<!--QuoteBegin--OWA+Feb 7 2003, 02:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (OWA @ Feb 7 2003, 02:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> THat's what you're supposed to do is contain them in thier base until you get the hive up. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> The problem is that the aliens CANNOT and WILL NOT be able to contain the marines. Sure it can be effective if there is no obs, but ANY decent commander will throw down a sensory-negating structure for only 25 res.
About carapace and aim, even good aimers have a VERY hard time killing two carapace skulks with one lmg clip. Compared to the ease of killing TWO non-carapace skulks with one clip. Carapace just barely gets over the damage threshold for staying alive. This is why the HMG is so good against skulks, as it has a greater damage/time ratio AND a longer firing time.
<!--QuoteBegin--Crisqo+Feb 7 2003, 05:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ Feb 7 2003, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lets talk aboot this once 1.1 comes out eh? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 1.1 is not going to come out for a while buddy. I look forward to all chambers being viable, but as of now, it is sadly not the case. Voogru seems to be making some interesting balance changes which could help show Flayra what works/does not work about sensory changes.
<!--QuoteBegin--Crisqo+Feb 7 2003, 07:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ Feb 7 2003, 07:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ..Like the other two sensory upgrades besides cloak? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That too... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> What was Flayra smoking when he put in those two? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Anither "Def first is the only way to go"-Threat.. gotta love it *sigh* I wrote a lot in another threat about the different strategies that different build orders of the chambers could offer, so let me just point your attention to two things:
1.) There is NO "The Only Way"!! There HAS never been one and there WILL never be one! The thing that limits the amount of possible ways is the people proclaiming "The One And Only Holy Way Of Building Chambers In NS" [tm].
2.) DCs are the most common first pick NOT because of the provided upgrades (every upgrade may give you an advantage at the beginning, it depends on the players to make use of it !), but the fact that the DC is the only chamber that can be of use in EVERY PLACE on the map, supporting OCs for example. The other Cambers simply are not useful at the front lines... if they WERE (perhaos MCs increasing nearby OCs' rate of fire, SCs increasing OCs' accuracy or revealing nearby enemies on the hive sight), a lot more people would open their minds to tactics other than dc/mc/sc.
So stop flaming, keep playing. Try to be a little more open-minded to alternative tactics/styles and before laying down to sleep make a little prayer Flyra will balance the chambers themself not only the upgrades.
I still have to agree with the poster, Sensory MAY work on occassion, but I'll take my defense chamber any day of the week. I don't want to be skillfull to win, I just want to win and try to have a good time doing it, getting shot to shreds while waiting for the damn cloak to activate after having to run away because Good marines hear you uncloaking and start shooting just isn't my thing...
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
No one says it's -impossible- to win with senosry first. I just say it's harder. I will repost here what I have posted in another thread (just in caste you guys missed it). It seconds with some of what Canadianmonk3y wrote.
(Note I'm also not saying defence first is godly and the only answer, but I'm just using it to compare to sensory because defence is what most people are familiar with. I'd like to try movement first someday too. Silence rocks!) I wrote:
Sensory chambers first would be very suicial on some situations, especially given what commanders like to do in 1.04. Imagine this (common) scenario for marines mixed in with sensory chambers right off the back for aliens on a 6v6 game.
First gorge starts gestation about 15-20 seconds into the game. Gorge finishes gesating (I don't know the exat time, but lets say gestations take about 30 seconds?) Gorge at this point at about 5 res, waits another 25-30 seconds to get the necessary res for a sensory. Sensory takes about 15 seconds to go up. This takes about 85-95 seconds.
Comm gets into chair, on avg takes 5-10 seconds depending on map. One IP get dropped, and built. Takes another 10 seconds. Armory gets built. Takes 10-15 seconds. One or two marines stay at base to defend, while the rest go for res nozzles (presumably they stick together) By the time they get to first res point, is anywhere from 10-40 seconds, depending on the map and how long the marines hump the armory. First RT is dropped and built, takes an additional 20 seconds. At this point, 55-95 seconds has gone by. The time, again, depends on the map and armory humping. This means that marines will have only 1-2 res nozzles by the time the first senosry is complete.
