Take Your D>m>s And Shove It Please

Gay_Parrot_of_DoomGay_Parrot_of_Doom Join Date: 2002-11-10 Member: 8002Members
Am I the only person who actually jumps for joy if someone puts an sc down on the first hive? I'm sick and tired of people moaning about not having cara or regen, if they actually stopped using their skulk to try and run at marines, and instead thought about the best way to ambush marines (with sc), they might actually achieve something.

Also, mc on first hive is excellent for killing large groups of marines. The outcome of 8 marines vs 2 totally silent skulks is a very hard one to call.

I say we make the term 'OMG SC FFS' a bannable offence, and try and teach people that diversity is a good thing.

/rant over
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Comments

  • Loyed2kLoyed2k Join Date: 2003-10-26 Member: 22018Members, Constellation
  • UGLAndrewUGLAndrew Join Date: 2003-04-25 Member: 15823Members
    ... The reason why dms is better in my opinion is because at the starting of the game, you need to have the extra armor or redemption for skulk/gorge, to stay alive so that the marines can't move out. Then for second hive movement is really needed because by that time the other team should have jp's or w/e and you need alot more energy to try and take them down, hence adren. Without it, it's hard and very difficult to take them out. sensory is last because, well, it's the only one that you can get left, and has nothing really usefull for first or second hive. (i'm talking about scrims though, might be different for pubs *shrugs*). And also, if you get sensory first in scrims, they get an OBS, and it's pretty much useless, then, the other team will know where you are all the time, and will have lvl3 weapons, and you'll die in about 10lmg bullets. That's why alot of people rather D first, then M (to keep healing onos/fade keep using bile bomb/ etc...)
  • AndervalAnderval <3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    No, you're not <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I personally don't like dc first because:

    carapace is fairly pointless on a skulk in 2.0x, regen is less useless but is noisy and doesn't actaully aid in the killing of marines.

    my fav is sc for the obvious reason which is, cloaking as a skulk. It's brilliant, you can ambush a whole group of marines, or sneak into their base and much on an ip or two <b>easily</b>. The thing is whenever i see sc go down first skulk players don't generally make use of this advantage, they just run straight at the marines anyway, disabling the cloak and dying a second or so later, perhaps this is why sc isn't liked so much because alot of players are too impatient/lasy to press the walk button?

    also: I tihnk mc is very underrated, just becasue the celerity speed increase got a nerf in 2.01 doesn't mean it isn't very useful still for running and dodging at at marine, likewise silence is particularily use for attacking marines building or attacking your own res towers.

    Basically it seems that although all three chambers are now is easily viable for any hive number (1,2 or 3) people still want a set route ala 1.0x (dc>mc>sc) for chamber placement and are unwilling to adapt.

    just incase this turns into a 'your favourite chamber route topic' at the moment mine's mc,dc,sc.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    edited November 2003
    I suppose sensory is good if you prefer hiding in a corner <i>hoping that a marine may chance by</i>.
    Defense gives you the capabilites to make a concerted attack on a marine emplacement, and allows you to kill electrified structures.
    Movement chambers are good but you are really only getting half usage if you build them first.
    Movement is best with 2 hives or more so you can use the teleport abilities.
    Defense is by far the best 1st chamber, regen is now king. As a skulk, I mostly don't bother to upgrade. If I do, I get regen.
    Any other lifeform, I get regen too.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    in a pub game with a less than perfect marine team, any chamber will do, and any can be a lot of fun.

    in a scrim with very organized and efficient marines, DMS is just about required as UGL|Andrew has said.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    edited November 2003
    <!--QuoteBegin--UGL|Andrew+Nov 22 2003, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UGL|Andrew @ Nov 22 2003, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... The reason why dms is better in my opinion is because at the starting of the game, you need to have the extra armor or redemption for skulk/gorge, to stay alive so that the marines can't move out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    sorry?

    you're saying having 2-3 extra bullets worth of health helps contain marines better than the ability to skulk (tee hee) about outside of marine spawn while being completely invisible?
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    But the 2.1 sens will come with Focus, making placing SC first a more viable tactic. But as it stands, you can only use SC first if you coordinate your team to get cloaking and gather just outside the marinse spawn, then all walk in and take the rines by surprise. But if you mess up you can be sure as hell that they'll get Obs built and render your invisibility useless. And you also need to make sure they don't lock down both your hives, or the game's pretty much over.
    So in a scrim where teamwork is actually used you likely could win with sensory first, but in pubs the chances of that occurring are pretty damn slim.
  • UGLAndrewUGLAndrew Join Date: 2003-04-25 Member: 15823Members
    Yes because like i said, in scrims, if a team gets sensory first, the marines get an observatory right away, and they'll know you're there, so it's pointless.
  • NightfireTGNightfireTG Join Date: 2002-12-24 Member: 11508Members
    i love sensories first. but if the marines over power you even with you and your first sensory, you're basically dead.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Anderval+Nov 22 2003, 04:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Nov 22 2003, 04:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--UGL|Andrew+Nov 22 2003, 10:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UGL|Andrew @ Nov 22 2003, 10:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... The reason why dms is better in my opinion is because at the starting of the game, you need to have the extra armor or redemption for skulk/gorge, to stay alive so that the marines can't move out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    sorry?

    you're saying having 2-3 extra bullets worth of health helps contain marines better than the ability to skulk (tee hee) about outside of marine spawn while being completely invisible? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can't "skulk about" while 100% invisible. You can only sit on 1 exact point to be completely invisible. If you move, you are slightly visible.

