Upgrade Chambers
RyoOhki
Join Date: 2003-01-26 Member: 12789Members
<div class="IPBDescription">Sparse in 2.0?</div> After extensive reading of the beta forums throughout the development of 2.0 two things started to become clear. The first was that the typical tactic, for aliens, seemed to be to drop some res towers with no defenses and then put up a hive. Evolution chambers were not factored in; indeed I recall one pt saying that upgrade chambers were rarely seen before the 2nd hive was up or building.
Is this an accurate assessment of how the pts and vets have been playing? Has there been an "evolutionary" approach, where instead of going for a hive the focus is on getting 3 chambers up quickly. But I guess the more pressing question has to be: do the aliens NEED evolutionary upgrades in the early game? Because in 1.04 evolutions are absolutly essential to give your team that cutting edge. But is it just not viable to have upgrade chambers early? Or do the pts and vets rather see that the 30 res would be better spent on a hive?
As an addition, are there many dedicated gorges? With resource tower activation times and res for kills, is the more comment stratagy being for skulks to race around killing stuff and then temp-gorging for res/hives? Or is there still the "dedicated gorge" who remains the focus of structural building and expansion?
I know 2.0 is only a few days away but I'd still like to find some info on the above questions prior to 2.0's release.
Thankyou <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Is this an accurate assessment of how the pts and vets have been playing? Has there been an "evolutionary" approach, where instead of going for a hive the focus is on getting 3 chambers up quickly. But I guess the more pressing question has to be: do the aliens NEED evolutionary upgrades in the early game? Because in 1.04 evolutions are absolutly essential to give your team that cutting edge. But is it just not viable to have upgrade chambers early? Or do the pts and vets rather see that the 30 res would be better spent on a hive?
As an addition, are there many dedicated gorges? With resource tower activation times and res for kills, is the more comment stratagy being for skulks to race around killing stuff and then temp-gorging for res/hives? Or is there still the "dedicated gorge" who remains the focus of structural building and expansion?
I know 2.0 is only a few days away but I'd still like to find some info on the above questions prior to 2.0's release.
Thankyou <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
While there aren't as many dedicated gorges, usually a fair assessment is 1/3 to 1/2 the team being the gorge at least once. 1 or 2 dedicated are my guess, but it's really open to team size.
The hive/chamber issue is open to debate, but both ways are quite playable and winable.
Res for kills and activation times give you a bit of strategy going on. For instance, you might have more res nodes than the other team, but if you keep getting killed, the opposite team's resource flow is aided just a bit. Overexpansion can kill a marine team fast if they refuse to tech until they can't cap any more nodes.
The NEED for evolutionary chambers is reflective upon the skill and general alien plan for winning the game. You'll definitely want them for your higher lifeforms.
for Onos, of course).
So the actual time to build the hive is not speeded up by foregoing chambers, really ...
It may be that going for upgrade based chambers (DC or MC) you will slow down the hive a bit, as the skulks start spending res on upgrades. OTOH, if you go for sensory where the chamber itself is important rather than the upgrades, then the skulks may be able to take advantage of the chamber without paying for any upgrades.
The major disadvantage of going for upgrade chambers is thus not the hive time, rather it's that every early game gorge is 25+ res more distant from going Fade/Onos.
How'd you get to be a playtester!? GIMMIE GIMMIE GIMMIE!!!!
Wait and see, I'm really looking forward to the new sensory chamber, already have some devious ideas planned <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Edit: Oh and E-Th33ph? Best. Sig. Ever. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I look forward to ninja-superskulk with the sensory chambers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
If you think 1.04 skulks are fast, oh boy wait till 2.0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ya thats so tru, also depends on the pressure your takin from the marines if there shootin up your hive u might want to consider d chambers. I like not dropn chambers till the hive starts to go up then i can drop a movement to save new hive if needed .
The map has alot to do with what chamber gets droped huge maps u can get away with Moves or Sens wich is always fun <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
If you think 1.04 skulks are fast, oh boy wait till 2.0 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You mean it is like, loads faster? This is from experience?
*poing*
*poing* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
A response would be greatly appreciated (from a pt or vet).
Hours of playing the game, talking to the people who were somebody in the community and making insightful posts here. (at least that's what I was told). I think mostly, chilling in IRC helped too. Right place/right time situations.
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The most interesting thing here seems to be that skulks, according to the vets and pts, get by just fine in early game without evolutions. This would seem to be quite differant to the current setup, wherein once lvl 1 or 2 weapons are researched skulks tend to explode without carapace. Has the extra armour for the skulk really helped that much, or is the view of the pt's and vets based around their superior skills as skulks, and thus less applicable in a public server environment.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Due to many changes besides just skulk armor, like removal of that giant bunnyhop the marines could use to dodge you, the increased speed of the skulk and the adjusted bite animation, there was a (very debatable and hotly debated) point where the skulk was a bit strong.
That sorta got played around with, and Flayra ended up with the 75/25 combo. That addition 15 armor and additional 5 hp from the 1.04 standard does make them live longer without carapace. However, they're still quite shootable, and a marine with VERY precise aim can still hold his own against perhaps 2 or barely 3 skulks.
Weapons upgrades do present a clear amount of help now too. You KNOW when they've got level 3 lmgs. But if they've got weapon upgrades, in that case, you'll want defensive upgrades, or switch to the ambush upgrades like sensory's cloaking or movement's silience. You have a variety of abilities to remain viable as a skulk despite the marine upgrades or your armor.
Also, very ironically, you'll hear many vets/pts tell you that they're very good at the game, but suck as skulks. Some people I know played NS after being proficient at CS. They could handle the marine side easily, but alien side needed work.
So, in the end, I feel that the values are good for both public games and clan games. For the complete newbie, besides the learning curve, they'll also experience getting owned. I've still found people in 1.04 games who didn't know how to get carapace. For the people that actually understand and play the game, you'll be satisfied with the way it turns out.
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Woot <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I can't wait for 2.0...only like ... 4 days left <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->