"Favorite First Chamber In 2.0"

Marik_SteeleMarik_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.
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Comments

  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Sensory : Good for setting up chokepoints, and defending hives against rushes. Most fit for using when trying to block marines out of entire or important areas of the map.

    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.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    M obviously.

    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).
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Favorite? Definitely Sens. However, most effective on pubs, I'd have to say Def.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    favorite is sense, not for the cloaking aspect of it, but for the scent of fear. I consider myself a skilled skulk, and it's great for tracking down small squads of marines and chasing them across the map. SoF has also been invaluable more than once when I build a movement chamber second and end up in our original hive, only to notice 2-3 red dots there that were hiding setting up a phase gate and siege outpost. Usually I catch them in time to get my team there before there's any real damage done.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    1st Movement-> Defense -> Sensory
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    By the way, I am fairly sure that if you poll the servers where people claim Marines win, they prefer S first.
  • JimBowenJimBowen Join Date: 2003-05-30 Member: 16873Members, Constellation
    personally I like sense first, but the fastest alien wins ive seen (pardon the pun) have been with movement chambers.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Sensory can be good, but it depends a lot on the map. On veil and eclipse, for example, you can place sensory in the vents to cover most of the important areas of the map. Very little chance for that on mineshaft .. not one marine-inaccessible point on the whole map.

    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.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Sensory: great if you're putting them up frequently, sticking with lower evolutions and building structures rather than gunning for Fades and Onos. A well-maintained sensory network is hell for marines.

    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.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Movements, but only because I just loooove lerk


    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-->
  • DeronokDeronok Join Date: 2003-03-17 Member: 14613Members
    The thing about sensory tho is when a comm is pushing forward, all they have to do is drop an obs at every PG/major location and thus sens there is useless untill the aliens take it out.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Deronek: how is that different from aliens dropping a sensory at every intersection? (: It's a counter. Every observatory the commander drops is 20 RPs that's not being spent on upgrades, two shotguns, or an HMG or GL.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Not to mention that it takes like 2 seconds to destory an Obs
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    edited August 2003
    <!--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-->The thing about sensory tho is when a comm is pushing forward, all they have to do is drop an obs at every PG/major location and thus sens there is useless untill the aliens take it out. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Hive 1 : Movement
    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.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    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"

    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.
  • Fang-CEFang-CE Join Date: 2003-01-06 Member: 11946Members
    With sensory, you shouldn't even let them get a forward base. I find sensory great for two pronged battles. The commander's attention is usually focused on some pitched battle, so he's not available to scan for the other fight.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    edited August 2003
    this deserves a bump and a webb <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    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)
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    For general teamwork-free pub play, movs are the most useful. Sens is the most fun though, and if your gorges are committed to putting up a nice sens-net it's, as coil said, hell for marines.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Sensory can keep the marines in their base without higher life forms. It's quite hard to counter before it's too late, except by the most experianced comms. Those first couple minutes of ownage can really make or break a round.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    shameless bump. try and leave a comment after you vote.
  • 11alex11alex Join Date: 2003-03-01 Member: 14190Members
    When you get to two hive aliens vs 1 hive marines, trying to work without the defense chambers to heal all your other chambers makes things a lot for difficult for me when i gorge. Other than that, its pretty much whichever - they are all useful.

    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
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    I think it is pretty foolish to drop sensories first when facing a good comm... that is , you can hardly hold 4+ marines with comm support , who want an outpost somewhere (hive or double node) , and once they lock a hive things are dire. Without movement chambers , lerks , fades and onos are uneffective ; without defense chamber , they are way too fragile to upgraded weapons.

    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.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--Ahnteis+Aug 15 2003, 02:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ahnteis @ Aug 15 2003, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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--> )
  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    Sensory. It provides its greatest benefit in the early game, when it can hide skulks and allow them to ambush marines. And since with the new res model kills == res, it can help get a alien team off to a running start and get the 2nd hive in faster. Also scent of fear allows marine tracking.

    Later on in the game, its cloaking effect is usually counteracted by observatories, so all it provides is SoF.
  • USCMLieutenant_RipleyUSCMLieutenant_Ripley Join Date: 2002-11-24 Member: 9818Members
    Speed 2 Dave - Try Thinking before posting

    <!--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-->
    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"
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes. Bile == 2 hive. Onos == 10 min into the game (implying 2nd hive started or the aliens are dusted).
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    D chambers.


    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.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--[USCM]Lieutenant Ripley+Aug 15 2003, 06:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([USCM]Lieutenant Ripley @ Aug 15 2003, 06:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Speed 2 Dave - Try Thinking before posting

    <!--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-->
    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"
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • SilverSurfieSilverSurfie Join Date: 2003-08-12 Member: 19597Members
    The whole SC vs. MC debate has been beaten to death. Im sure everyone knows my stance on the subject. So i will just direct you guys to the current SC vs MC Debate.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=41749&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...21&t=41749&st=0</a>
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