Sensory Chambers
Fila
Join Date: 2003-09-26 Member: 21237Members
For those of you who havent played this game for more than a few months, dont reply it has nothign to do with you. Holy **** devs, you feel that sensory chambers are never used as starting chambers, they are too weak, and they arent worth it till last hive. Then you totally make them the most dominating chamber in the game. All i can say is you go play YOUR 3.0 FINAL and have a "skilled" player go aliens with cloaking and you get motion tracking and tell me how everything goes. Better yet play a combat game with over 12 players in it and do the same thing. Not to mention clan play with organized teams using sensory chambers. You can never spot the skulks cloaked even when bunny hopping, you cant do anything for the first minute and a half because of it unless you build 3 observatories for scans (and even then you still have to upgrade motion tracking which is still the most pathetic counter of anythign i have ever seen). How about you morons play test your own **** before releasing it, you would realize you just made the game even worse. I dont think you guys realize but 1.04, people were satisfied but anxious for new builds. Now your game blows and people are anxious for new builds. What is better.
And with that i quit ns till you guys actually listen to those people with brains, not just every idiot who throws out an idea (and there is about 2000 of them every day).
And with that i quit ns till you guys actually listen to those people with brains, not just every idiot who throws out an idea (and there is about 2000 of them every day).
Comments
Opinion .. Fila get some skills.
All I can recommend at this very early point is to take your time and see how the game's dynamics develop. Our changes to the SC were the most profillic of the version, it is thus to be expected that they'd be the first to leave an impression. You will soon see strategies relying on anti-cloaking tools such as scans, obs ranges, or (to an extent) MT develop. It is well possible that the SC will remain above the crop even then, but a hectic change right now won't help anyone.
In the end, this game's called Natural Selection - adapt, or die.
Sensory is only really powerfull when the gorges know where to place them to make effective choke point. And the counter is simple, scan before letting the marine in the place. THere is a reason the scan cost was lowered.
B3c4use all th3 1337 players c4n't ramb0!!!!1111oneeleven
Scan ftw.
ftw ftw.
Opinion .. Fila get some skills. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you can see a walking skulk in 3.0F you are hacking. In 3.0F walking/nonmoving skulks are 100% cloaked, not 95% the way they used to be.
invisagorge ftw
edit:
wait, was it nolsinker i was healspray rushing with(in classic)?
(play under name of whatsim)
The man doesn't lie. Walking/standing still skulks are now MORE visible than before.
B3c4use all th3 1337 players c4n't ramb0!!!!1111oneeleven <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
"OMGZORZ YOU RUINED TEH NS!!11oneoneone"
"Oh the humanity."
BTW, anybody notice that matches are lasting longer? teehee <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Going with sensory first will give aliens a strong start. They will be better able to restrict marine expansion, and pick off rambos.
However, there is a caveat. The longer the game goes on, the greater the negative impact SC first will have. Remember, when you go SC first you have to choose your second chamber now. In most cases you have a hard choice.
You can go with Movement which gives you inter-hive transport and adrenaline for lerks, or you can go with Defense which gives you lasting power for your fade/onos.
If you choose defense second, you lose the chance to save a second hive that might be under attack. You also gimp the lerk. However, if you choose movement, your fade/onos will be more at risk to die from the increasingly deadly marine weapons.
So sensory may be powerful, but that power comes at a price. If an alien team goes sensory first, they need to be <b>VERY</b> aggressive and restrict marine expansion, as well as remove their remote res nodes. If you have an alien team that is not co-ordinated, then SC isn't going to help you.
Regards,
Savant
All chambers have their ups and downs. As its stands from what I've seen in 3.0, chamber order no longer matters and its just the task of breaking that DMS mindset of the players.
edit: I'm loving the new sensory. Not only is it awesome to be cloaked by a nearby chamber in the beginning game as a focus skulk, just when that unlucky, lonely rambo marine decides to take a stroll. <i>Chomp.</i> It also forces a different play style out of marines for a more slow expansion, as well as divide up the map into marine territory where the obs stands, and alien territory, where all the sensoy is. I'm enjoying it!
grow up fila
And then theres the uber stalking. The poor marine doesnt know im following him right next to him against the wall. even with his two buddies I guarantee myself one kill and a chance for another if they play dumb.
Then theres goge cloaking. I had alot of fun with this. First I slipped across the map past patrolling guys and a lockdown. Then a put up a sens just before some guy comes into the room so he dosent see me. Then I oc the room with d chanb and res node. Then I sens a hive with ocs and res. The poor marines were so occupied elsewhere they never thought to scan even though a squad of 3 rines walked right by me as a finished the sc. They even had their rt up before I put my ocs up and called for reinforcements. Without the new sens I dont think I could have gotten away with such maneuvers just because walking and standing now have the same cloaking ablility which is near invisible if you stay away from bright objects.
using meta and innate regen i dont really notice a massive downtime that everyone is speaking of. and since theres sc everywhere, theres more likely a gorge up on the front lines. using sc also planted on the entrances to hives tells aliens when to pack up and run to mommy hive.
movement can save a hive thats under siege for its ability to give gorges adren, and skulks the ability to get there MUCH faster. as well as a slight early game advantage of silence. also, silence followed up by sc leads to a powerful combination here.
dc is basicly ur basic chamber tbh. its the second most helpful on the field (sc > dc > mc) and dc allows u to fight the battles. however dc doesnt offer protection against rushing a hive, and only makes the skulks 40 life bigger targets.
so its all what are u gonna get. i still think getting dc first hive is a completly valid choice because of carapace, mc gives u celerity or silence, sc gives u a veil of intelligence and cloak (u know... sensory).
also, if any admins are reading this. was silence made to be so easily countered?
Fortunately the whole point of getting sensory is to do this. So if you can't stop rine expansion, dont go sensory because its to weak for your early game and your late..
DCs are useless at first hive:
-Cara is useful but almost nothing in comparison to cele, sil, and focus
-Rgn is pointless and I hope I dont need to tell you why
-Redeption...yep...
MCs are good(my fav chamber in b5) but cele and sil dont match up to a rgn focus fades and cloaking skulks that sense will allow you. Even though the mc allows you to save hives easier the sc will make it extremely difficult for the marines to even attack a hive.
I havent played it enough to complain yet but every scrim I have been in was an alien tie with little contest then a slow death in ms(waiting for 2nd hive to get that extra push). Also, all the scrims I played in were against top tier clans(exigent, terror, reflect, ect.).
The man doesn't lie. Walking/standing still skulks are now MORE visible than before. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Negative.
Completely invisible.
Tbh I'd remove cloaking and mt, due to the inherent anti-skill nature of such.
The man doesn't lie. Walking/standing still skulks are now MORE visible than before. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Negative.
Completely invisible.
Tbh I'd remove cloaking and mt, due to the inherent anti-skill nature of such. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Cloaking and MT reduce the reliance on individual skill, but they increase the reliance on teamwork, tactics and strategy, which is a worthwhile tradeoff.
Quoted for truth
Q: How exactly does the new cloaking work?
A: If you are stationary or walking (+walk) you are 10% visible. If you are at normal running speed you are 30% visible, and if you go above normal running speed (bunnyhopping, wall strafing, etc) you will be at 40%
From the hands of flayra or another DEV.
Sukit.
Opinion .. Fila get some skills. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If you can see a walking skulk in 3.0F you are hacking. In 3.0F walking/nonmoving skulks are 100% cloaked, not 95% the way they used to be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
In the old version you were 100% wrong, you still are.