Sens + Movement First

MonKeyTurDMonKeyTurD Join Date: 2003-01-10 Member: 12129Members
<div class="IPBDescription">will you build them?</div> now that the sens and movement chambers are getting serious buffs, i think they could even take over the defence chamber as the first upgrade

like in a game i played we got a sens chamber first, and it tottally ripped the marines, they just dont expect it... now especially with the skill with the new silence the marines wont know what hit them

so the real question, are you gorge's out there going to stop building def,movement,sens? or go for crazy combo's after 1.1

Comments

  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    ill try it. i mean im not going to base my decision without even testing it. but i doubt ill switch from d/m/s.
  • XaniethXanieth Join Date: 2002-11-06 Member: 7280Members
    D/M/S is vanilla. It's reliable, but it gets boring.

    M/D/S is where the flavor's at. Silence to kill em without them knowing until it's too late, then carapace for toughness since they'll have MT (which negates silence), and then endgame scent of fear to root out any other jetpackers at end of game.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I'll build Sens first now. I won't wait for 1.1.
  • GrevenGreven Join Date: 2002-12-24 Member: 11495Members
    GOD i can't wait for invisble walls of lame!!!! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • annonFodderannonFodder Join Date: 2003-03-21 Member: 14758Members
    Sensory first would make for fun and effective early-game ambushes.
  • MonKeyTurDMonKeyTurD Join Date: 2003-01-10 Member: 12129Members
    well i was just playing a game, and i figured out a problem with having anything but sens + movement
    sure this combo is good early game, but everyone knows that the aliens 'winning' unit is a fade, now no matter how much they beef up the other chambers the aliens will have to have carapace and adren to really be effective

    hopefully we will see a reworked marine resource model in the next patch so the marines dont get limitless res if they have over 9 people, also i would like to see the amont of turrets/siege be limited per tf
    but this may allow fades not to need adren to survive and still somehow use cloak effectivly
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    turrets dont shoot at cloaked things..... arent sensory chambers themselves gunna be cloaked? I cant wait to build a sens and a hive in a location and see all the mariens pass by and not notice anything. Also anything that touches a sens gets parasited. So just make a row of invisible sens in a hallway and watch marines run into them. Seems they will be more of an aggravation chamber in 1.1
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    I'm giving serious thought to the silence buffs for 1.1, it's going to make movements a serious choice for the 1st chamber. Silent movement AND attacks is going to be, as Flayra said, "eeire" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> MT may also be getting a serious overhaul: I doubt it's going to stay as it is due to it's extreme uberness.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    Keep in mind there is no"first" chambers in 1.1, speculatively. I think you'll be able to have all chambers at 1.1.

    Unless you mean which of the three you'll drop first, followed shortly by the other 2 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • DrewDrew Join Date: 2002-11-20 Member: 9413Members, Constellation
    id be down with being able to drop all chambs from hive 1 but only getting lvl1 carapace, lvl1 silence, lvl1 cloaking. they would need to only cost 1 res per upgrade though.
    then at hive 2 you get lvl2 d upgrade, lvl2 movement upgrade, lvl2 sens upgrade. encouraging getting more hives to get stronger.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Drew I've seen the idea before and I really like it, I think it would give a lot of variety to the game. Perhaps upgrades cost 1 res at lvl 1, 2 res at lvl 2, and 3 res at lvl 3. As it is a big problem is without carapace aliens have no chance in hell of breaking a 2 hive deadlock if it goes up. Lvl 1 cara, lvl 1 celerity and lvl 1 cloaking would still allow skulks/lerks to break 2 hive deadlocks (btw if all aliens at all hives comes in this will be of lessened import)
  • James_H4xwellJames_H4xwell Join Date: 2002-12-25 Member: 11518Members
    um thats how its gunna be.... flarya already said it
  • TheMuffinManTheMuffinMan Join Date: 2002-12-20 Member: 11234Members, Constellation
    One of the main reasons i think games will go sens 2nd is beacause usually before the 2nd hive gorges dont build WOLS and strat defending everything once the hive gets up
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    if that is so than 2 hive aliens have just gotten all the more powerful... lvl 2 cara is almost the same as lvl 3 cara anyway. add that on to adren and cloaking.... marines have little chance taking back a hive they have lost.
  • killswitchkillswitch Join Date: 2003-02-05 Member: 13141Members, Constellation
    <!--QuoteBegin--Ryo-Ohki+Mar 30 2003, 10:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Mar 30 2003, 10:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Drew I've seen the idea before and I really like it, I think it would give a lot of variety to the game. Perhaps upgrades cost 1 res at lvl 1, 2 res at lvl 2, and 3 res at lvl 3. As it is a big problem is without carapace aliens have no chance in hell of breaking a 2 hive deadlock if it goes up. Lvl 1 cara, lvl 1 celerity and lvl 1 cloaking would still allow skulks/lerks to break 2 hive deadlocks (btw if all aliens at all hives comes in this will be of lessened import) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I truly hope this is the case.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited March 2003
    hopefully the new res system will mean faster hives/2 chambers? (also if the hive bug is fixed maybe the dc power will not be necessary)
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