Note that this is still bad for the kharaa. Assuming the skulks were not stupid enough to rush the marine base at the beginning (because that = dead skulks which means even less containment and ambush power for the aliens) and the marines are competent (i. e they check the usual hiding places and can shoot decently) the marines might get parasited by they will still get the res nozzles. Now why is this bad? 2 extra RTs for the marines which they can now defend a bit easier because the aliens have no carapace=quick JP/HMG rush to alien's only hive. Don't forget the extra time needed for upgrades for each skulk. The point is, if the aliens are to contain the marines, they have ot do it without any chambers anyway, because of how much time it takes for the the first chamber to go up. And if the aliens can contain the mariens w/o a chamber anyway, then does it matter if a D chamber or a S chamber gets put up first? The aliens have clearly won in that case. So now there are 2 res nozzles up with marines patrolling, and you have to ACTIVELY move and assault those positions. Will cloaking help you then? Probably, but also probably not as much help as carapace can give.
but still marines DO NOT HAVE TO walk around and get nipped by cloaked skulks. They can rush one hive location with res node and u are in trouble. Like eclipse hive. One marin in the far end of eclipse hive can kill 3 skulks with cloaking no prob. See? Marines can camp and wait and u have to come to them. And any time they go somewhere there will be like 5 of em. Cloaking is so USELESS!!!!!!!!!!!!!! I mean I pick scent of fear over cloaking any day. Henging on ceiling accomplishes as much stealth as cloaking so why waste upgrade if cloaked skulk on ceiling is as good as skulk on ceiling. And running away and cloaking around the nex corner doesn't mork mostly either since they look more carefully and spray the place with bullets and hurt u badly or even kill u.
Man I tell you what there is nothing better than a skulk with Enhanced sight and your flash light on. You can see those marines plain as day. I racked off 15 kills in a row with SILENCE - ENHANCED SIGHT - and my flash light on.
<!--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-->but still marines DO NOT HAVE TO walk around and get nipped by cloaked skulks. They can rush one hive location with res node and u are in trouble. Like eclipse hive. One marin in the far end of eclipse hive can kill 3 skulks with cloaking no prob. See? Marines can camp and wait and u have to come to them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Great! Hopefully all the marines will do that so you can let them have that first hive, get the second no problem (the marines are camping the first hive and base remember?) then get fades, then win.
<!--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-->Henging on ceiling accomplishes as much stealth as cloaking so why waste upgrade if cloaked skulk on ceiling is as good as skulk on ceiling<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> The problem with that is...marines look up.
<!--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-->And running away and cloaking around the nex corner doesn't mork mostly either since they look more carefully and spray the place with bullets and hurt u badly or even kill u. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Thats because you do it wrong.
A cloaked skulk sitting on a wall parasiting every marine that leaves the base is most certainly helping the team. Cloak is also fantastic for gorges when they're out and about in the big dangerous world. And if you're a fade, what could be more fun that cloaking as you hear a marine coming, then chuckling and tearing him apart as he walks by? Also, turrets ignore you when cloaked. Ideal for a lerk trying to take out a turret factory - use umbra while biting, and when it wears off you can safely cloak until you're ready to use umbra again.
<!--QuoteBegin--Crisqo+Feb 8 2003, 01:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ Feb 8 2003, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well thats for you, we on the other hand can win with claoking. Shees you people make it sound impossible to win with sensory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Anyone can win with anything. Saying that you can win with sensory is NOT a valid point at all. I could say that because I can kill people with a golf club, it is better than killing people with a gun. Sure they both CAN work, but the gun is better.
Hiding around corners is almost as good as having cloaking. If you practice, you can hear the marine(s) coming and shoot out right before they come around the corner. I say almost because cloaking gives you an extra milisecond or two of marine reaction time. The problem is, that carapace will make you last longer in the fight, and the extra milisecond or two do not effect the outcome as much as living for twice as long.
