Good Reasons For Each Chambers

PetcoPetco Join Date: 2003-07-27 Member: 18478Members, Constellation
edited May 2004 in Kharaa Strategy
<div class="IPBDescription">DC MC and SC all have good things</div> Ok if you usally pick dc as your first chamber thinking that it's the only chamber that is the only one that you think can win a game then your wrong. DCs MCs and SCs all are equal. Lets just put up the reasons for each chamber why they can be very useful as the first chamber of the first hive. Ok usally in my experiance, when on aliens I've seen many wins of each chamber. The reason why DCs get the most wins is because DCs is what most people choose for their first chamber. Knowing some people, people think that MC is the worst (In my experiance with players) and SC is also horrible. But let me explain why each chamber are equal.
(Also I can't think much of the bad things)

<i><b>Defense Chamber</b></i>
First off you all know what the good things of a DC can do right? Well the good things about it, is that it can heal aliens much like the hive meaning you can take more bullets or it can even save your life. DCs is a must if you have higher lifeforms such as an onos. Fades can do fine without DCs but have to flee most of the time which is ok. The bad things about DCs is that it as a alien chamber can't heal as much as the hive but mainly it can't do the things of which MCs or SCs can do. Overall Defense chambers can save your lives and you can take more hits.

<b><i>Movment Chambers</i></b>
I think, in my opinion, this is the best first chamber for the first hive. It can give you the upgrades celerity,silence and adrenaline. MC is extremely helpful to the skulk, lerk, or even a gorge. MCs can be really helpful and it's prob known as a ticket to another hive for most people. Why MCs are known as a ticket to another hive? Well it can be used for Movement chamber rushes which is putting up a hive and using a MC to teleport to it but that is one thing. The other thing is that if you rush to any hive location and drop a hive as soon as possible then if it gets under attack you can teleport to it any time. Then after the hive is done you can drop a DC and it will be like DC > MC. The movment chambers can also give you energy if you are near one but people don't really build a MC often, only in acid rocket spams or bilebomb spams. The bad things about MC is that it doesn't have the abilitys of DC or SC (I can't really figure out the bad things). Overall I think, in my opinion, that a MC is mainly used for a free ticket to another hive and it is very useful to lower lifeforms such as a skulk.

<b><i>Sensory Chambers</i></b>
I am not sure about this one but SCs can be used as stealth and sight. Scent of fear, Cloaking, and focus are all different and used in many ways. Focus is mainly used for accuracy since it (Level 3 SC) lowers your attack speed of the first slot by half and increases your attack damage by double. Cloaking is for stealth and good to ambush any marine or spy on them and also it counters motion tracking. Scent of fear is much like parasite usally used to know where the marines are and alert what the marines are doing to other alien players. SCs grant cloaking by itself when you are near. The bad things about SC is that it doesn't have the power of the other 2 chambers and cloaking can be countered. Overall Sensory is used for sight, and stealth.

This, in my opinion, are discriptions of each of the chamber and why alien players should try each chamber. Also add some more things about them.

Comments

  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    The only problem with MCs are that they only go to the furthest hive from the place you used the movement chamber. That means the only way you can cycle through all 3 hives is if you start in the middle hive, then use the movement twice.

    Rather annoying when you have a marine in the middle hive and you can't do anything aobut it until he hits it.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    how true lito... anyway mc as first is gud for the lower classes, but fade and onos players get **** if u put it down first (plus its second ability is useless cos u only got one hive, so i think its best second in pubs...)

    sc is godly IF u have teamwork... ever played a clan match? if so what chamber do they put down..... i rest my case....

    dc is early insurance for fades and onos, cos l8r on in the game if u got sc and no second hive, then fades and onos will yell at u, so if ur getting ms or sc as first hive, got a second hive asap!
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    edited May 2004
    I hate maps which are set up so that one of the hives can't be teleported to when you have all three. Either MCs need to cycle which hive they send you to, or map builders need to think these things through.

