Sensory First

AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
<div class="IPBDescription">Something I've come up with.</div> This is just something I've come up with for using sensory at first hive, despite the dominance of the defense chamber. The sensory actually provides better defence than the defence chamber. The marines can't hurt what they can't see. Using the Sensory Abilities properly requires a different mind set than is the norm, but following these guidelines, I've found that the sensory isn't as useless as it is put off. The only thing that makes Defense better is the fact that it regens others. But that can be fixed too.

Combat-
In combat, skulks should not rush straight into the marines. Without carapace, skulks fall fast. It takes a different tactic to destroy marines properly. Rush is not your friend when playing with sensory first. Instead, a group of skulks should sit outside the marine spawn, or at vital choke points, and wait. This requires patience and timing on the aliens part. Instead of charging head long, you cloak and wait. You see a marine, you wait. He walks up to you, you wait. You wait for him to turn his back to you, and walk away. Then you charge the unexpecting marine from the rear bite him his two bites, and he is toast. Then you sit and cloak. Rinse and repeat. A group of marines is no different. You just wait until they all pass you by, then you go from back to front. A single skulk can easily take out four or five marines in this manner. I've done it plenty of times.

Gorge-
The gorge is key. Since this works best if done immediatly, he should for go building res towers, and opt to get sensory down fast. At least one, preferably two, then go for res. Any skulks with 23 res should gorge, put down a sensory, then skulk. This can be done so the gorge can cap res. The gorge also provides you with your mobile Defense chamber. A cloaked gorge makes a good healer. He hides unnoticed and heals up any skulks that need some good healing, while he waits for his res. Heal spray also heals offense towers. Defence isn't needed for offense towers, in fact offense towers aren't even needed if pulled off well enough. If the skulks are doing well, the marines will have trouble even walking out of there base.

Lerk-
This presents a good opportunity to lerks. They can sit from a far and spike marines, then cloak. Spike, then cloak. It makes finding his position fairly difficult, if done to a good effect. If you spike, the fly away, and cloak, it sets up a good ambush for those marines that travel out to find you. Sitting in vents provides a good vantage point most the time.

Skulk-
Besides the combat mentioned above, skulks also have a good opportunity to set up parasiting. Many maps have places you can sit and observe the marine base and parasite them as they spawn. They can't find you because of the cloaking. This isn't effective once the observatory goes down, but more on that next.

Dealing with observatory-
Well if the combat is done well enough in keeping the marines inside the base then it gives you a good advantage. First off, it keeps them from expanding, which is one of their biggest advantages. Second, it chokes them out of resources, which everyone needs to survive. And this is the biggest counter to observatory. If they have no rescources then they can't build one. If they do get one up, just move your ambushes back a bit, and wait for a good lerk to take it out. A rush on the observatory by a group is a bad idea, as you need to keep a constant ambush waiting for them outside the base, but a lone skulk or two could make good with a rush on the observatory.
Psycological-
This creates a huge psycological effect on marines. If they get killed by invisible stalkers, then they will become very afraid. Fear is good for aliens to create in their enemies. It will make them nervous and jittery. They will waste ammo firing into random spots. The comm will use up res attempting to ping the aliens. And if a couple lone skulks just wait at random spots on the map, then it will create fear through out the map, as there is always a chance to die if you are a marine, and not know it.

Second hive-
The chamber for second hive should be movement, and you should pass up adrenaline for either celerity or silence. Silence is good for skulks, adrenaline is good for lerks, and celerity for gorges. Silence lets the skulks set up better ambushes, adrenaline lets the lerks spike longer, and celerity lets the gorges respond faster to attacks with his heal spray. Web becomes invaluable at this point. Nothing like walking into webbing and then being eaten by a skulk you can't\didn't see or hear.

Third hive- At this point, game is pretty much over. If a decent job has been done to this point, then the marines have nothing, and you have everything.

