Newfound Love For Sensory
IceBaron
Join Date: 2003-02-25 Member: 13954Members
I just got my first sensory cloak skulk kill because they threw up sensory first. And my second and my third and my 15th. Wow, they just kept walking right up to me in the hall into biting distance. How long from the time a decent comm knows they put up sens first till they get motion tracking? Because that whole game they never capped one node and if this works this well with a decent comm, I may change my opinion on DMS.
Comments
No, no it doesn't.
if aliens can restrict RT placement for long enough to get a second hive going, sens first could be feasible if the marines have to spend, what, 60 res for MT right off..?
(Unless you walk in range of observatory or attack something)
The default is forwardspeed is 400, and when you have a walk key set up, you can still walk and cloak with it on, what does upping the number to 1000 do?
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MT isn't what the aliens should be worried about. Coms will, and do, try and get MT very quickly because it's so powerful. What sensory aliens do have to worry about is scans and fortifications.
Scaning an area immediatly negates most benefits of cloaking. Plus, often the chamber is revealed, and losing a 10 res investment like that early on is very nasty. If the marines electrify their nodes, which they will always do, you then have no way to take them out, barring an early Fade who has to blink back to the hive, or a gorge-skulk combo which will take a long time as the gorge doesn't have adren and the skulk doesn't have regen. With sensory you're relying on the marines not being able to expand and fortify, and that is extreamly difficult. Coms will simply scan ahead or spend 20 res throwing down a forward obs.
Plus there is the big problem that you simply have to get all 3 hives. A determined and skilled marine team will generally be able to take one hive. That means that you're sacrificing def or mov. Def is almost essential for your higher lifeforms, but without mov, you lose a heap of mobility plus very tasty upgrades like celerity and adren. Sens is simply the best chamber to leave out; you've got a much better chance of winning, taking back the 3rd hive and crushing marine nodes with def-mov.
Sensory can work, but against compitant marines with a decent com, it will fall flat.
Of course, cloaking really can be an advantage if played right. The marines tried to secure Alpha (We started in Cargo if I remember correctly), but as a cloaked and silent skulk ambushing between Beta Deck Access and Los Paranoias, even large groups of LA/Shotties would be dead before they could take aim.
In that particular case, the comm wasn't experienced enough to know how to counter cloaking, but against more skilled marines, we would have been toast.
The default is forwardspeed is 400, and when you have a walk key set up, you can still walk and cloak with it on, what does upping the number to 1000 do? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Makes you walk 2.5 times faster. If you set it on 999999 you would move at running speed and not be cloacked. I used the speed cl_forwardspeed 800 and cl_sidespeed 800 so i can straff and walk forwards, without decloaking. Also i can walk up stairs without 'blinking' in and out.
Ya, sensory is a lot of fun, and even with a good comm it can be hard to defeat, but I'd be much MUCH more afraid of celerity skulks.
and that kind of "tweaking" isn't exploiting I guess?
- Replace pheromores for another useful upgrade.
- In order to resist MT and scans, make both useless against 3-5 sensorys that are placed together (in a very small ratius:
(Note: X=sensory)
------XXXX-------- = negates MT and scans
------XX---X-X---- = MT and scans are fully effective
I think u understand the idea...3-5 sensorys aren't cheap (30-50 res), so it will be placed only in certain places that MUST be protected or to create ambushes in certain spots of the map.
just curious but has anyone ever won without defence chambers? o.O
Scaning an area immediatly negates most benefits of cloaking
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Thats why clever people ambush OUTside the hive or whatever area is to be defended, because most comms only scan the target area.
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Plus, often the chamber is revealed
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Again, place the chamber outside the target area. Be cunning, be clever. The cloaking range is quite big so use it and place the chamber in aras no one expects them. Besides, as said before, your sklukies dont need the chamber to hunt them cloaked.
Cloaking IS a very fine first chamber. BUT it requires teamwork. Mean
right after(hopefully) at least half your team spread out and took a resnode, they must team up and ambush the marines. Thats where the problem start on pubs.
But in theory its simple. just 1-3 hunting packs, one skulk with SoF the others cloaked.
The SOF skulk leads the way and plays bait while the others attack. Happy hunting.
Next fine thing is silence when MT is chosen as second chamber.
They dont see it coming and they dont hear the bites. VERY nasty, but you must keep them off the hives or you have a problem.
MT/SC is also a deadly fade combo, that makes the fade an effective stand alone ambusher until the heavies show up.
Now, some pubs have hardcore vet players - they may as well be clans, and in those scenarios sens falls flat.
I do have to say though, that a good sens covered run of kills can get you to 2nd hive very quickly - sometimes faster than rines can lock it down.
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Yea, that was me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
a) The Comm has no Obs
b) You hid them is nice little niches...no not the vents,youll block the way!
c) The Comm is downright stupid <span style='color:red'>*VERY RARE*</span>
If played right you can get a 2nd hive and early high lifeforms well....early,and I mean VERY early.The first time I played 2.0 (which was the sens-fest btw) I had racked up 100 res VERY quickly,and soon I went Onos and sadly,died <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
If lucky, the marines will need to get GLs and/or sieges up before they can moveo ut of base, if thats so, youve already won.
HOWEVER - MT costs 45, phasetech costs 15 and turrets only 10
Getting a phase to one hive and a dualres early on, and you got the res to siege second hive before its up, and aliens are stuck at one hive with scs...
Obeservatories in phasebases and turrets everywhere is a nice counter and without dcs, fades and onos are quit useless...
<!--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-->O divine art of subtlety and secrecy! Through you we learn to be invisible, through you inaudible; and hence we can hold the enemy's fate in our hands.
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Says it all really <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That map is perfect for SC first due to its layout.
So many hiding places and death traps.
that hall that leads to the Double Res room is a good example of a death trap room!
Agreed 100%
One game on hera, a while back.
The marines relocated to Ventilation after we opened with sensory. Someone built MCs second, so there we were. We ended up winning by rushing with a group of lerks and gorges. Gorges biled/healed, lerks umbraed/spiked. Essentially, we just worked adrenaline hard-core.
In retrospect, we only won because we realized how hosed we were, and pushed to close the game quickly. If we had given the marines time to tech up, we probably would have lost.
If you go Sens first, there is only one Alien strategy: No Marine Expansion. Anytime a marine force leaves the base, they should DIE. Don't worry about the RTs. But never ever let them set up a phase gate, as that completely kills SC.
If you grab MC after SC, then the strategy remains the same. You will not be able to assualt fortified marine bases without dying. So the point is to limit the marines to having only 1 fortified base. With MCs you can teleport across the map, and with SCs move undetected towards any marine expansion. If you limit the marines to just 1 RT, and take all the others, you'll have enough res to evolve to higher evolutions. But remember - you cannot take out the marine base without the rest of your team's support. Last night we usually had around 4 gorgs, two oni, two lerks, and a couple fades or skulks attacking the base and supporting each other. It still took time, but we eventually overran them.
-Jag
Think, Skulks will just want to wait outside the Marine base (granted they done have an OBS) and just eat them to get more and more resources. All the while, your other teammates are screaming:
"RES WH0RE! GO GORGE, DROP NODES! NOOOOOOOOOOOOOODE!!"
SC is best suited for last. DC and then MC is the best combination.
All it takes are clever gorges (and plenty of res which can be the drawback)
to form lethal traps for marines.
Sensory chambers allow aliens to close in on marines without being torn up before reaching them. Necessary if those marines are packing shotguns. It lets the aliens get a first strike off.