    Movement first is trickier than DC or SC first, since all the Movement upgrades compliment other upgrades. If you get silence and regen, the marines can't hear you regaining health. Adren works better once you have the second hive, since it lets gorges spam bilebomb and lerks to spam umbra and skulks to use leap more often. Celerity is the really useful MC upgrade for hive one skulks, but you have to use it to swarm the marines, otherwise it's not nearly as good.

    Movement and Sensory first require gorges to be more active. They HAVE to use healspray, or their teammates die. If you have dumb gorges who don't stay hidden or who hide too far away from the action or who simply don't understand the concept of healspraying, MC and SC don't work.

    The only time you usually see MC and SC even get dropped first, let alone success or failure, is with pubbers who have been playing NS for a long time and everyone knows how to do MC or SC first, or in clan scrims. Most pub server alien teams lack the teamwork and planning and skills in general to make MC or SC first work.

    However, they CAN work as a first choice, so it's a shame you don't see people being more diverse on pubs.
  • NukeAJSNukeAJS Join Date: 2004-05-04 Member: 28443Members
    On a public last night we had a gorge that was literally our commander telling us what to do and all and he built a SC first ... people flipped. Then since most of us seemed to get SoF we noticed ALL the marines went to one side of the map to secure a hive. By the time they got done there we had taken most of the resource towers and when we finally confronted them we knew exactly how many there were and from what direction. Skulks jumped out from every vent, corner, ceiling, loose floor board and annilated them while our commander/gorge healed the crap outa us. We lost one skulks, they lost eight marines. By the time they all spawned and got organized again we took the second hive and practically everyone had enough by now to morph to fade so taking out the third hive (which was boxed up) was not hard at all. Commander Gorge built a MC next (no one got **** this time) and there were various skirmishes for the next ten minutes mainly over resource towers, we only lost one of them but regained it soon thereafter. I decided to be a cool guy and got focus/silence with the skulk (with leap) and the results were very pleasing. Most of the fades had SoF, celerity which made them very fast and deadly. By now someone that had saved 90+ resources went gorge and built a bunch of ocs and finally the last hive. DC got put down LAST and then a guy went onos. Death came swiftly to the marines who were WAY out-resourced, poorly teched, and fighting superior alien lifeforms.

    In conclusion, having SoF in the first two minutes of this game ruled. I mainly give big points to Commander Gorge who has obviously perfected killing marines with spit to an art and got crazy resources for it. DCs in the beginning of the game usually divide your team whereas SCs usually bring them together. If you know where the other team is most of the time you can make a strategy against it. DCs do enable healing, which is very sweet but if your strategy is merely to stay alive you've already lost. No one wins the game from sitting around getting healed from a DC, getting redeemed, regenerating lost life, or being about to spit without worrying about adrenline. The SCs innate ability is useful very early game since the commander mostl ikely does not have scan or MT yet and also if cleverly placed any marine that touches a SC is automatically parasited. Though I see the arguements for a DC as the first chamber I still think that SCs are better.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hate maps which are set up so that one of the hives can't be teleported to when you have all three. Either MCs need to cycle which hive they send you to, or map builders need to think these things through.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Based on the rules of geometry, it is impossible to place any three points so that you will rotate through with a system where you always go to the furthest point. Two hives have to be further from each other than either is from the third hive, so there is nothing mappers can do about it. MC's should cycle, though.
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->...any marine that touches a SC is automatically parasited.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think they do that anymore, but I could be wrong.
  • KazeKaze Join Date: 2003-09-01 Member: 20447Members
    edited May 2004
    <!--QuoteBegin-Hobojoe+May 18 2004, 02:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ May 18 2004, 02:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    sc is godly IF u have teamwork... ever played a clan match? if so what chamber do they put down..... i rest my case....<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    are you saying that clanner's use SC? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Quite a few of them do now. And often win.