Really? Miliseconds? Did you come up with that number scientifically or did you just exaggerate a number to make your side of the arguement look stronger?
While both a gun (excempting .22 calibur ones) and a golf club can kill a person, it's all a matter of the serial killer's style. If he wants to send a message about how sick and twisted he is, he'll use the golf club. If he wants to do just another standard killing, he'll use the gun...Of course most serial killers don't use guns. They use weird stuff like canes, bats, or other blunt objects to knock someone out, then either cut them to have them bleed out, or take them home and well...you know the rest. But, wait, what were we talking about?
<!--QuoteBegin--Crisqo+Feb 8 2003, 01:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ Feb 8 2003, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well thats for you, we on the other hand can win with claoking. Shees you people make it sound impossible to win with sensory. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Who says I can't?
Unfortunely, most of the times that I've had to play with it is when some idiot gorge decided to place it after the Marines relocoated, totally negating the fact they've already expanded, or when the Maries don't care to expand and go for the tech rush
<!--QuoteBegin--Crisqo+Feb 9 2003, 06:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ Feb 9 2003, 06:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really? Miliseconds? Did you come up with that number scientifically or did you just exaggerate a number to make your side of the arguement look stronger? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Well, good players use high sensativity. Maybe not miliseconds, but at a .45 or so second reaction speed, and maybe a .2-.4 or so seconds to turn around ends up at about .6-.8 seconds. But then when you realize that the marine has to react in both cases, the reaction speed is negated, leaving a gain of about .2-.4 seconds of time for the sensory alien to exploit. That is just not as good as being able to live for twice as long.
a person with fast reflexes can react in about one-eighth of a second (125 ms). since many people ping less than that, ping won't put a cap on their reflex speeds and you will be shot dead <i>very</i> quickly.
and seriously, stop nitpicking everyone's posts over insignificant details. they are getting the point across, you understand what is trying to be said, why bother?
I think you need to look at the roles and the stage of the game that the chambers come in at.
Defensive just lets you live longer, period. At the begining of the game, long spawn lines mean that the marines have an advantage over aliens. It makes sense that at the most pivotal point in the game, you need longevity and killing ability.
Movement has the supplemental skills. Adrenline isn't all that useful to 1st hive aliens but is a must for 2nd hive aliens. Silence is useful only to skulks, and thats until motion tracking. Redemption is good for gorges, but doesn't become really good till you have aliens tough enough to sustain enough damage to go back but not so much to die.
Sensory has the mop up stuff. Scent of fear is good for tracking down stragglers, but can be useful at 1 hive. Advanced hive sight sucks. Sorry. And Cloaking is good for ambushs, not stealth.
It only makes sense that the chambers come in that order.
<!--QuoteBegin--Jammer+Feb 9 2003, 10:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ Feb 9 2003, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It only makes sense that the chambers come in that order. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Then why can you build any one chamber per hive? If they came in the DMS order (that is, hardcoded into the game), you wouldn't be able to build sensory or movement first, or defense or sensory second, or movement or defense third.
<!--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-->and seriously, stop nitpicking everyone's posts over insignificant details. they are getting the point across, you understand what is trying to be said, why bother? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Because it adds momentum to my point (don't tell anyone though, debate secret!)
<!--QuoteBegin--Kiz+Feb 10 2003, 06:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kiz @ Feb 10 2003, 06:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jammer+Feb 9 2003, 10:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jammer @ Feb 9 2003, 10:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It only makes sense that the chambers come in that order. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Then why can you build any one chamber per hive? If they came in the DMS order (that is, hardcoded into the game), you wouldn't be able to build sensory or movement first, or defense or sensory second, or movement or defense third.
<flame>Damned farkers...</flame> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> if only aliens were so lucky...
**Laughs as commander Researches MT after the first cloaked skulk kill**
Comments
The problem is that the aliens CANNOT and WILL NOT be able to contain the marines. Sure it can be effective if there is no obs, but ANY decent commander will throw down a sensory-negating structure for only 25 res.
