More Balanced When D.chambs Aren't Built 1st

Go7Go7 Join Date: 2002-11-01 Member: 2553Members
edited November 2002 in NS General Discussion
<div class="IPBDescription">Feels that way, anyway</div> For the past 5 days, i've been playing on the Alien side entirely. Out of, perhaps, 15 games, we won 12. I just lost 2 alien games, but in both games, I purposely built a movement chamber first.. then in the next game.. a sensory chamber first. (I did this because I was very bored of seeing DCs always going up first, and hadn't experienced a game where this wasn't so in a long time.)

In both games, my team got pretty upset that I did that. "Why the hell wasn't a DC built first?!?!?" they said in the first game, which we soon lost. In the 2nd game, a DC went up right away.. and we won easily. In the 3rd game, I built a sensory chamber first.. people got **obscenity**, and yup, we lost again. (All 3 games were on the same server, and a lot of the same people were in all 3 games)

in my view, the game actually became more balanced when a DC was NOT built first. The real reason we lost both games, i thought, was due to poor coordination and excellent teamwork/aim/situational awareness on the Marines side. Without DCs first, there is plenty of player-vs-player combat.. lots of movement, back and forth. The game is more fun. (Although Marine expansion is very difficult to stop while Aliens must rely almost entirely on players to defend their structures)

So, when building a DC first, victory was so easily assured that it made a huge compensation for our lesser team. We could cut off paths with OC/DC combos, have front-line healing stations, and get Carapace/Redemption. This "strategy" overwhelmed any significant teamwork required on our part, and made any coordination on the Marine part futile as well.

What is your opinion on the DC's importance?
And for those Marine players who often say the Marines can easily win.. because you do win a lot.. are you sure they didn't have DCs up SECOND? If you're attacking OC's without any DC's in sight at the beginning... you'll know.

(Just as a newbie Marine CO can cause massive failure to the Marine cause, a saboteur Gorge can build a non-DC chamber up first.. it, too, causes significant damage.. and requires much more effort on the alien players to compensate for. And since there is no way to reverse the 1st chamber build.. it's like the Aliens don't have a "eject commander" option.)

PS- Since the past 5 days have been nothing but Alien victories w/ DCs built first.. I'm going to spend the next 5 days building Movement/Sensory chambers up first, to see if my victory rate drops significantly. I think it will. So, if you see me join the server you're in.. you better get me kicked or beat me to the 1st chamber build <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->

Comments

  • JA1numJA1num Join Date: 2002-11-06 Member: 7261Members
    lvl 1 DC - 3 hp per 2-3 seconds, lvl 1 lmg - 10 dmg per shot 50 rounds per clip 10 rounds per second,it's not that DC is that important at the start,probably ur team's alien campers which camps on roof,chomps,and climb back up for heal,cant see any reason why u guys lose without building DC 1st
  • WheezerWheezer Join Date: 2002-11-02 Member: 3926Members, Constellation
    The reason why you lost the movement/sensory games were probably not imbalance issues, but failure in adapting to a completely new and scary world. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Each chamber has a different playstyle.
    An oc with a cloaked skulk hiding near can be quite effective indeed. You just need to get the marines distracted and then strike. And it is easier to parasite with cloaking.
    Silence is also a very potent ability in the early game.

    Maybe your team got distracted when things wasn't done in the "usual" way?
  • LadyskunkLadyskunk Join Date: 2002-11-01 Member: 3528Members
    The usual hierarchy (sp?) for the chambers seems to go as follows:

    1. Defence Chamber
    2. Movement Chamber
    3. Sensory Chamber

    Usually people complain if you don't build in that fashion.. As far as the one single lone Defence chamber healing as it has, add 2 more to that and see how quickly your healing goes up... Its rather effective, run over, chomp into a few marines, get damaged, run back and get healed up to full, even if the DC's are in another room. Rinse & repeat.

    As for my personal preference, I want that armor that the DC provides initially.

    Take care.

    LS
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    The reason why you kept losing? Not because of the players, because of the buildings. Marines can easily take out offense chambers if they don't have defense chamber support. Since they can't heal, a single marine could easily take out a pack of 4 or 6 offense chambers, with an LMG. (I've done it with 5 offense, so that's why I said from 4 to 6. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ) But if sensory or movement comes up, it's almost ten times harder to win, especially if the Marines have a decent commander that invents in weapon upgrades and HMGs. I've won a game a few times where the first chamber was Sensory or Movement, and yes, I expressed my frustration, but I still tried as hard as I could, and my team always BARELY wins, probably because of a newbie commander or an incompetent one.