    Useless in a scrim, and everything else (pubs) is just an unrefined version of a scrim.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    edited November 2003
    Oh please, god, not another upgrade chamber debate thread.

    IMO, take whichever chamber is dropped, and make use of their abilities. They all are very useful (ok, well, one isnt, but thats changing in 2.1...) If you want a chamber so badly, just drop go gorge immediately and drop it yourself.

    <b>Edit:</b> By the way, I meant all upgrades are useful (except one), not upgrade chambers. Just to clarify...
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    <!--QuoteBegin--UGL|Andrew+Nov 22 2003, 09:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UGL|Andrew @ Nov 22 2003, 09:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes because like i said, in scrims, if a team gets sensory first, the marines get an observatory right away, and they'll know you're there, so it's pointless. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But I was basing that on the assumption that no-one on the alien would let-on that they had sens untill thay all attacked the base. It just takes one skulk to go for an easy kill to bring the whole strat down, so it would require <b>teamwork</b>, which is more abundant in scrims than it is in pubs.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    <!--QuoteBegin--UGL|Andrew+Nov 22 2003, 10:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UGL|Andrew @ Nov 22 2003, 10:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes because like i said, in scrims, if a team gets sensory first, the marines get an observatory right away, and they'll know you're there, so it's pointless. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But,

    by the time they know you have sens and respond (1-2 mins) you'll have a few kills per skulk and 3 or so secure (marines can't really get out) rts. then they build an obs, whoop-de-doo that just means you can't go in their spawn, doesn't stop you hanging around outside, after all a newly built obs only allows one scan? an even if they get mt straight away (going to leave them cash strapped) one of those invisible skulks is bound to have enough res for a second hive, and dcs. while marines becasue they've been contained will be in a very difficult position. that's why i think when it's used right sc is the <b>best</b> first hive chamber in the game, rather than the worst as many think. True it's perhaps not as universally useful as dcs, but can be devalsating.
  • rashbanrashban Join Date: 2003-01-27 Member: 12859Members
    Also, no regeneration means early fades can't take out electrified RTs...

    My opinion is that although DC isn't perhaps the best chamber for skulks, it is by far the best chamber for fades, and tbh it's good fades that win games in 2.01.
  • MavMav Join Date: 2003-11-16 Member: 22985Members
    In my eyes, the benefeits of regen and movement to ALL alien species far outweights the benefeits of cloaking to some skulks.

    Cloaking is useless to me as a Lerk or an Onos. You can argue the usefulness of cloaking for skulks, but you don't need an SC chamber to be stealthy. IMO sensory benefeits Fade the most by far, and you usually don't see Fades till a second hive.

    Sure cloaking is powerful when used right, and yes you can win a game with sensory, but overall you benefeit more from DMS. It is a reliable combination, as it always has been.

    Be happy that many good people nowadays will understand you dropping SC first. Back and before 1.04, you would get FLAMED TO OBLIVION if you even thought about dropping SC for first hive. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    I'm getting so sick of DC -> MC -> SC its not even funny. I just wish people would take more risks and not do the same tried and tested method over and over and over again.
  • UGLAndrewUGLAndrew Join Date: 2003-04-25 Member: 15823Members
    supernorn, i don't know about you, but as soon as 2.01 was released we've taken the risks already for about a month, and realized that it was ten times harder to win with sensory first (not an actual statistic) so with everyone saying that now, it's not right because, we already tried it, and we know how it works, and know that it isn't the best combination to go with.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--Anderval+Nov 22 2003, 04:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anderval @ Nov 22 2003, 04:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I <!--QuoteBegin--UGL|Andrew+Nov 22 2003, 10:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UGL|Andrew @ Nov 22 2003, 10:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes because like i said, in scrims, if a team gets sensory first, the marines get an observatory right away, and they'll know you're there, so it's pointless. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But,

    by the time they know you have sens and respond (1-2 mins) you'll have a few kills per skulk and 3 or so secure (marines can't really get out) rts. then they build an obs, whoop-de-doo that just means you can't go in their spawn, doesn't stop you hanging around outside, after all a newly built obs only allows one scan? an even if they get mt straight away (going to leave them cash strapped) one of those invisible skulks is bound to have enough res for a second hive, and dcs. while marines becasue they've been contained will be in a very difficult position. that's why i think when it's used right sc is the <b>best</b> first hive chamber in the game, rather than the worst as many think. True it's perhaps not as universally useful as dcs, but can be devalsating. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I understand what you are trying to say... but too many things can go wrong with such a risky strategy. If you mess it up (and you will at least 7 out of 10 times IMO), then you are DEAD. Those aren't quite the odds that the other chambers give you.
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--QuoteBegin--supernorn2000+Nov 22 2003, 04:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supernorn2000 @ Nov 22 2003, 04:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm getting so sick of DC -> MC -> SC its not even funny. I just wish people would take more risks and not do the same tried and tested method over and over and over again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    A game <i>is</i> a competition and people don't want to lose. They aren't lame, its a natural instinct... desire to feel important. To win.

