<div class="IPBDescription">Sensory upgrades</div> As the manual isn't up yet I was wondering, whats the difference between Pheromones and Scent of fear?
Also, where did you find the use of one more benificial then the other?
ah, but scent of fear on the other hand.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Scent of fear rocks... much better than Motion IMO (you can see them even if they're not moving, they dont have any structures to block SoF etc), and with the increased HP of skulks in the start of the game, funky model rotation, and passive cloaking with sens chambers.... SC as the start chamber owns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Pheromones is umm useless <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Poor mans MT.. and does it even show up through walls? Didn't seem to...
I had a great time today with people telling me that sensory has no good upgrades and that DC's are the best start upgrade.
IMO DC's are only needed if the team plays poorly together and there are no gorges around to heal.
Movement and sensory both seem perfectly balanced and complementary to me, DC's seem less effective although the boost they give onos should not be ignored.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
In most of the games I've played, Onos are the only ones who really get much benefit from DCs.. even then it's primarily Devour/Redemption. If no one is planning to save for Onos, we usually start with Movement, then get Sensory... Skulks are scary with the new Celerity. Just rip through un-upgraded marines like hyperactive kids with candy.
So the sole reason I've heard to get pheremones has no impact on gameplay whatsoever, to get Oni to "fart." The reasoning for putting it into the game according to some PTer I was talking to on Nano was because "There were no better ideas." I'm sure that if there was a query on the S&I forums asking people to come up with one there would be some impressive ideas, though it would be like wading through a pig sty hunting for gemstones.
You are wrong, pheromones are rather useful for aliens. Not only do they let you know where a marine was, but the yalso allow you to follow him through the exact path instead of just showing him as a spot on your screen. Granted, scent of fear is more useful than it is, but pheromones can help new people find marines in the almost laberynth-like levels.
pheremones is pretty dang good for stalking moving marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I haven't tried scent of fear yet... But pheromones have helped me a few times as lerk, as in potting the **** from behind him. I like pheromones... but all in all sensory upgrades are still pretty useless.
Sensory upgrades: - Cloaking: mostly useless. Cloaking is very useful, but you get cloaked even while moving in range of a sensory chamber and if you're going for sensory first, better put them everywhere on the map, so getting the upgrade is redundant. Exception: as gorge in still uncloaked area. - Scent of Fear vs Pheromones: the first tells you where the marines are before they get to your ambush spot, the second thells you where they are after they walk past you, and gives you some vision-obscuring smoke too. While Pheromones do have some useful properties (like if you're a science skulk trying to examine the migratory behaviour of the human species), I tend to believe SoF is the better of the two.
I think perhaps we should come up with a new upgrade for sensory to replace Pheromones considering it's very similar to Scent of fear. So if you've got a good idea stick it down so we can see what the devs think :s
Ooo..that sounds nice. Id prefer to be hidden from MT then seeing the marines shoot gas out all the time. But its sometimes usefull when you find a random smoke cloud and follow it to the marine. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--n4s7y+Aug 2 2003, 12:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 2 2003, 12:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I haven't tried scent of fear yet... But pheromones have helped me a few times as lerk, as in potting the **** from behind him. I like pheromones... but all in all sensory upgrades are still pretty useless. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You might just want to try using all the upgrades before you decide they are all useless. We have a word for people like you where I play, and that word is nublar.
The movement upgrades are great but aren't needed if you have sensory, silence and a sensory chamber near by is just redundant. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think you're wrong... I was marine today killing aliens even thought they were in the range of a sensory chamber, simply because they were making so much damn noise. Sensory chambers plus silence are truly the best way to kill marines, because they never see you coming and it takes them a second to realize theyre being damage since they cant hear the chomps... although silent healspray is one of the most fun.
<!--QuoteBegin--Mintman+Aug 4 2003, 12:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mintman @ Aug 4 2003, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--n4s7y+Aug 2 2003, 12:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (n4s7y @ Aug 2 2003, 12:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I haven't tried scent of fear yet... But pheromones have helped me a few times as lerk, as in potting the **** from behind him. I like pheromones... but all in all sensory upgrades are still pretty useless. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> You might just want to try using all the upgrades before you decide they are all useless. We have a word for people like you where I play, and that word is nublar. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I usually don't like or agree with ppl calling others nubs/nublars... but damn your 100% correct <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That said, I've found a few, rare uses for pheromones. One, when marines are using jetpacks to try and punch through our lines (in this case, I knew the comm, and knew what he liked to do), pheromones helps while patrolling back and forth as a lerk. It's also apparently useful to have one skulk with pheromones in a group, so he can easily point the skulks at any marine squads who might've passed by earlier, and keep them from going the wrong way. However, it's rarely useful, especially in the later parts of the game.
Comments
Pheromones makes you see where marines have been.
Imo Pheromones are completely useless <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Pheromones is umm useless <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Poor mans MT.. and does it even show up through walls? Didn't seem to...
IMO DC's are only needed if the team plays poorly together and there are no gorges around to heal.
Movement and sensory both seem perfectly balanced and complementary to me, DC's seem less effective although the boost they give onos should not be ignored.
Actually pheremones is amusing when you see an Onos whose devoured a marine, it looks like hes venting little puffs of fart cloud as he runs.
Skulks with silence = teh win <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
The movement upgrades are great but aren't needed if you have sensory, silence and a sensory chamber near by is just redundant.
<!--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-->Pheremones<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sigh.
/me shrugs
Scent of fear >>> pheromones.
Scent of fear >>> pheromones. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Because the word doesn't exist?
It is also not a very hard word to spell ffs. It always makes your point seem more intelligent when you can at least SPELL correctly.
- Cloaking: mostly useless. Cloaking is very useful, but you get cloaked even while moving in range of a sensory chamber and if you're going for sensory first, better put them everywhere on the map, so getting the upgrade is redundant. Exception: as gorge in still uncloaked area.
- Scent of Fear vs Pheromones: the first tells you where the marines are before they get to your ambush spot, the second thells you where they are after they walk past you, and gives you some vision-obscuring smoke too. While Pheromones do have some useful properties (like if you're a science skulk trying to examine the migratory behaviour of the human species), I tend to believe SoF is the better of the two.
And when they know the maps,its a quick switch to SoF
But still, SoF>Pheromones
The same would be said of a Motion Tracking upgrade.
However, I do think that would be a much better upgrade then pheromones.
You might just want to try using all the upgrades before you decide they are all useless. We have a word for people like you where I play, and that word is nublar.
The movement upgrades are great but aren't needed if you have sensory, silence and a sensory chamber near by is just redundant. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think you're wrong... I was marine today killing aliens even thought they were in the range of a sensory chamber, simply because they were making so much damn noise. Sensory chambers plus silence are truly the best way to kill marines, because they never see you coming and it takes them a second to realize theyre being damage since they cant hear the chomps... although silent healspray is one of the most fun.
You might just want to try using all the upgrades before you decide they are all useless. We have a word for people like you where I play, and that word is nublar. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I usually don't like or agree with ppl calling others nubs/nublars... but damn your 100% correct <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
That said, I've found a few, rare uses for pheromones. One, when marines are using jetpacks to try and punch through our lines (in this case, I knew the comm, and knew what he liked to do), pheromones helps while patrolling back and forth as a lerk. It's also apparently useful to have one skulk with pheromones in a group, so he can easily point the skulks at any marine squads who might've passed by earlier, and keep them from going the wrong way. However, it's rarely useful, especially in the later parts of the game.