Use For Sensory Chamber(s)
Nubi
Join Date: 2002-11-10 Member: 8026Members
<div class="IPBDescription">read</div> We all know peeps like to go in order of Defense chamber, then movement, then last, when all is but lost to the marines, sensory chambers
but what if a sensory chamber could release a "spore" type thing that would stop siege cannons? Most aliens hate them and find them unfair, I can relate to that, but it's not like marines don't get weapons of mass destruction already (grenade launcher is excellent for taking out organic chambers) which could clear a few anyways. So why do you need a Siege cannon as well? Also, aliens have a limit to how many turrets they can build in X radius, marines don't, so even still, the aliens wouldn't be able to "turret farm" and they'd be as easy to take out. And yes the aliens could build a lot of defense chambers but u can't build like 20 in an area cause of the limit, and with the grenade launcher(s) launching into the mess u could easily tak edonw a few as they don't heal that quickly.
The things this would do:
Give aliens more of a chance to secure their structures (hey, let's face it, a outpost with decent setup of turrets, phase gate, and siege cannons tucked in the back ishard to take down)
When that lamer/newbie builds the Sensory chamber first you're not totally screwed
Make the game more challenging for marines (as it is, they just set up an outpost outside alien hive, build up siege turrets and voila, instant win (after a couple of shots from siege cannons, of course)
Thoughts? Comments? Flames? (I know you're gonna flame me)
but what if a sensory chamber could release a "spore" type thing that would stop siege cannons? Most aliens hate them and find them unfair, I can relate to that, but it's not like marines don't get weapons of mass destruction already (grenade launcher is excellent for taking out organic chambers) which could clear a few anyways. So why do you need a Siege cannon as well? Also, aliens have a limit to how many turrets they can build in X radius, marines don't, so even still, the aliens wouldn't be able to "turret farm" and they'd be as easy to take out. And yes the aliens could build a lot of defense chambers but u can't build like 20 in an area cause of the limit, and with the grenade launcher(s) launching into the mess u could easily tak edonw a few as they don't heal that quickly.
The things this would do:
Give aliens more of a chance to secure their structures (hey, let's face it, a outpost with decent setup of turrets, phase gate, and siege cannons tucked in the back ishard to take down)
When that lamer/newbie builds the Sensory chamber first you're not totally screwed
Make the game more challenging for marines (as it is, they just set up an outpost outside alien hive, build up siege turrets and voila, instant win (after a couple of shots from siege cannons, of course)
Thoughts? Comments? Flames? (I know you're gonna flame me)
Comments
Sensories protect buildings in "x" radius from seige detection... sweet! maybe because of all the things in the sensory could detect a seige and effect the surrounding buildings by covering them with a special bacterium that only the sensory can produce. (thats what the aliens use for hive sight and building and such; bacteria.)
but this should be in suggestions forum.
Usually the only way to get through a wall of properly placed DC's and OC's is by sieging it. If you were to put a SC at the back of that wall you could essentially build the marines into a corner by making wall after wall advancing towards the marine base.
Nade launcher is no where near as useful as a siege turret at taking down walls of DC's & OC's.
Hide sensories in dark corners all over the map and you'll know when marines pass.
Sensories parasite any marines that touch them. A wall of them can't be crossed without detection AT ALL. (Even if the marines try to shoot them down, you will already have them on hive site in that the structures are under attack.)
Sensories are designed to keep marines from building siege AT ALL. If you have sensory chambers and a marine manages to ninja-siege a location, something is very wrong.
Instead of getting movement chambers to provide the unbelievably important adrenaline?
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Yea well you'll know if the marines try to attack any building since it's announced over and over, with or without SC's.
Yea well you'll know if the marines try to attack any building since it's announced over and over, with or without SC's.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
he was saying marines like to pass by alien buildings without attacking them sometimes so they can set up a sneak attack base near an alien base, if you have sensory towers they can't walk by them because they'll be seen and parasited and if they attack them hive site will let you know so they can't set up a sneak attack base either way, that being the advantage of sensory towers
Yea well you'll know if the marines try to attack any building since it's announced over and over, with or without SC's.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
he was saying marines like to pass by alien buildings without attacking them sometimes so they can set up a sneak attack base near an alien base, if you have sensory towers they can't walk by them because they'll be seen and parasited and if they attack them hive site will let you know so they can't set up a sneak attack base either way, that being the advantage of sensory towers<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It will only parasite them if they touch them.