    Plus, Carapace helps a lot to skulks so they can take those few extra hits and if they survive, go heal from a few defense chambers and go out again. Regeneration I found was never really too good for skulk, because you're supposed to harrass the marines and keep them from expanding, and if you have defense chambers, why would you get regeneration? Especially since it's SO slow for skulks. It is however, useful for Fades or Lerks, especially if they're going to the frontlines or trying to take down a marine-held hive.


    And Wheezer, just so you know, once your parasite, you become uncloaked. And usually, the team doesn't build Sensory chambers off the bat, and when they do, they usually don't place the extra two for full cloak. A level 1 cloak is useless against good players and gamma tweakers.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    A) Carapace may *feel* like it's helpful as a skulk, but by the numbers it lets you survive all of ONE LMG bullet longer than you would un-upgraded.

    B) It is perfectly possible to win without DCs as your first chamber. More difficult, but not impossible, to win without DCs as your first or even second chamber. Trust me; we tested the hell out of it. It requires a distinct alteration in tactics - you have to be stealthier, and you have to react to attack warnings. In the early game your gorge(s) shouldn't be too far from the hive anyway, so it's easy to heal chambers that come under attack. Skulks need to respond to hive sight warnings, and remember that with one hive online, ANY movement chamber will take you back to that hive. Use cloaking or silence; adrenaline in the early game makes lerks very dangerous, and celerity can get you past meager Marine defenses for a tasty IP or CC sandwich.

    Adapt, you idiots. (: It's called "Natural Selection," after all. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • TazolTazol Join Date: 2002-11-12 Member: 8323Members
    That "one shot" may alter you living or dying, and with the slow respawn with one hive, especially if half your team is dead, it's worth it to be able to go back to a defense chamber and get healed again. So in the long-but-short run, it can make a difference. ;o
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--coil+Nov 14 2002, 09:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Nov 14 2002, 09:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A) Carapace may *feel* like it's helpful as a skulk, but by the numbers it lets you survive all of ONE LMG bullet longer than you would un-upgraded.

    B) It is perfectly possible to win without DCs as your first chamber. More difficult, but not impossible, to win without DCs as your first or even second chamber. Trust me; we tested the hell out of it. It requires a distinct alteration in tactics - you have to be stealthier, and you have to react to attack warnings. In the early game your gorge(s) shouldn't be too far from the hive anyway, so it's easy to heal chambers that come under attack. Skulks need to respond to hive sight warnings, and remember that with one hive online, ANY movement chamber will take you back to that hive. Use cloaking or silence; adrenaline in the early game makes lerks very dangerous, and celerity can get you past meager Marine defenses for a tasty IP or CC sandwich.

    Adapt, you idiots. (: It's called "Natural Selection," after all. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    A. Nah, with 10 pts per bullet, its 2 bullets. And note that you get this with only ONE level of carapace.

    B. Yea, its possible to win with any combo. Possible. But it would seem that if you want to maximize your chance of winning, the DC/MC/SC path is the way to go.

    What irks me is that the cloaking upgrade is the only one mostly negated by a fairly cheap marine upgrade. Not much running away from the marines, up on the wall, wait for cloak to kick in .. and then, fully cloaked, get killed directly because the marines fires around the last spot the motion tracker showed them.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    the problem with motion tracking is most of the time it just doesn't go away when they stop moving, one time I sat staring at a cloaked skulk for about 5 seconds from down a hallway (if he would of uncloaked to kill me he wouldn't have stould a chance) thinking it was the lag keeping the tracker there when the alien had actually gone away a few seconds ago, but I fired at it just in case, and I got myself a dead skulk. Ive also seen motion tracking on a hive.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Thinking a few more seconds, I'd say that in order to make sensory upgrades more valuable, I'd say that anything within a certain range of a sensor chamber should be untrackable by motion tracking. Gives you a reason to build them, rather than just plucking down three in the hive and be done with it.

