"Favorite First Chamber In 2.0"
Marik_Steele
To rule in hell... Join Date: 2002-11-20 Member: 9466Members
<div class="IPBDescription">Assuming public play, and not a 2.01beta</div> I figure anyone talking about clan play would choose "Depends on team/strat," so to clarify, we're talking about public play only. 2.01 betas also should NOT be considered when posting your vote; we've already seen plenty of changes from a to b to c, and we'll likely see more.
Give your thanks or blame to GreyPaws for submitting this poll idea.
Give your thanks or blame to GreyPaws for submitting this poll idea.
Comments
Movement : Good when trying rush a second hive, or when using multiple lerk players or more specifically, on large maps for quick movement.
Defense : Good for early rushes and when rushing higher lifeforms, good for healing stations and further helping fortify areas.
As you can see, they are all viable, and they all work great. The main thing is that people get Fades and Onos so early, they find it more beneficial to have movement and defense instead.
But if you find that you're trying another strategy other than just rushing to get the onos then you'll see that Sensory will be unbelievably beneficial.
D isn't needed unless there is a 2-hive lockdown and with M first that is not likely to happen.
S first is the main cause for the few alien losses there are and when you win it's usually after a really boring and slow game since your aliens don't have the M upgrades (if you went M/S you're really asking for it).
Against good commanders, you need a good alien team to win with sensory - aggressive sensory placement, aggressive defense of sensed areas, lots of forward scouting etc... I personally prefer movements first against good commanders, thanks mostly to the power it gives lerks/fades/gorges. Celerity sure beats carapace for making skulks live longer, too.
Movement: the best drop-and-forget chamber. If you're only focusing on player upgrades, get Movement and tuck them away somewhere safe.
Defense: if the aliens make a concerted move to cap nodes -- e.g. taking the double node in Veil or Caged -- Defense is fantastic. It provides auto-healing support for OCs at that location, and offers an additional healing spot for aliens so they don't have to go all the way back to the hive.
Much love <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
yeah, but if the comm has enough money to drop an obs at every outpost, the aliens seriously aren't doing their job, or you have a comm who doesn't like to tech up. As I said earlier, I only like sensory because of SoF as a skulk or gorge, and I heartily argue for M - D - S in most competitive cases.
<!--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-->By the way, I am fairly sure that if you poll the servers where people claim Marines win, they prefer S first. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I play on servers where marine wins are a pretty high percentage (35-45%), and most of the time we drop movement first.
EDIT: and contrary to what you all are thinking, it's not cause we suck, it's cause I play on vet servers most of the time, and everyone is good.
Hive 2 : Defense
Hive 3 : Sense
Movement and Sense would tie for hive 1 except that if you end up with a hive locked down, sensory just won't help you take back that hive. I love scent of fear, but the movement and defense upgrades are so needed in late 2-hive games that not building them is usually suicidal.
Sensory is fun, and useful in preventing last-second pushes by the marines, but is otherwise a novelty. That and sof makes those silly rambo marines who left their outpost to run and hide lunchmeat.
Sens: I like ambushing double nodes and hive locations, being able to move while cloaked is a great advantage, not to mention scent of fear
heheh sens + scent of fear on Miasama Walkway (poor marines)
Which brings up to an interesting point. Remember when everyone yelled and criticized and flamed because the chambers weren't balanced and sense was crap, etc.?
Well, dev team has done a pretty damn good job of getting that all straightened out. No one seems to mention things like that. :o
To successfully defeat marines with sensory 1rst , you have to defend the hive locations and manage to keep the marine node count to a minimum. Most of the time though , they will grow strong enough to siege a hive or lock entire parts of the map. When they secure ground and upgrade to level 3 , HA train > onos.
Yeah, that's a gamble you have to make a decision to take. Most games I play against other server regs I go movement first, but I would PREFER sens first (I like the novelty <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
Later on in the game, its cloaking effect is usually counteracted by observatories, so all it provides is SoF.
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movements offer the most advantages at tier-1, and continue to be advantagous(sp?) throughout the map, for example, adrenaline or movement chambers next to gorges to bilebomb the heck out of an outpost that an onos cleared out. I've played many games where S went up first and everyone always wished "that we had movement so we could kill this outpost"
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Yes. Bile == 2 hive. Onos == 10 min into the game (implying 2nd hive started or the aliens are dusted).
When I'm a skulk who can get into a good ambush spot, carapace is second to none in terms of usefullness, for lerk and onos regen is a god send, and redempt is always there for those who like to do hit and runs.
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movements offer the most advantages at tier-1, and continue to be advantagous(sp?) throughout the map, for example, adrenaline or movement chambers next to gorges to bilebomb the heck out of an outpost that an onos cleared out. I've played many games where S went up first and everyone always wished "that we had movement so we could kill this outpost"
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Yes. Bile == 2 hive. Onos == 10 min into the game (implying 2nd hive started or the aliens are dusted). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I did. here's a list of tier-1 advantages (assuming level 3 movement)
Total Silence
Lots of adrenaline (healspray like mad), even better when near a movemnt chamber.
Really high speeds.
Quick warp to the hive if they start shooting it, or warp away from the guy with the boomstick.
What good is the sensory compared to this? I assumed you guys knew the Tier-1 advantages.
And onos is ~10 minutes, or earlier, depending on what strat you're using.
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