Also you forgot that it says "The enemy is approching." if marines pass by it. (a.k.a, it "sees" the marines)
I still wish S chambers could shoot parasites. Even if it was 50% of the length that a skulk can, it will still be useful.
That's not true at all. A little lead time might make the difference on occasion, but I'd reckon that anyone who had sensory towers instead of defense towers (or movement chambers) would have a harder time stopping it than those who built the fighting things.
Here's the scenario as I see it: A marine "ninja-sieges" your base by sneaking to a remote location and building a phase gate. Now, five ninja-sieging marines are building a turret fact. The one marine that snuck in set off an "enemy is approaching" alert. Because hive sight sends a lot of these false alerts some of the aliens ignore it, some return to the wrong hive and yet others find the correct location and see the siege turret being built. Now, they fight with the five marines and maybe they all kill each other. Now the aliens spawn half at the hive under siege and half at some way far away hive. Meanwhile, the marines have all spawned twice as fast and phase gated back to build some more turrets. Now there's four turrets and five marines waiting for the siege tower to upgrade. Enter fades. The few fades who heard the skulks saying they found the siege just start arriving and they start bombarding the TF. Unfortuantely, there's too many turrets and marines and SINCE THEY DONT HAVE ADRENALINE they can't do enough damage and the marines get up a siege. One of the fades who is standing next to a defensive tower blows up and as a result, there's too few fades to really make a press. Then the hive dies and the remaining fades retreat because they know it's lost and if they dont run away they'll just lose the "fade" upgrade they got which is now irreplaceable.
This is the scenario I see over and over WITHOUT sensory. When a skulk happens across a phase gate going up and spams "SIEGE AT x HIVE"... But there we have the full benefit of upgrades and we still can't stop the siege, how will being warned, about a different location (because you're not going to place sensory towers at every possible "siege location"), a few seconds in advance make any difference?
If sensories were designed to stop siege, they would stop siege. As far as I can tell they're just designed to pinpoint humans and, even then, only the ones they've seen. They don't do a very good job at it. Now, if they did what an observatory did--then they might be worth it and they might really actually have an effect on the sneakiness of humans.
--Frahg
/ Wheatevo
I think that's basically what they do. If they can "see" the marine, it says "The enemy is approaching" and I think they show up as yellow oval things on your screen, as if parasited.
Having a short-ranged permanent parasite would be pretty darn cool. That would make the chamber itself be more useful and more likely to be built.
Another solution to the problem of S. chambers never being built 'til the end might be to change "Enhanced Hive Site" to something where marines within a certain radius of you show up on your screen as if parasited or viewed by another alien. Not a large radius, mind you. Just enough to see if there are marines in the next room (at level 3). Unlike motion tracking, this short-ranged radar type thing would not require the marines to be moving. I think that it would be quite balanced by having a pretty short range.
Another reason that changing Enhanced Hive Site would be good is because it's so darn useless right now. It's really not hard to see marines. They can't hide nearly as well as tiny skulks and lerks or black-colored fades.
Meh. I only <i>think</i> that's what they do. I could be wrong.
This, I believe, accounts for the yellow blips that only show up for a few seconds at a time when the audio alarm goes off.
Usually the only way to get through a wall of properly placed DC's and OC's is by sieging it. If you were to put a SC at the back of that wall you could essentially build the marines into a corner by making wall after wall advancing towards the marine base.
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One word: Grenade Launcher. This piece of equipment is more than two times as effective as the 3 hive ability bilebomb.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nade launcher is no where near as useful as a siege turret at taking down walls of DC's & OC's.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
How much more usefull do you want them?? 8 grens are enough to take down the mayority of the oc/dc, a couple of more to take down the rest, that is a few seconds to take down hundreds of resources.