Disadvantages-
Requires a high degree of patience, discipline, and orginasation to pull off. If the team lacks in any of these, then this strategy won't work. This is the key factor in this strat, and the factor most players lack.
If if isn't implented quickly, it won't have a good effect. It must be implemented withing the first five minutes or so, before the marines have a chance to expand into heavily fortified positions.
A prolonged observatory operation will limit effectiveness, as you must move farther away from the base to become cloaked.
Ambush points must be varied a bit. Most players can't do this properly.
Requires a slightly higher degree of skill than most players have.
Requires open minded players. This is the number one downfall of this strat. Players shoot it down too fast because it is new.

Just some stuff I've worked on for you guys to flame, complement, comment, post randomness here or whatever. Have fun with it and thank you for reading.
«1

Comments

  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I'll give you points for giving the most convincing argument so far for sensory first.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Sens first rawks! More people need to come over to "the dark side". Azraiel hit the nail on the head, it requires a different playstyle. Just be carful about the ares you decide to sit in cloaked, if the wall's have very low detail, you will be spotted easily. In the last game I played in where sens was first, I couldnt stop laughing as i sat in the middle of the hall watching 3 marines walk right past me. I had tears in my eyes as I chomped them all in the butt.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited April 2003
    comm + brain + obs = gg, scanner sweep breaks any cloak for a scant 3 res. Without carapace marines can just keep bombing your hive and itll pop even if your skulks are godlike h4xors.

    edit: ie marines run run run run shoot die run run run run shoot die, the hive barely heals itself atm
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Comms can't continuelly [sp] scan the whole map, the trick is to ambush in different places everytime. C com that is spending res scanning every place the marines are is wasting lots of res.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    seeing as the skulks cant move cloaked and marines will almost never die to non cara skulks there no room for ambush. approx cost 30 tops, with rts being capped simultaneously giving rt or hive or both they dont stand a chance.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    if you cant kill a marine while uncarapaced:

    am·bush
    n.
    The act of lying in wait to attack by surprise.
    A sudden attack made from a concealed position.

    Those hiding in order to attack by surprise.
    The hiding place used for this.
    A hidden peril or trap.


    tr.v. am·bushed, am·bush·ing, am·bush·es
    To attack from a concealed position.
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    Very, very, very simple arguement to this well written post. You can't chomp three times before a marine can shoot 9 bullets into you. A weapon upgraded marine needs to shoot even LESS bullets. An armor upgraded marine could knife you to death safely. The hive will get it's butt kicked from a regular marine rush, unless you plop down the OC towers to defend it, and even then, you just wasted res on OC which makes it even slower to get more res for the second hive, other res towers and more sensory chambers.

    Sorry, it just won't work. It'll probably still have trouble even if it does cloak other buildings. MAY be usefull if 1.1 alters the res model so the aliens get a LOT more res so they can do this. In fact, I don't see a reason why not considering the marines can plop down a TF and 4 turrets along with 2 IP and an armory and then keep going around getting res nodes.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    the cloaked sensory will make ambushing easier, but what I want to know is if the SC will be cloaked while it's being built, or will the cloak activate when it's finished being built?
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    It does work. I have done it. Build Sens before anything. Lay in ambush.you can easily get 2-3 bites on a marine when you attack them from behindand if you kill the last one in line and cloak right away they often a) look around and walk away or b)go back from whence they came, giving you an easy chance to take out the last guy again. Trust me it works. Some marines get so demoralised they don't wanna leave marine start.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> = sneaky
  • HuntsmanHuntsman Join Date: 2002-11-25 Member: 9929Members
    I only have two big problems with sensory first. If the marines manage to break out of the base and lock down a hive and a few res nodes it is all but impossible to attack these points. So if a few skulks screw up and don't eat the marine force on it's way, the force will likely never be taken down. This also requires too much teamwork (as you said) to be able to pull it off that definitely. Ambushes must be grouped, since a group of marines will have turned toward the skulk by the time it has bitten twice and will kill it in half a second.

