1st game of 2.0, I will certainly slap down a sensory chamber first hive unless some other ambitious gorge beats me to it. 2nd game, movements. And then we'll see, won't we? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
well seeing how a good gorge makes wise decisions cough cough me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> (only lost 1 game so far due to poor teamwork <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) well anyways seeing how my strat will betorn apart i will have to look for a new one, i think most gorges will put down a sens first, i will try the same but i will experiment and observe other gorges with thier faults andthier succeses and create my own strat. most likly ill start off with a sens to see how that works out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> if not after 3-4 rounds ill switch to another chamber
<!--QuoteBegin--Satanic Monkey+Jul 30 2003, 08:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Satanic Monkey @ Jul 30 2003, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now when 2.0 comes out , will people use a sensory chamber at there 1st hive? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'll get back to you when 2.0's out, and I've played it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Ive heard from a PT (or a vet, not sure who) that sensorys are now the best thing to put up on the first hive, we'll just have to try it and see. Especially since you scent of fear shows all the guys around you on hive sight now. and theres phermones. and cloaked hives are going to be interesting...
The way I understand it the sensory chamber is by far the most powerful *chamber*, while movement has the most powerful *upgrades*. Defense would be somewhere in the middle I guess.
I'll be trying all three on all maps several times. Isn't the whole point that they are now all viable first choices? If that has succeeded there will be no "best" first chamber.
The first thing i really wanna try is hiding sensories in every single corner and hiding spot all over the map so u r never uncovered for more than 30 secs max when traveling the map.
Hiding spots will be so fun to look for till the rines learn where each one will be put but hopefully skulks can stop them before that.
Bah, I reckon movement chamber first is the best (for reasons stated here: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=39897' target='_blank'>some topic about getting three hives quickly</a>); sensory can come second, if you like.
Putting up a hive quickly is good and all, but I believe in 2.0 only one hive can be built at a time. That alone will make getting 3 hives quickly a lot more difficult.
The sensory has become the reference as first chamber , it's just so usefull to hide things , especially the hive. The Scent of Fear upgrade is slightly overpowered , lerks can annoy marines to no end by roaming around sporing them still unseen.
The Onos and Fades generally require a defense chamber 2nd , but movements chambers can be used as well. For now it's mostly S>D>M , but in the future the aliens will adapt to the marine's strategy (turtling , lockdown , ramboing , teching) and drop upgrade chambers accordingly.
Sensory's cloaking ability is vastly more useful in the early game. By mid to late game, if the marines see an uncapped node or an empty hive, they can pretty much assume sensory-cloaked stuff. But in the early game, there are more empty hives than active hives (and far more empty nodes than RTs). So the rines either have to stop and shoot at every empty node/hive, or risk walking right by cloaked stuff.
Also, tower-cloaked aliens uncloak once they get shot. It's hard to hit a skulk or a lerk with blind fire, but pretty easy to nail an onos or a fade. So once you get the higher evolutions, sensory starts to become less useful.
yes sensory is the most important in the begining. I like movement second because u can get adren when you are fade....and we all know what that means *cough*
<!--QuoteBegin--SoulSkorpion+Jul 30 2003, 01:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jul 30 2003, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Satanic Monkey+Jul 30 2003, 08:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Satanic Monkey @ Jul 30 2003, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Now when 2.0 comes out , will people use a sensory chamber at there 1st hive? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'll get back to you when 2.0's out, and I've played it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Having played it: yes, and at first hive. The build order is now completely reversed: S->M->D <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Scent of Fear easily makes Sensory the first hive choice. It's similar to motion tracking for the aliens and makes ambushing and evading marines so much easier.
I was looking forward to Cloak and Silence for 2.0. But I'm now a huge fan of Scent\Silence\Regen hit-and-run Skulking.
I like movements better than sensories. If you can control a bunny hopping celerity skulk, its almost impossible to kill you. Silence is great too. Sensories do put up a good fight though, so i don't mind either. I'm not too fond of Defense chambers anymore though.
Well, so far, it seems to me that sensories are the most valuable asset to have <i>in the field.</i> That is to say, the structures are more valuable than the upgrades they provide.
Before it was all "Spam a ton of DCs and OCs and seal off this hallway completely so that even these slow-firing, slower-tracking structures can kill a marine, or at least slow them down." Now it's more like "Build a few OCs in various positions around the room, and put a sensory in the middle so they're all invisible. Add a couple defs later after we get another hive or two."