About carapace and aim, even good aimers have a VERY hard time killing two carapace skulks with one lmg clip. Compared to the ease of killing TWO non-carapace skulks with one clip. Carapace just barely gets over the damage threshold for staying alive. This is why the HMG is so good against skulks, as it has a greater damage/time ratio AND a longer firing time.
1.1 is not going to come out for a while buddy. I look forward to all chambers being viable, but as of now, it is sadly not the case. Voogru seems to be making some interesting balance changes which could help show Flayra what works/does not work about sensory changes.
If someone puts a sensory chamber first - ambush marines - outside there base - in hallways leading to your hive - or other hives.
If someone puts movemnet - do the same as above - look for openings.
If someone puts defensive first - get a bunch of skulks together and attack exspansion or base.
Can we please stop all this petty arguing?
Deal with the hand your dealt and just get it over with.
There are so many factors in this game there is no one way to win.
Hell aliens lose alot even if they do use the defensive, movement, sensory combo.
Its not a kill all, or a god mode combo, if your team sucks or doesn't know what it is doing, your going to lose anyway.
Just deal already.
That too... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
What was Flayra smoking when he put in those two? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I wrote a lot in another threat about the different strategies that different build orders of the chambers could offer, so let me just point your attention to two things:
1.) There is NO "The Only Way"!!
There HAS never been one and there WILL never be one!
The thing that limits the amount of possible ways is the people proclaiming "The One And Only Holy Way Of Building Chambers In NS" [tm].
2.) DCs are the most common first pick NOT because of the provided upgrades (every upgrade may give you an advantage at the beginning, it depends on the players to make use of it !), but the fact that the DC is the only chamber that can be of use in EVERY PLACE on the map, supporting OCs for example. The other Cambers simply are not useful at the front lines... if they WERE (perhaos MCs increasing nearby OCs' rate of fire, SCs increasing OCs' accuracy or revealing nearby enemies on the hive sight), a lot more people would open their minds to tactics other than dc/mc/sc.
So stop flaming, keep playing.
Try to be a little more open-minded to alternative tactics/styles and before laying down to sleep make a little prayer Flyra will balance the chambers themself not only the upgrades.
-=HyPeR=-
(Note I'm also not saying defence first is godly and the only answer, but I'm just using it to compare to sensory because defence is what most people are familiar with. I'd like to try movement first someday too. Silence rocks!)
I wrote:
Sensory chambers first would be very suicial on some situations, especially given what commanders like to do in 1.04. Imagine this (common) scenario for marines mixed in with sensory chambers right off the back for aliens on a 6v6 game.
First gorge starts gestation about 15-20 seconds into the game.
Gorge finishes gesating (I don't know the exat time, but lets say gestations take about 30 seconds?)
Gorge at this point at about 5 res, waits another 25-30 seconds to get the necessary res for a sensory.
Sensory takes about 15 seconds to go up. This takes about 85-95 seconds.
Comm gets into chair, on avg takes 5-10 seconds depending on map.
One IP get dropped, and built. Takes another 10 seconds.
Armory gets built. Takes 10-15 seconds.
One or two marines stay at base to defend, while the rest go for res nozzles (presumably they stick together)
By the time they get to first res point, is anywhere from 10-40 seconds, depending on the map and how long the marines hump the armory.
First RT is dropped and built, takes an additional 20 seconds.
At this point, 55-95 seconds has gone by. The time, again, depends on the map and armory humping.
This means that marines will have only 1-2 res nozzles by the time the first senosry is complete.
Note that this is still bad for the kharaa. Assuming the skulks were not stupid enough to rush the marine base at the beginning (because that = dead skulks which means even less containment and ambush power for the aliens) and the marines are competent (i. e they check the usual hiding places and can shoot decently) the marines might get parasited by they will still get the res nozzles. Now why is this bad? 2 extra RTs for the marines which they can now defend a bit easier because the aliens have no carapace=quick JP/HMG rush to alien's only hive. Don't forget the extra time needed for upgrades for each skulk. The point is, if the aliens are to contain the marines, they have ot do it without any chambers anyway, because of how much time it takes for the the first chamber to go up. And if the aliens can contain the mariens w/o a chamber anyway, then does it matter if a D chamber or a S chamber gets put up first? The aliens have clearly won in that case. So now there are 2 res nozzles up with marines patrolling, and you have to ACTIVELY move and assault those positions. Will cloaking help you then? Probably, but also probably not as much help as carapace can give.