    Clearly, if there is a tried and true method, why deviate from it if you feel good when you use it?
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    dc is first for early fades, no real need otherwise.
  • DiskordDiskord Join Date: 2003-05-18 Member: 16464Members
    Sensory can't be used first in competetive NS play. The reason being that in order to keep a strong alien force, you need to upgrade Fade/Lerk at least 3-4 minutes into the round. Sensory does jack **** for these classes. A fade, whose primary strength lies in blinking, does NOT need to be able to cloak. Focus is okay, I guess, but I need to be able to react quick with fades and the delay time hinders that.

    Fades are shottie bait in 2.1 - we've all seen it. Sure you can "lie in wait" for a marine as a fade, but you're losing the basic strengths of the fade. Oh and what if they have level 2 armor? G'night fade.

    Don't get me started on lerks. They need regen like nobodys business. Hell, even MC would be better for lerks. Sensory, until someone thinks of a super intricate strategy, will be a third slot chamber. I know Flay is working hard to change this, but to do so would change the structure of the game.

    Don't get me wrong, sensory dominates NS:C, I get focus first all the time. But NS is pure frag fest. And even in NS:C I don't get cloaking ( if anyone has seen me go on my rampages in NS:C, you'll understand why ). It's just the ability to BE offensive allows defense to always have the one up on sensory, which requires a defensive approach.
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    edited November 2003
    Sensory is extremely effective (and fun!) as a skulk. Even if they have motion tracking and an observatory, it's very easy for one skulk waiting outside marine base to kill every marine that leaves, excluding HAs. Also, a cloacked skulk can easily parasite every HA that leaves base, and kill every LA.

    While the marines are dealing with the invisible skulks outisde of base, the other aliens can expand and win.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    Senory is like the worst thing to start with ever. Once someone goes Onos or Lerk or Fade they literally have no chance. It's as simple as that. Powerful aliens = need DC.
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    Actually, I think focus <i>might</i> make sensory a viable first chamber. You'll have to play it like vanilla 2.0, with a hive dropped as soon as possible, but with the 60 res fades, that hive should be up simultaneous with them anyways, so I doubt you'll be denying yourself fades enhanced by D chambers.

    Anyways, we haven't really tested it rigorously, but I think it may be possible.
  • PredmidPredmid Join Date: 2003-03-28 Member: 14997Members
    edited November 2003
    ON PUBS ONLY sensory chamber is probably the best if they are placed virtually everywhere, and the 2nd hive is put up asap.

    On scrims and competative play, it is quite difficult to put up an adequate sensory chamber network across the map for it to do much good. Also, lvl3 weaps vs sc skulk takes about 4 hmg bullets....

    Also, dc is usually first in scrims because fades/lerks/oni are WORTHLESS without dcs...and quite a few successful alien strats depend on early fade rushes. If sensory is first in a scrim, obs and electrified res will completely own the aliens for about the first 12-15 mins of it, and by that time the rines should have jps and hmgs to own ur hive
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    edited November 2003
    The reason why everyone goes dcs first nowadays is because regen fades KICK ****
  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    <!--QuoteBegin--Invader Scoot+Nov 22 2003, 10:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invader Scoot @ Nov 22 2003, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Senory is like the worst thing to start with ever. Once someone goes Onos or Lerk or Fade they literally have no chance. It's as simple as that. Powerful aliens = need DC. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'd like to know why the guys that went onos didn't bother to drop a hive instead then.
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    People usually go dc first not because of the upgrades but because it can help heal ocs. Sc first on lost is awsome, but people still whine even when I do it. (And this is after I ask them).
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin--cri.tical+Nov 22 2003, 10:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cri.tical @ Nov 22 2003, 10:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Clearly, if there is a tried and true method, why deviate from it if you feel good when you use it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Because that is the kind of thinking that made the jetpack rush so goddam boring in 1.04, it works! lets do it <i>every single game</i> until the server admin bans anyone doing it!
  • Degenerate_MonkeyDegenerate_Monkey Join Date: 2003-11-15 Member: 22934Members
    SCs are great with a skilled team to take advantage of them. Pubbers just **** because they are either newbies or can't work together properly.. ie. clans. Getting 2 or 3 SCs up from yer initial gorges and then everyone cloaking is a valid way to take out marine start. It's problematic though if the rine team has gone to take a hive together (which they don't do so often any more)

    Going the traditional route of DC->MC->SC is pretty boring. The benefit of it is that you can be pretty sure that everyone knows how to play it properly.. (except for reswhores and bad rambos).

    So the bottom line is.. MC or SC.. both work with skilled teammates.. and hey, isn't NS a teamplay game?
This discussion has been closed.