With the new costs of these goodies, and the new resource model, it is actually cheaper to have an extra gorge patrolling and healthspraying everything than to build clusters of DCs. And unless the game has been going on for a LONG time, you won't be able to afford to build a wall o' lame like you used to. But you may be able to build light defenses in key areas.
The trick is, if the OCs are spread out and all invisible, when a marine starts shooting one, all the rest are still firing on him. Scanner sweaps counter this nicely, as do seiges.
Also, aliens passing through the area are invisible even when they move, unless they attack. Spam a trail of Sensories throughout the map, and nobody even needs to get the upgrade.
Yes sir, the new Sensories are good stuff. Defs are still useful, especially to heal attacking troops on the front. But building an inpenetrable fortress isn't as cost effective as it used to be, so all this new "stealth" stuff becomes quite attractive.
<!--QuoteBegin--WarpZone+Aug 2 2003, 12:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Aug 2 2003, 12:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, so far, it seems to me that sensories are the most valuable asset to have <i>in the field.</i> That is to say, the structures are more valuable than the upgrades they provide.
Before it was all "Spam a ton of DCs and OCs and seal off this hallway completely so that even these slow-firing, slower-tracking structures can kill a marine, or at least slow them down." Now it's more like "Build a few OCs in various positions around the room, and put a sensory in the middle so they're all invisible. Add a couple defs later after we get another hive or two."
With the new costs of these goodies, and the new resource model, it is actually cheaper to have an extra gorge patrolling and healthspraying everything than to build clusters of DCs. And unless the game has been going on for a LONG time, you won't be able to afford to build a wall o' lame like you used to. But you may be able to build light defenses in key areas.
The trick is, if the OCs are spread out and all invisible, when a marine starts shooting one, all the rest are still firing on him. Scanner sweaps counter this nicely, as do seiges.
Also, aliens passing through the area are invisible even when they move, unless they attack. Spam a trail of Sensories throughout the map, and nobody even needs to get the upgrade.
Yes sir, the new Sensories are good stuff. Defs are still useful, especially to heal attacking troops on the front. But building an inpenetrable fortress isn't as cost effective as it used to be, so all this new "stealth" stuff becomes quite attractive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Agreed.
<!--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-->3) Destroy the obs while no one looks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
How do you plan to do that? If a commander is smart enough to put down an obs early on, they will be paying attention to it. Also, someone will probably spawn or be armory humping and happen to see you. Also, it doesn't make sense to put down the sensories before killing the obs, because the comm will see it and send marines to kill the gorge and chambers.
A Sensory Chamber + Silence = Win (Adrenaline helps 2 as second build)
With no Alien to See or Hear the Marines have it pretty hard out there. Which is shown by the first stats I have seen that show more Alien wins than Rines.
Sensory Chambers should be placed in places where Rines cannt bump into them and most certainly NOT anywhere near OC's and DC's. The range effect will take care of the Cloaking, there is no need to pile the SC anywhere near the OC which I have seen on numerous occasions.
<!--QuoteBegin--Garet Jax+Aug 2 2003, 05:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Garet Jax @ Aug 2 2003, 05:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> can u move & still be cloaked if in range of an SC? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Indeed.
IMO, this is why you don't see early-game hive rushes.
I remember one of the first games someone reflexively said put down some DCs, we need them, I said gg 1.04 the chambers are now balanced let's try something else
I gorged and put up sensory <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> giving them heart attacks and of course it worked pretty well
however in recent games all I've seen is sensory first and it's quite a pain for marines, quite effective, but I think I'll be trying DC or MC first from now on when I gorge
Comments
I'll get back to you when 2.0's out, and I've played it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I'll be trying all three on all maps several times. Isn't the whole point that they are now all viable first choices? If that has succeeded there will be no "best" first chamber.
Hiding spots will be so fun to look for till the rines learn where each one will be put but hopefully skulks can stop them before that.
- RD
The Onos and Fades generally require a defense chamber 2nd , but movements chambers can be used as well. For now it's mostly S>D>M , but in the future the aliens will adapt to the marine's strategy (turtling , lockdown , ramboing , teching) and drop upgrade chambers accordingly.
Also, tower-cloaked aliens uncloak once they get shot. It's hard to hit a skulk or a lerk with blind fire, but pretty easy to nail an onos or a fade. So once you get the higher evolutions, sensory starts to become less useful.
