Skulks & Carapace?
Urza
Join Date: 2002-12-24 Member: 11514Members
Ok, so everyone is used to the skulk/carapace combo. It is a good combo. You might be able to take down the marines' main base with it even. If not for the fact that gorges will get restowers and a second hive up before they think about getiing up defence chambers.
So when the first three chambers are getting up, it's already midgame: fades will be there soon enough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. But what about invisible skulks. You can wait for the marines undetected as they rush by to their, or your hive. You can 'site them, and wait for them to pass, and eat them. So actually, getting sensory chambers up first is not a bad idea. A gorge might want scent of fear so he can detect attacking enemies and flee. Fades want to hide & regen...
At first, when our gorge started building SC's, I was alll like wt* are you doing we need carapaces! you noob! But after a few encounters with marines I was quite thankful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Playing as a marine, it got even worse, it was near impossible to get out of our main unharmed (as the comm wouldnt up change tactics or upgrade the obs, and we were up against some experienced players.
So the choice between defense and sensory has to be made: defense for atacking a hive, sensory for defendig one. It's not as easy as it seems.
So when the first three chambers are getting up, it's already midgame: fades will be there soon enough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. But what about invisible skulks. You can wait for the marines undetected as they rush by to their, or your hive. You can 'site them, and wait for them to pass, and eat them. So actually, getting sensory chambers up first is not a bad idea. A gorge might want scent of fear so he can detect attacking enemies and flee. Fades want to hide & regen...
At first, when our gorge started building SC's, I was alll like wt* are you doing we need carapaces! you noob! But after a few encounters with marines I was quite thankful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Playing as a marine, it got even worse, it was near impossible to get out of our main unharmed (as the comm wouldnt up change tactics or upgrade the obs, and we were up against some experienced players.
So the choice between defense and sensory has to be made: defense for atacking a hive, sensory for defendig one. It's not as easy as it seems.
Comments
u still need 2 hives two cloak dont u?
what does sensory do when u have 1 hive? nothing?
im still getting used to aliens.
i would say defense first.
plz correct me if im wrong
And movemnt is good when the 2nd hive is finished, cuz then all aliens can teleport from Hive 1 to Hive 2 and assist in fighting to maintain the hive, if necessary.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
IMHO, being invisible but lesser armored is FAR better than any defense chamber upgrade. Sure you can talk about sensor sweep, but no commanders I've ever seen clear every little area for their troops. It's demoralizing and allows all kinds of devastating ambushes.
P.S. Doesn't this belong in the Kharaa forum?
As for carapace when I'm a skulk I normally go for regeneration but have been playing with carapace a bit more lately.
The problem with sensory isn't the early part of the game. As long as the marines have to move, you can use cloaking to ambush them, and it might even compensate for not having anywhere to heal but hives/gorges, and dying twice as fast to bullets.
The problem comes in the middle game, or even early game if the marines have been able to get two hives. Then you have to attack, and you find yourself dying due to lack of carapace or having to retreat because it takes 15 seconds instead of 7 to recharge the energy after using umbra or a few acid rockets.
At that time, there is nothing sensory will do to help you. In addition, what little use it might have is mostly negated by motion tracking and scanner sweeps.
Does anyone else get the feeling that sensory first was very common in the early beta-testing, which is why there are two marine technologies to counter it? It may have been too powerful in the start, then it got nerfed hard and never recovered.
I consider cloaking to be something of a throwaway power, may as well get it if it's available, but not useful in the majority of gameplay. A cloaked skulk on parasite duty in a busy hallway can be a big help, but once the fighting starts, cloak does nothing.
Situation in 1.03
Sensory chambers would be ok first, but once you get a second hive, the fades are in bad shape just cause of the fact, you don't have adrenaline(thus being you get DC's second). If you got Sensory for hive one, and Movement for hive two, they would be easily over run because no defenses to heal them. Being 1.03, you would need DC's first to heal your hive. For 1.03, I go like this. Defense Chambers, Movement Chambers, and then Sensory Chambers.