    Edit: At the risk of revealing tactics, my clan does <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
    It does require very good teamwork yes, and it also requires that you keep the marines pushed back in the early game. It does get more difficult when you reach two hives and you would ideally like both an MC and DC. But if you can keep the marines pushed back far enough with focus skulks, SoF parasiter, all being cloaked by vent-conceiled SC's... Yeah, yeah they do.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    MC first is great. Silence can tear marines up early game. You can move as fast as you want to and it's so much easier to kill a pair of marines than with Sensory. The second guy doesn't even know what's going on until he hears his mate's gun fall to the floor and he himself is missing half his health.

    MC also forces Gorges into a more team-oriented role, which is essential for survival. If you get your Gorges near the front healing, like they should be, these tactics often continue into the late game even while you have Regeneration.

    In addition, res****s are screwed. There is no point going Lerk or Fade if you can't get a defensive upgrade. Lerks are monumentaly useless if a Marine cares to camp the vent. Even if they don't kill you, that's a long round-trip to the hive and back.. and if you don't care for the trip.. the next bullet takes you there. Fades are paper without Regen or Carapace. Good going, res****, that could have been a hive. Instead, it was a one-kill 52-second Fade.

    I don't even care if I lose when going MC first. If the team wants to res****, they can run off and do that. I'll berate them and then we'll lose. Sooner or later they'll learn to be a team player and that there's more to NS than DMS cookie-cutters and the five-minute-Fade. Once that happens, better games are had by all. MC for the long term!
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    the problem with Mc/Sc first is that it encourages the marines to push for a 2-hive lockdown, which they otherwise would propably not even bother to try. depends though.

    i believe that if a game was won because of mc/sc first, it would've been won even with dc. but this is all just speculation of course. because it is also true that mc/sc encourages the aliens to work as a team. because they have to. if this attitude could be kept when it's dc first, pub aliens would win every game :/
  • SamahSamah Australia Join Date: 2003-05-14 Member: 16286Members, Constellation
    <!--QuoteBegin-NukeAJS+May 18 2004, 07:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NukeAJS @ May 18 2004, 07:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The SCs innate ability is useful very early game since the commander mostl ikely does not have scan or MT yet and also if cleverly placed any marine that touches a SC is automatically parasited. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have NEVER seen this work.
    I've jumped on top of SCs and knifed them to death multiple times, and not once have I ever been parasited. Are you sure this is even an active game feature, or is it just something that was put in the manual for the hell of it.
    Another example from the 1.0 manual (not word for word):
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Scent of fear allows you to see your enemies when they are injured.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, it allows you to ALWAYS see them, based on where they are. I don't even think the "fear" thing was implemented in 1.0. I think this should be brought back, and remove the distance factor.
    ie.
    lvl 1 SoF = see reens with 30% or less health
    lvl 2 SoF = see reens with 60% or less health
    lvl 3 SoF = see reens with 90% or less health

    The distance thing is just silly. It makes lvl 3 SoF infinitely better than motion tracking.
    Motion tracking has its downside (ie. it only sees things MOVING), lvl 3 SoF has no downside.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    In 1.04, sof only showed you injured marines. Any health less than 100% would make them show up, regardless of the level of upgrade. And if you look at the <a href='http://www.natural-selection.org/manual_version_2/Natural_Selection_Manual_Framed.html' target='_blank'>current manual</a>, it has been updated.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I personally love sensory... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • kiddiegrinderkiddiegrinder Join Date: 2004-01-09 Member: 25181Members, Constellation
    Would it not be a good idea do u think to mayb in the next patch make it so that when you mc to a hive if you have three it actually cycles through the hives?

    i.e. doesnt go to furthest one, goes through all 3?
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    playing 2.0...