    Don't get me wrong - I do love getting sensory first. I dream of a two hive ambush - some skulks hanging around on walls surrounding a lerk, who triggers his umbra when the marines start walking around him. Nearly invincible skulks dropping out of nowhere should kill even a large marine task force. It only seems viable as a surprise move (since almost nobody builds sensory first), and if your team is very welll coordinated.

    Also - why doesn't anyone mention the ability of the sensory chamber to spot enemies for you? I thought that was one of the cooler abilities, as if an ambush fails a properly placed sensory should detect a sneaky marine. Ah well.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Think about it this way, what is the average time period between the first alien upgrade and the second? Usually not very long. So go Def second. Once the marines get beat up a few times by cloaked skulks they will fall back until MT is done, by then you should have your second hive started. Now the marines come out like gang busters "haha n00b aleunz, sens first GG", but now you have carapace too. See how it goes? It is a lot of fun. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    Sensory is only effective until the marine's get motion tracking.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    This argument has been well flogged. In the end it comes down to preference.

    I've played with Lvl 3 cloaking, it is fun, particularly when parasiting marines and they can't figure out where it's coming from. Against competent marines it's useless, against noobie marines, it's a good laugh.
  • PRIMERPRIMER Join Date: 2003-03-17 Member: 14634Members
    Just wait till 1.1, you hive will cloak!

    Sensory does rock...it is 10 res too. On the voogru server's we dish out res right away, and people are like hurry hurry hurry, get 3 DCs. If I don't have all the res I need, I say, screw you, we are cloaking lol.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin--Azraiel+Apr 9 2003, 12:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Azraiel @ Apr 9 2003, 12:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is just something I've come up with for using sensory at first hive, despite the dominance of the defense chamber. The sensory actually provides better defence than the defence chamber. The marines can't hurt what they can't see. Using the Sensory Abilities properly requires a different mind set than is the norm, but following these guidelines, I've found that the sensory isn't as useless as it is put off. The only thing that makes Defense better is the fact that it regens others. But that can be fixed too.

    Combat-
    In combat, skulks should not rush straight into the marines. Without carapace, skulks fall fast. It takes a different tactic to destroy marines properly. Rush is not your friend when playing with sensory first. Instead, a group of skulks should sit outside the marine spawn, or at vital choke points, and wait. This requires patience and timing on the aliens part. Instead of charging head long, you cloak and wait. You see a marine, you wait. He walks up to you, you wait. You wait for him to turn his back to you, and walk away. Then you charge the unexpecting marine from the rear bite him his two bites, and he is toast. Then you sit and cloak. Rinse and repeat. A group of marines is no different. You just wait until they all pass you by, then you go from back to front. A single skulk can easily take out four or five marines in this manner. I've done it plenty of times.

    Gorge-
    The gorge is key. Since this works best if done immediatly, he should for go building res towers, and opt to get sensory down fast. At least one, preferably two, then go for res. Any skulks with 23 res should gorge, put down a sensory, then skulk. This can be done so the gorge can cap res. The gorge also provides you with your mobile Defense chamber. A cloaked gorge makes a good healer. He hides unnoticed and heals up any skulks that need some good healing, while he waits for his res. Heal spray also heals offense towers. Defence isn't needed for offense towers, in fact offense towers aren't even needed if pulled off well enough. If the skulks are doing well, the marines will have trouble even walking out of there base.

    Lerk-
    This presents a good opportunity to lerks. They can sit from a far and spike marines, then cloak. Spike, then cloak. It makes finding his position fairly difficult, if done to a good effect. If you spike, the fly away, and cloak, it sets up a good ambush for those marines that travel out to find you. Sitting in vents provides a good vantage point most the time.

    Skulk-
    Besides the combat mentioned above, skulks also have a good opportunity to set up parasiting. Many maps have places you can sit and observe the marine base and parasite them as they spawn. They can't find you because of the cloaking. This isn't effective once the observatory goes down, but more on that next.