Situation in 1.04.
In 1.04 the hives are going to start with full health, awsome. I'm not too high about getting Sensory first, but imagine a team of skulks with Adrenaline or maybe even Celerity. The skulks would be very powerful and eluding, could be an idea. Have a fade popping up instantly with Adrenaline would be very nice, then you would be building Defense Chamberes for the second hive.
I still believe that it should go DC(Defense Chamber) / MC(Movement Chamber) / SC(Sensory Chamber). Thats just my opinion if I want the best result.
I'm hoping that Flayra and dev team makes Redemption a bit more useful. I tryed it a lot today, i'd say it worked 5/10. I mean its awsome when it works because you don't have to wait and wait to spawn. If it even worked 8/10, I'd never look back at Carapace or Regeneration.(That wasn't mean't to be a flame, just a point <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->)
Comments Suggestions? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
So when the first three chambers are getting up, it's already midgame: fades will be there soon enough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. But what about invisible skulks. You can wait for the marines undetected as they rush by to their, or your hive. You can 'site them, and wait for them to pass, and eat them. So actually, getting sensory chambers up first is not a bad idea. A gorge might want scent of fear so he can detect attacking enemies and flee. Fades want to hide & regen...
At first, when our gorge started building SC's, I was alll like wt* are you doing we need carapaces! you noob! But after a few encounters with marines I was quite thankful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Playing as a marine, it got even worse, it was near impossible to get out of our main unharmed (as the comm wouldnt up change tactics or upgrade the obs, and we were up against some experienced players.
So the choice between defense and sensory has to be made: defense for atacking a hive, sensory for defendig one. It's not as easy as it seems.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
umm if yer playing with gorgs who get hive 2 before D chmbs u prolly need to find better gorgs. Rule of thumb is D chmbs after 4rt RT, unless the teams are uneven and the gorg u have is getting good resource spikes, then u can drop Ds first. I see what yer saying about the combo though. Its the fact that people still want to treat NS like CS, the learn to play it one way and cant change. Do you know how many comms still drop a TF at spawn?!?
So when the first three chambers are getting up, it's already midgame: fades will be there soon enough <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. But what about invisible skulks. You can wait for the marines undetected as they rush by to their, or your hive. You can 'site them, and wait for them to pass, and eat them. So actually, getting sensory chambers up first is not a bad idea. A gorge might want scent of fear so he can detect attacking enemies and flee. Fades want to hide & regen...
At first, when our gorge started building SC's, I was alll like wt* are you doing we need carapaces! you noob! But after a few encounters with marines I was quite thankful <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Playing as a marine, it got even worse, it was near impossible to get out of our main unharmed (as the comm wouldnt up change tactics or upgrade the obs, and we were up against some experienced players.
So the choice between defense and sensory has to be made: defense for atacking a hive, sensory for defendig one. It's not as easy as it seems.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
umm if yer playing with gorgs who get hive 2 before D chmbs u prolly need to find better gorgs. Rule of thumb is D chmbs after 4rt RT, unless the teams are uneven and the gorg u have is getting good resource spikes, then u can drop Ds first. I see what yer saying about the combo though. Its the fact that people still want to treat NS like CS, the learn to play it one way and cant change. Do you know how many comms still drop a TF at spawn?!?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ROFL Defense chambers after 4 RT?1?!!? ROFLMAO OK Buddy.
Sensory is useful in the late game though, when you're hunting the marine who is leaving base to build a new base without attracting alien attention, scent of fear or enhanced sight are useful.
u still need 2 hives two cloak dont u?
what does sensory do when u have 1 hive? nothing?
im still getting used to aliens.
i would say defense first.
plz correct me if im wrong<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--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--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No. Skulks should immediately go off to harrass the marines, leaving the gorges plenty of room to expand and get resource towers. Defending the hive with lots of towers early on isnt essential as the skulks will be alerted on the hive sight if the hive is under attack and can rush to its defence. Best move is to try to get lots of resources to begin with.