I LOVE IT
Great! Hopefully all the marines will do that so you can let them have that first hive, get the second no problem (the marines are camping the first hive and base remember?) then get fades, then win.
<!--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-->Henging on ceiling accomplishes as much stealth as cloaking so why waste upgrade if cloaked skulk on ceiling is as good as skulk on ceiling<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The problem with that is...marines look up.
<!--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-->And running away and cloaking around the nex corner doesn't mork mostly either since they look more carefully and spray the place with bullets and hurt u badly or even kill u. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats because you do it wrong.
Also, turrets ignore you when cloaked. Ideal for a lerk trying to take out a turret factory - use umbra while biting, and when it wears off you can safely cloak until you're ready to use umbra again.
Anyone can win with anything.
Saying that you can win with sensory is NOT a valid point at all.
I could say that because I can kill people with a golf club, it is better than killing people with a gun. Sure they both CAN work, but the gun is better.
Hiding around corners is almost as good as having cloaking. If you practice, you can hear the marine(s) coming and shoot out right before they come around the corner. I say almost because cloaking gives you an extra milisecond or two of marine reaction time. The problem is, that carapace will make you last longer in the fight, and the extra milisecond or two do not effect the outcome as much as living for twice as long.
While both a gun (excempting .22 calibur ones) and a golf club can kill a person, it's all a matter of the serial killer's style. If he wants to send a message about how sick and twisted he is, he'll use the golf club. If he wants to do just another standard killing, he'll use the gun...Of course most serial killers don't use guns. They use weird stuff like canes, bats, or other blunt objects to knock someone out, then either cut them to have them bleed out, or take them home and well...you know the rest. But, wait, what were we talking about?
Who says I can't?
Unfortunely, most of the times that I've had to play with it is when some idiot gorge decided to place it after the Marines relocoated, totally negating the fact they've already expanded, or when the Maries don't care to expand and go for the tech rush
Well, good players use high sensativity. Maybe not miliseconds, but at a .45 or so second reaction speed, and maybe a .2-.4 or so seconds to turn around ends up at about .6-.8 seconds. But then when you realize that the marine has to react in both cases, the reaction speed is negated, leaving a gain of about .2-.4 seconds of time for the sensory alien to exploit. That is just not as good as being able to live for twice as long.
and seriously, stop nitpicking everyone's posts over insignificant details. they are getting the point across, you understand what is trying to be said, why bother?
Defensive just lets you live longer, period. At the begining of the game, long spawn lines mean that the marines have an advantage over aliens. It makes sense that at the most pivotal point in the game, you need longevity and killing ability.
Movement has the supplemental skills. Adrenline isn't all that useful to 1st hive aliens but is a must for 2nd hive aliens. Silence is useful only to skulks, and thats until motion tracking. Redemption is good for gorges, but doesn't become really good till you have aliens tough enough to sustain enough damage to go back but not so much to die.
Sensory has the mop up stuff. Scent of fear is good for tracking down stragglers, but can be useful at 1 hive. Advanced hive sight sucks. Sorry. And Cloaking is good for ambushs, not stealth.
It only makes sense that the chambers come in that order.
Then why can you build any one chamber per hive? If they came in the DMS order (that is, hardcoded into the game), you wouldn't be able to build sensory or movement first, or defense or sensory second, or movement or defense third.
<flame>Damned farkers...</flame>
Because it adds momentum to my point (don't tell anyone though, debate secret!)
Then why can you build any one chamber per hive? If they came in the DMS order (that is, hardcoded into the game), you wouldn't be able to build sensory or movement first, or defense or sensory second, or movement or defense third.
<flame>Damned farkers...</flame> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
if only aliens were so lucky...
**Laughs as commander Researches MT after the first cloaked skulk kill**