What Would It Take To Make ...
matso
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
<div class="IPBDescription">... sensory a good choice?</div> I'd like to ask Kharaa players what changes you would like to see made to sensory in order to make it a possible and sensible choice as first or second upgrade.
I've outlined my opinion in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=15596' target='_blank'>Making sensory make sense</a>, but the suggestions/ideas forums flushes quite fast.
I've outlined my opinion in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=5&t=15596' target='_blank'>Making sensory make sense</a>, but the suggestions/ideas forums flushes quite fast.
Comments
What I think would make sensory chambers useful would be that:
1. When the "Enemy Approachs" voice symbols, then on the hive sight you should see another blip, green maybe, saying that "Sensory chamber spots an enemy", along with revealing yellow blips of enemies within range.
2. Make it so that the above would only be for those with "Adv. Hivesight", thus, make advance hive sight more useful.
3. Make scent of fear actually tell you the exact health of your enemies.
4. And cloaking should leave you partially cloaked while moving, only with level 3 upgrade.
Thats about all I can think of at the moment, this is my 1st post, but I've been playing NS for a while now.
If anything, I'd like to see enhanced hivesight replaced with something. I can think of a few ideas, but this isn't really the forum for them.
cloak should start out making aliens totally invisible and then allow them to move cloaked longer distances with each upgrade.
make these changes and D > M > S will go out the window.
To many, that advantage is quite small. Its "sensing" ability is wayyy too limited.
In addition to making it see thru walls, add enemies and buildings to hivesight,
-mark whether objects are building or marine at 2 chambers
-enhanced coordination at 3 chambers: when alien goes to sense chamber and uses it, aliens can see an overhead view of whole map, like commander mode but with adjustable height - and shows all aliens + everything chmaber detects
possibly permanently know where all marines are at all times at 3 chambers?
hmm...
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I say the problem isn't the sense chambers themselves, but the upgrades they offer.
<b>Adv. Hive Sight</b>: This is useless. Nobody ever uses it. All it does is lag the client more, and every level is exactly the same.
<b>Scent Of Fear</b>: It doesn't show the health of marines, a marine could have lost only 1 health and be shown as an orange circle.
<b>Cloaking</b>: Most used, but useless against turrets and motion tracking.
Now some suggestions to improve the upgrades:
<b>Adv. Hive Sight</b>: Gives the alien the sensory abilities of a sensory chamber, or perhaps abilities as good as the Motion Tracking for marines.
<b>Scent Of Fear</b>: 'Fear' can also be from a marine standing around by himself with just a LMG. Maybe make it assess the situation of a marine first before deciding whether or not they are scared.
<b>Cloaking</b>: Make it use energy when moving, but stay cloaked while there is still energy. This would require a button to activate it though, or perhaps make it so you can move as much as you want while cloaked, but as soon as you attack, it turns off.
As far as I am concerned:
chamber #1 + chamber #2 = able to retake a hive with fades/lerks/skulks
Carapace, regeneration and redemption are all useful in attacking a defended area.
Celerity and adrenaline are useful in attacking a defended area.
NOTHING from sensory is even remotely useful.
On top of that, the sensory towers aren't really useful either.
There should be 'something' in sensory that would help an assault:
Abilities that might be worth it:
- 'radar cloak', uses endurance but makes you e.g. 10x less likely to be hit by turrets
- 'phase', the ability to jump through a wall
Tower abilities:
- able to 'break' phase gates within a certain range (make them not work, or decrease the chances of being able to phase to that location etc.)
- cloaks everything except webs within a very short range, o-towers stay cloaked even when firing (kharaa become visible as normal)
Btw, it doesn't MATTER that SoF kicks in if a marine's only lost one hp. The point in SoF is that it makes every weapon behave like parasite, so that you can fight better. Say you're a melee fade; you'd graze them with an acid rocket so that they're easier to track if you have to duck around a corner or something. SoF is to get your enemies to show up on hivesight rather than to find the weak ones.
This doesn't really fit in the image of a sensory chamber as it would make it essentially a defense weapon. However, there are a couple of things a spore emitting sensory chamber could do in early game.
a) A perfect partner for resource towers. Marines couldn't knife either to death and would be forced to attack it with their lmg:s. Also, instead of a 'tower under attack', skulks would see exactly where the attacking marines are and if the tower falls, they would stay parasited.
b) Deny access from marines to certain areas or at least make them pay for their entry. A gorge in an empty hivesite is much more secure if the incoming marines have to either gun the sensory and get probably parasited or jump past it and get parasited plus hurt.
I think this would really make choosing the sensory as the first chamber viable. Skulks wouldn't have carapace or celerity/silence, but they would have enemies that are more confined in early game and more probably parasited. Cloak would be useful for taking down parasited marines. Also, a spore emitting sensory chamber could be the answer to stopping an early marine rush.
This does however make the midgame still very problematic. Defensives are a must as the second chamber, so Fades and Lerks would be severely handicapped. However, with sensories first, it could be more probable that the aliens even got two hives. Also misuse of the sensory chamber could be a problem as many sensories at a doorway would be an instadeath for the marine walking through. Maybe the number of sensories in an area should be more limited than defensives and offensives.3 or 4 maybe? Even with that, it might be too easy to make a small hallway unpassable for marines with three sensory chambers just behind a corner.
All in all, I think I'm on to something here. It would raise a lot of new problems, but it would also make it viable to build the chambers in any order you want. Like someone pointed out, there should never be the best way to build the chambers, but several ways that each have their own strenghts and weaknesses.
5 Turrets
2 Infantry portals
1 siege cannon
level 2 weapons
level 2 armor
In this way you could judge what the enemy had and what he might be doing providing you with more of an ability to react (for example if you see a phase gate early you know it's probably near a hive).
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Another possiblity would be a scambling effect causing the commander to not be able issue orders to an affected area (or possibly not be able to drop health/ammo.
-d$