    Dealing with observatory-
    Well if the combat is done well enough in keeping the marines inside the base then it gives you a good advantage. First off, it keeps them from expanding, which is one of their biggest advantages. Second, it chokes them out of resources, which everyone needs to survive. And this is the biggest counter to observatory. If they have no rescources then they can't build one. If they do get one up, just move your ambushes back a bit, and wait for a good lerk to take it out. A rush on the observatory by a group is a bad idea, as you need to keep a constant ambush waiting for them outside the base, but a lone skulk or two could make good with a rush on the observatory.
    Psycological-
    This creates a huge psycological effect on marines. If they get killed by invisible stalkers, then they will become very afraid. Fear is good for aliens to create in their enemies. It will make them nervous and jittery. They will waste ammo firing into random spots. The comm will use up res attempting to ping the aliens. And if a couple lone skulks just wait at random spots on the map, then it will create fear through out the map, as there is always a chance to die if you are a marine, and not know it.

    Second hive-
    The chamber for second hive should be movement, and you should pass up adrenaline for either celerity or silence. Silence is good for skulks, adrenaline is good for lerks, and celerity for gorges. Silence lets the skulks set up better ambushes, adrenaline lets the lerks spike longer, and celerity lets the gorges respond faster to attacks with his heal spray. Web becomes invaluable at this point. Nothing like walking into webbing and then being eaten by a skulk you can't\didn't see or hear.

    Third hive- At this point, game is pretty much over. If a decent job has been done to this point, then the marines have nothing, and you have everything.

    Disadvantages-
    Requires a high degree of patience, discipline, and orginasation to pull off. If the team lacks in any of these, then this strategy won't work. This is the key factor in this strat, and the factor most players lack.
    If if isn't implented quickly, it won't have a good effect. It must be implemented withing the first five minutes or so, before the marines have a chance to expand into heavily fortified positions.
    A prolonged observatory operation will limit effectiveness, as you must move farther away from the base to become cloaked.
    Ambush points must be varied a bit. Most players can't do this properly.
    Requires a slightly higher degree of skill than most players have.
    Requires open minded players. This is the number one downfall of this strat. Players shoot it down too fast because it is new.

    Just some stuff I've worked on for you guys to flame, complement, comment, post randomness here or whatever. Have fun with it and thank you for reading. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sYn did this about 1-2 months ago, its nothing new. Also Sensory chambers are cheap enough to block yourself into most hives, so that JPers cannot get through. It is tough, but i would still recommend defense over sensory or movement.
  • 2of12B0RG2of12B0RG Join Date: 2002-12-21 Member: 11285Members
    Every game that I have played sensory first has been a staggering alien win by far. I DESPISE defense first. Don't get me wrong, I can skulk rush just as good as the next guy, but my preference is the sneak attack.

    1. Marines fully expect the defense chamber first EVERY game. There is no exception. The first cloak ambush you make always takes them by surprise and usually every marine falls to it.
    2. When the marine team realizes you have cloak instead of defense, it's demoralizing and scary for them. They don't know where you are. I myself destroyed a 5 marine squad inside an empty hive by killing 2 of them then hopping up to the ceiling to re-cloak, and then took out the rest. After I ate the first 2 marines the rest of them used ALL of their ammo to shoot the walls, floors and every place where I wasn't.
    3. In response to Twisted master who wrote that "You can't chomp three times before a marine can shoot 9 bullets into you." Yes, you can, if you do it the right way, and that is waiting for that marine to put his back to you. When you engage a running marine from behind and start chomping his backside, he won't turn around to see you before he's dead.
    4. Yes, when the motion tracking goes up you lose a bit of your invulnerability, but again, as stated before, by the time motion tracking is going up or shortly after, the gorge should be well over halfway towards saving for the second hive, if not having it already building. Defense chambers appear shortly after.

    Everytime my team goes sensory first has been a win. Mind you I only play at a server that I would conjecture to have 90% regulars at any given time of the day. Regulars I have known since 1.0 .
  • Dan_ForeverDan_Forever Join Date: 2002-08-02 Member: 1054Members
    My standard tactic for marine is 1 ip, 1 armoury, 1 obs and mt. So for marines I usually have MT up within the first few minutes of a game.

