusher. BUT the game isnt about kills its about teamwork.

    I however played defence in TFC, and it carries thro to NS. As a defence player i would prefer Sensory, as it is the ultimate defence chamber.

    People complain that if you take sensory first then the fades (bless them) dont get cara/adren... ok, on the second hive put up defence, take carapace, and then venture in to the territory that is "Scent of Fear". If i had to say what the majority of people use in a game id say 50/50 cara, regen, majority adrenaline and just because its there cloak, have you noticed when people ask for the chambers they are nolonger defence, movement and sensory, they are carapace, adrenaline and cloak. lol (this may be a regional thing mind you)
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    It's not that sensory or movement are SO bad, it's just that carapace is SO MUCH BETTER.
    It doubles the amount of bullets you can take. If uncarapaced skulks could take say, 11 shots, an carapaced skulks, say, 17, I think that would be much better.

    Plus sensory is effectively made worthless by bullet spraying and MT <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    defense chambers are superior to sensory if your goal is to hold a position.

    all of the official ns maps are crammed full of great places to wait in ambush, where the marine can't see you without at least moving close to you. so it is very easy to accomplish the effect of cloaking by simply walking up to the ceiling, or sitting around a corner. although cloaking is a little bit better because it allows you to be out of sight in spots the marines aren't used to checking.

    carapace on the other hand... you cannot outsmart a bullet, no amount of experience or planning can replace having more than double the ability to absorb damage.

    now consider the chambers themselves.

    the sensory chambers "enemy approaches" feature is nearly worthless, although if they are placed well they can alert aliens that they have failed keep marines out of a key area.

    the sensory chamber parasites marines that TOUCH it, this ability is entirely worthless, if the marine is touching your sensory chamber, you dont need him parasited because he is in your base killing your structures.

    defense chambers on the other hand, play an active role in helping secure an area. if you survive the battle, you will begin the next one at full strength, and the defense chambers can even help during actual combat. a skulk with carapace and several d chambers to heal him, can easily hold off or kill several marines.


    cloaking is alot of fun, but there really is no comparison between defense and sensory as far as combat effectiveness and controlling the map.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    D chambers pwn for many reasons: They heal the hive, heal you, can be used as forward outposts, heal O-chambers... The list is too large to continue. Movement and Sensory chambers just can't compete.

    BTW: building something other than D first will completely through off a good alien team (since it's engrained in our heads, D>M>S), and anything outside of D>M>S might have trouble with jp/hmg'ers.
  • CarlingCarling Join Date: 2003-05-21 Member: 16571Members
    edited May 2003
    I think the dtower is the best to start with but if i wasnt to start with it id opt for movment cause harder to hit a cletic skull <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    After played a few rounds using dtowers as first trye using another chamber. the marines will be expecting dtowers again and will ajust tatics accodenly
  • eikoeiko Join Date: 2003-05-24 Member: 16669Members
    sure sensory can be fun and useful but if your vsing a half decent marine time without carapce you just die so quick. sensory is good but defence is better.

    plus getting sens either throws movement or defence back to 3 hives so your fades are either gonna die quick or not be effective.
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