Good Reasons For Each Chambers
Petco
Join Date: 2003-07-27 Member: 18478Members, Constellation
<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.
(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
Rather annoying when you have a marine in the middle hive and you can't do anything aobut it until he hits it.
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!
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.
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.
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.
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.
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!
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 :/
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.
i.e. doesnt go to furthest one, goes through all 3?
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-->
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.
Hes not a res**** if he did something useful.
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.
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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.