Counter To Early Sensory

Sgt_DoompySgt_Doompy Join Date: 2003-08-09 Member: 19264Members
<div class="IPBDescription">Oh the agony</div> What would be a good counter against very early SCs?

You see it more often on public servers than on clangames... What seem to happen in most games is that the aliens places a SC somewhere near the marine base very early, the skulks getting a level 3 cloaking and annihilates entire marine teams should they choose to come out. While all that happens, the aliens just spit up RTs over the map while the marines waste time getting past that invisible blockade...

Sure a possibility would be placing an observatory in your base but often the range of it doesnt uncloak the aliens outside. Should you choose to place the observatory more in front of your base it gets eaten by skulks due to its low hp. Scanning itself costs 25 energy and it only slowly regenerates so comms would be forced to spend an additional 20 res on an extra obs just so he can scan more often for those cloakers.

While skulks benefit from a level 3 cloak, usually they get scent of fear as well as an very early and destructive MT ability. The marines can try to get MT themselves to find those little pesks but again thats 45 res. So a skulk has a level 3 cloaking AND a level 3 scent of fear. Who cares if 1 SC cloaks you slower than 3 SCs... the result is the same.

A possible fix to me seems that by using only 1 SC, nearby buildings still get their level 3 cloak but nearby aliens only get a level 1 cloak. That way gorges will be forced to spend a ton of res (30) early game in assaulting the marine base and gives them less res to spit up those RTs. It also allows a comm scanning to be more effective since marines can wipe out those 3 SCs outside their base.

Any thoughts? Or am I really so wrong about this?

- D

Comments

  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    The counter is to not let gorges build outside your base!!!
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    It warms my commanding heart every time aliens go sensory because it i so easy to counter and beat.

    Just tell the team that you will ping the area in 3 seconds, then find the sensory chamber and give them a waypoint to it. Then move out and lock down a hive or two, remember to put scanners there. Also, make sure to spend some time congratulating yourself and your team for having an actual chance to win.
  • Sgt_DoompySgt_Doompy Join Date: 2003-08-09 Member: 19264Members
    edited August 2003
    Actually Error, gorges will pick a moment when either the marines are outside somewhere to capture RTs or skulks are attacking their base. RIGHT THEN he builds and heals any hurt skulks around. I love to be an offensive early gorge myself and its damn effective. An obs only allows you to scan once after you built it and then it can take several minutes to recharge its energy for a second scan... in that time the marines get pwned while the rest of the alien team just captures resnodes.

    - D
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    You don't *wait* for Aliens to build a sensory outside your base before you drop an Obs. If you do, drop two Obs. As soon as you find out that aliens *have* sensory you should build *at least* one Observatory.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Bind your obs's to squad 5,4 and 3, ping anytime you suspect cloaking. Before rines enter an area give them a wp directly to the sensory and ping the area again when they enter it. Once the sensory is down you own that area.

    Also try and lockdown hives, sensory gives only a deffensive advantage so they will have a hard time assaulting a turreted hive, and without more hives they cant get real upgrades.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Build an obs for normal play. Build 2 when you KNOW sensory is all over the map.

    Keep your men in teams, and don't be stingy on the shotguns. Shotguns mash up chambers good. Chambers only seem to shoot one man at a time, so if you rush them with 3 shotties, you've only one man to worry about. And med spam solves that.

    As opposed to men running in one by one, dying, and leaving their shotgun behind.

    If you find sensory outside base, then EXPAND so that the aliens are revealed earlier. Otherwise they'll literally be invisible until they attack IN the base, and at that point you're screwed. If you can catch them outside the base, they'll go visible and you'll see them coming in the door. Also it means that they can't build on the base doorstep, only on the outer perimeter, giving you some reaction time and fallback space.