    Joined a server last night as aliens and we only had 1 mc, 1 hive and 1 rt. Marines half relocated to the vent outside fusion hive in tanith in an attempt to siege us straight away but most people rushed and took that out. Meanwhile 2 marines rt'd most of the map and we were stuck with no res. Finally the only other decent player on the server (i joined late so i had no res) put down 2 more mcs. With total silence, i ended up owning marines. Running up and biting them in the back, killing them while they knifed our 2nd rt and eventually pushed them back. I admit it wasnt just me, but most of the other people were doin sh*t all. Marines also had pretty experienced players who could aim and do that jump/bite exploit. However if marines dont know that you are there, then they cant kill you. Eventually we got waste hive and dcs. Marines jp/sg, jp/hmg and jp/gl assaulted waste hive. With silence, regen and the help of the other guy, i and a maybe another skulk managed to kill of the rush. Got some good leap/bite kills as well. Meanwhile one res **** (who had done nothing the whole game) faded and managed to take down the marine outpost at satcomm. We managed to destroy the marine base, but not before their best player got out with a jp/sg. This led to a great and exciting chase after him as he did laps of the map. I remember leaping at him from research as he came around from west access and getting killed in 1 shot. In the end he flew threw chemical with fades and 2 onos running after him. As a skulk i went to cargo and guessed that he would go into the vents so i headed towards the opening closest to fusion to cut him off. As he approached the opening i jump in front and killed him 1 bite. Yes it was a fun game that went both ways and when i joined i had definately given up on my team and the chance of winning because we had mc first. But the point is, you can win with any chamber, you just have to play it smart and know how to use the upgrades.


    And yes silence ownz <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Kevlar_GorillaKevlar_Gorilla Join Date: 2004-04-20 Member: 28048Members, Constellation
    A well-placed group of Sensories will stop the marine team from expanding. This chamber can bring out the best teamwork strategies the aliens have.

    A Skulk with silence is, really, really useful in the early stages of the game. The whole team can afford to be silent, and many people don't fully understand the real potential of it. Convince your team, try it out and don't give up.

    Mostly, people demand Defence Chambers first for the fades, simply because people think Fades benefit the most from D's. I'd personally rather get Scent of Fear so I can pick my battles. Again, silenced Fades are downright creepy.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    <!--QuoteBegin-Chods+Jun 11 2004, 11:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chods @ Jun 11 2004, 11:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meanwhile one res **** (who had done nothing the whole game) faded and managed to take down the marine outpost at satcomm. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hes not a res**** if he did something useful.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    I wouldn't try movement if you paid me because mt makes it so worthless, however sensory is a viable option, at least on pubs. I think this is mainly because people will actually try to stop marines expansion as skulks instead of running away. You have to make absolutely CERTAIN they don't pg and shotty rush though.
  • FanbeltFanbelt Join Date: 2004-06-20 Member: 29420Members
    yay first post!

    Why doe't people like movement??

    What do rines use to locate ailens in the beginnig portions of the game ... sound.

    Take away the pitter-patter of the little skulks and what do you have??

    Rines who won't notice the skulk behind him. A team of skulks (who know what they're doing) that use silence is the worst thing to happen to a rine team short of an early fade.

    I use sound to find the skulks in the start, hell I use sound throughout the game, I hate silence it really messes with me cause you have to check behind you every few steps.
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    If you get a second hive up early enough, you can justify getting movement chambers. Sensories are the weakest chamber still, because if the aliens ever lose control of the map, it is majorly hard to get it back. Movements have the best upgrades for skulks. Defense is good for fades and onos. Sensory really is only good for seeing when somebody is trying to ninja your hive with a phase gate.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--QuoteBegin-Swift Idiot+May 18 2004, 04:07 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ May 18 2004, 04:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I hate maps which are set up so that one of the hives can't be teleported to when you have all three. Either MCs need to cycle which hive they send you to, or map builders need to think these things through.

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Since MC at a hive teleports you to the furthest hive there is, it would be impossible to have each hive further from another to another that is unless you want more than 3 mcs... It is possible to have each hive equal distant from each other, but that is a rarity... This should be more thought out by the devs I think.
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