I'll get back to you when 2.0's out, and I've played it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Having played it: yes, and at first hive. The build order is now completely reversed: S->M->D <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I was looking forward to Cloak and Silence for 2.0. But I'm now a huge fan of Scent\Silence\Regen hit-and-run Skulking.
Before it was all "Spam a ton of DCs and OCs and seal off this hallway completely so that even these slow-firing, slower-tracking structures can kill a marine, or at least slow them down." Now it's more like "Build a few OCs in various positions around the room, and put a sensory in the middle so they're all invisible. Add a couple defs later after we get another hive or two."
With the new costs of these goodies, and the new resource model, it is actually cheaper to have an extra gorge patrolling and healthspraying everything than to build clusters of DCs. And unless the game has been going on for a LONG time, you won't be able to afford to build a wall o' lame like you used to. But you may be able to build light defenses in key areas.
The trick is, if the OCs are spread out and all invisible, when a marine starts shooting one, all the rest are still firing on him. Scanner sweaps counter this nicely, as do seiges.
Also, aliens passing through the area are invisible even when they move, unless they attack. Spam a trail of Sensories throughout the map, and nobody even needs to get the upgrade.
Yes sir, the new Sensories are good stuff. Defs are still useful, especially to heal attacking troops on the front. But building an inpenetrable fortress isn't as cost effective as it used to be, so all this new "stealth" stuff becomes quite attractive.
Before it was all "Spam a ton of DCs and OCs and seal off this hallway completely so that even these slow-firing, slower-tracking structures can kill a marine, or at least slow them down." Now it's more like "Build a few OCs in various positions around the room, and put a sensory in the middle so they're all invisible. Add a couple defs later after we get another hive or two."
With the new costs of these goodies, and the new resource model, it is actually cheaper to have an extra gorge patrolling and healthspraying everything than to build clusters of DCs. And unless the game has been going on for a LONG time, you won't be able to afford to build a wall o' lame like you used to. But you may be able to build light defenses in key areas.
The trick is, if the OCs are spread out and all invisible, when a marine starts shooting one, all the rest are still firing on him. Scanner sweaps counter this nicely, as do seiges.
Also, aliens passing through the area are invisible even when they move, unless they attack. Spam a trail of Sensories throughout the map, and nobody even needs to get the upgrade.
Yes sir, the new Sensories are good stuff. Defs are still useful, especially to heal attacking troops on the front. But building an inpenetrable fortress isn't as cost effective as it used to be, so all this new "stealth" stuff becomes quite attractive. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed.
Some don't get the point, though.
1) Spot the observatory in the main marine base
2) Bring in a gorge to drop a few sensories near
3) Destroy the obs while no one looks
4) Wait at the armory
5) Have fun chomping clueless marines
well that must be effective against non turretfarmed bases for sure.
How do you plan to do that? If a commander is smart enough to put down an obs early on, they will be paying attention to it. Also, someone will probably spawn or be armory humping and happen to see you. Also, it doesn't make sense to put down the sensories before killing the obs, because the comm will see it and send marines to kill the gorge and chambers.
can u move & still be cloaked if in range of an SC?
do aliens see structures/aliens that r cloaked, or are the structures invisible to the alien player too?
has the SC got the same range as the 1.04 DC healing range?
thanks
-seraph
2) Yes; they appear semitransparent. You're more likely to have trouble telling whether or not they are cloaked than seeing them at all.
3) It's a fair bit bigger, I believe.
With no Alien to See or Hear the Marines have it pretty hard out there. Which is shown by the first stats I have seen that show more Alien wins than Rines.
Sensory Chambers should be placed in places where Rines cannt bump into them and most certainly NOT anywhere near OC's and DC's. The range effect will take care of the Cloaking, there is no need to pile the SC anywhere near the OC which I have seen on numerous occasions.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Indeed.
IMO, this is why you don't see early-game hive rushes.
Fighting/spawn-camping invisible skulks is... uh... challenging.
But, I agree with pretty much everyone. It seems that Sensory -> Movement -> Defence is the way to go.
I gorged and put up sensory <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> giving them heart attacks and of course it worked pretty well
however in recent games all I've seen is sensory first and it's quite a pain for marines, quite effective, but I think I'll be trying DC or MC first from now on when I gorge
You know how empty res nodes have the white nanosludge....gas....stuff coming out of it?
Well, if you have a res node on top of it, even if cloaked....there is no white gas coming out.
So, you'll still have to keep track of your res even if it's cloaked, since a couple of sneaky and alert marines can decimate your res.