    If you play to my other suggestions then your routes to base will be covered by chokepoint minibases. So you should have more than enough res to afford the Obs and turrets required - and your PGs allow rapid redeployment of troops.
  • Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
    Well, seeing as how most games, people want Movement or Defense chambers.... Sensory isn't really a problem anymore.
    At first, people were all: SENSORY FIRST OR I KILL U!
    But now, when I ask what the team wants (im always a gorge at start) they say sensory, defense and movement at about the same percentage.

    Anyways, sensory is fun.
  • RuneGreyRuneGrey Join Date: 2002-11-02 Member: 4844Members
    Eh. Sensory chambers, in and of themselves, are not all that dangerous. But thinking that by just dropping an obs you are eliminating the danger that sensory presents is not a good way to think, and is probably loosing marines a lot of games right now.

    The big benefit from SCs is not cloaking - its Scent of Fear. In NS, as in any wargame, information is the key to victory. With even 2 or 3 aliens on the team using scent of fear, you suddenly lose the ability to surprise the aliens. Your entire team has been revealed, and 1 skulk camping in a vent in the middle of the map can effectively dispatch aliens to counter any pushes you make, because they can see the moment you step out of base. Moreover, you can't negate the advantage that SoF gives the aliens until you research motion tracking - and even that isn't anywhere near as good as SoF is for the aliens.

    So when you see sensory as the first hive, you need to be many times more alert, not simply be of the attitude that obs = the win for your team.
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    ah, Senosory rushes are a joke. Drop Obs in a good spot and at each mini base and you just compleatly negated the aliens teams 1st hive chmaber choice. With 3-4 Obs you should allways have energy to ping and you should be pinging often.
  • ArchangeLCNArchangeLCN Join Date: 2003-08-17 Member: 19876Members
    normally i hear the sound of the sensory like water drops... and i will start slashing around like a mofo... confirm whether this is the right way?

    do sensory emits sound?
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    Well said Rune. Thats is the most effective counter. Stay in groups, Be alert, and dont be a rambo <3
  • RuneGreyRuneGrey Join Date: 2002-11-02 Member: 4844Members
    I just find it bothersome that so many marines seem to think that an obs is a hard counter to a sensory chamber, when in the end an obs doesn't even counter the most lethal ability sensory can give to the aliens. Scent of Fear *wins games* for the alien team. If you want to obsess about cloaking, that's fine - quite honestly, I don't think that cloaking is all that great, and it simply makes it so that aliens can have an easy first strike.

    But Scent of Fear lets the aliens be proactive, instead of reacting to your pushes. Information, as in any other game, is going to be the key to victory. And lets be frank - most aliens don't take cloaking over the much more superior (and not to mention non-redundant) scent of fear. After all, sensory chambers cloak people, and its not always obvious where they are going to be. And I've rarely seem comms be able to scan in time before their marines are already under attack by cloaked aliens / structure. Not to mention the HUGE scan charge time.

    And if YOU have the resources to spam obs everywhere, then obviously you're facing some really crappy aliens. As an alien, the obs is always the first thing to go if cloaking is a big part of the attack - and even then, you can't effectively cover the map with them like you can sensory chambers, because you can't leave marine structures undefended or they'll be eaten by the first passing skulk.

    So I'll state again - anyone who thinks that sensory first means gg marines is probably one of those who are still stuck in the 1.04 mindset. Sensory first still remains a powerful choice, because lone marines will be homed in on and picked off, and terrorist aliens will be able to accurately locate your team to keep them busy with random attacks.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    I love using sound and being aware. Best counter for cloaking ever.....and it costs your team nothing.
  • sejsej Join Date: 2003-01-19 Member: 12488Members
    If they go sensory first, remember that they will be weak int he middle game when ur rineshav upgrades, and try and avoid encounters early game.

    Cap res nodes on the side where alien activity is low e.g. if marines start with archiving on hera do NOT go to holoroom, but go to cap maint/vent rt, perhaps cargo hold, and elec/turret them..

    If you manage to get in a situation when its upgraded rines vs 2 hive aliens who have sens and defence, and you hold a hive, you are in a much better situation than if they had movements and defence.

    Id be more concerned for you if they were smart and got movements first.
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