    Ah, I'll make this post in suggestions instead.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    sigh, they DO have a use other than just at the hive, but nobody has ever built them more than 2 inches from the hive room.
  • Crazed-OneCrazed-One Join Date: 2002-11-05 Member: 7027Members
    edited November 2002
    DC's combined w/ OF's out in the field can be Alien Forward Bases, Just like Marine Bases w/Turrets, and Turret Factorys and Ammo dispensors. Wish more Gorges would use them, usually see scattered OF's all over w/ no DC's, 3 DC's w/ some OF's near a Marine Base, or Forward Base helps immensly even for a skulk, and DC's on Roofs are great especially if its near a Marine FB u can see and u evolve as a Fade up there. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • HavoKHavoK Join Date: 2002-11-01 Member: 3698Members
    <!--QuoteBegin--SiLeNcEr-7+Nov 14 2002, 11:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SiLeNcEr-7 @ Nov 14 2002, 11:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->sigh, they DO have a use other than just at the hive, but nobody has ever built them more than 2 inches from the hive room.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Forward Sensory Chambers? I have been in games where Gorges built them in other locations. Like close to marine bases.

    Nothing like a bunch of aliens purposely running into turret farms in a futile attempt to stop the "Enemy Approaches" that is playing over, and over, and over, and over, and over, and over, and over, and over, and over, and over, and over in the hive mind.

    PLEASE! MAKE IT STOP! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> -----> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
  • BobFunkBobFunk Join Date: 2002-11-01 Member: 3125Members
    I think the problem is that with the 1.01 patch the fade got faster, so now its very very hard for a marine to stop a fade from escaping back to a defence chamber and heal up - a fade actually seems to be able to outrun a marine while moving backwards..
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    a) marines move slower when moving backwards, precisely to force you to either stand your ground, or run like a pansy. (:

    b) as I've said countless time, experienced playtester games found no appreciable difference in win-loss ratio when defensive chambers were built 2nd, 3rd, and even when we couldn't build them at all! It is a matter of learning to adjust your tactics. DC MC SC is simplest, and therefore easiest, because it most easily fits the DM skills most players already have. But NS requires a new skill set... and as you learn those skills, you will become equally effective no matter what the upgrade order. It's a question of finesse and new tactics - not one of ease.
  • BigrickBigrick Join Date: 2002-11-01 Member: 3750Members
    Most of you guys dont seem to understand how carapace works, it not only adds armor but also absorbs more of the damage.

    For example lv1 carapace would be 30 armor %20 absorb. (For example, i forget the exact absorbsion rate.)
    While lv3 carapace would be 30 armor %60 absorb. (For example, i forget the exact absorbsion rate.)

    And by absorb I mean negates that much damage entirely, which makes a huge differance.
  • BoddoZergBoddoZerg Join Date: 2002-11-13 Member: 8380Members
    <!--QuoteBegin--coil+Nov 15 2002, 01:23 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Nov 15 2002, 01:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->a) marines move slower when moving backwards, precisely to force you to either stand your ground, or run like a pansy. (:

    b) as I've said countless time, experienced playtester games found no appreciable difference in win-loss ratio when defensive chambers were built 2nd, 3rd, and even when we couldn't build them at all! It is a matter of learning to adjust your tactics. DC MC SC is simplest, and therefore easiest, because it most easily fits the DM skills most players already have. But NS requires a new skill set... and as you learn those skills, you will become equally effective no matter what the upgrade order. It's a question of finesse and new tactics - not one of ease.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've seen DC first and SC first winning games, but I have yet to see MC first work. Cloaking and Hivesight is awesome for ambushing, but the aliens don't actually have anything that requires Adrenaline until they get a 2nd hive, and silence isnt much use without cloaking.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I quite disagree. With MC as your first upgrade:
    1) Skulks can allow marines to pass them from the safety of a dark vent or high ceiling, then drop behind them and tail them. remember that level3 silence stops ALL sounds of movement, including the high-fall growl. It's also excellent for silencing the very noisy and distinctive sound of a Lerk flapping its wings.

    2) Adrenaline as a lerk gives you a leg up on unupgraded marines, and carries over once umbra comes up.

    3) Celerity allows both classes to zip by meager early-game defenses to attack the CC, IP, or other important structures. Armories are often neglected, but are VERY good things to destroy if you can pull it off! They're the most expensive and most useful early-game building. Similarly, if you see an observatory rocking, it's upgrading motion tracking - take it out and cost the commander a buttload of RPs!

    4) Gorges can use celerity to quickly flee a surprise attack, or adrenaline to more effectively support their teammates with healing spray (though this is more important in the midgame with fades).
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