    I do miss the advantages of cloak, but the problem is, the only advantage (pre 1.1) of the SC is cloak (feel free to prove me wrong), whereas a DC has regen, cara and redemp, and MC Adren, celerity and silence, all useful at different points in the game.

    Thinking about that though, it might be an idea to get MC or SC first, for silence or cloaking respectively, and then get the other when the 2nd hive is up, finally getting DCs if and when you get the final 3rd hive. Cloaking + Silence = THERE'RE COMING OUT THE WALLS! ARGHHHHH
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    Sense first need to be used very specifically to be of proper use, especially in pubs, and as ive seen as far as even in clan play, most people don't use it properly, and to expect a team to use it right is too much to ask for.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin--Catpoker+Apr 9 2003, 02:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catpoker @ Apr 9 2003, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if you cant kill a marine while uncarapaced:

    am·bush
    n.
    The act of lying in wait to attack by surprise.
    A sudden attack made from a concealed position.

    Those hiding in order to attack by surprise.
    The hiding place used for this.
    A hidden peril or trap.


    tr.v. am·bushed, am·bush·ing, am·bush·es
    To attack from a concealed position. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    its called scanner sweep... cough
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited April 2003
    Problems with your strat are as follows:
    Hive cannot heal itself fast enough with no dc's, meaning that if the marines ever broke through your 1st defense line it would be gg.

    It would be somewhat impossible to take out expansion rsr nodes since you have no cara to take on the marine.

    They jp rush and you cant heal hive/have lerkers because all your skulks went gorg at 23.

    In response: Building sensory can lead to an easy hive camp on hives such as powersilo, cargo, viaduct, maint... etc... A very ineffective way to guard the jp rush because of two reasonse: No hive healing and all your skulks went gorg which was listed above!

    As for sensory towers blocking the ways in *listed by firewater* This could be an effective use, although they can always siege.. which would in effect slow down their marine victory, you would have to be sure not to let them rsr expand to much.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    The *real* problem with Sensory first is that you can not attack. The moement you let a marine get out and set up, you are basically gone. I've gone sens first plenty of times and it usually works out like thsi:

    Marines get heartattcks and die from the first ambush.

    Short period of confusement from Marines, Marines wander out and die some more.

    Marines get assertive (haha, they went sense first, n00b gorge).

    COM starts scanning ahead of marines advances, skulks drop like flies, OR a Marine has managed to put up a phase somewhere and skulks drop like flies trying to take the mini-base down.

    Marines either just go kill your hive with whatever they got or secure both hives and tech up.



    Even in the rare cases where we have gotten two hives we have usually lost. Fades and Lerks without either carapace or adrenaline aren't even half as usueful as with it. Sens first guarantees a fun game, but almost guaraantees a loss as well, unfortunately. It takes *Way* more out of your skulks, not just skill but tactical thinking as well and it makes it impossible to *attack*. Defense is (ironically) the strongest for attacking and pretty much as good as sens for defending, which is why it is tthe most popular choice.

    Move has the advantage that once 2:nd hive is up you are good to go, and if used strategically the first hive will be easy to defend (getting MC's up at good places means that skulks can teleport back when hive is under attack). It also makes the lerks great, now a lerk can take down structures really fast.

    As much as I would like to believe that anything other then D-->M is a valid choice, I can't. It just cripples the teams offensive (sens) abilities as well as the defensive (move, other then hive). I'd rather go with Movement if I couldn't get D.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    I'm surprised you see Movement-first so rarely.

    Celerity is great for combat skulks and gorges.

    Adrenaline gives you machinegun lerks, who can sit on the hive and spam endless spikes at intruders.

    Silence is perfect for ninja skulks.

    By comparison, Defense seems clunky and inelegant.
  • Extra_Surly_ChickenExtra_Surly_Chicken Join Date: 2003-03-12 Member: 14425Members, Reinforced - Shadow
    Now you mention it, I don't think I've ever seen movement used first!
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Interesting replies. Enjoy reading them. Some good points brought 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-->They jp rush and you cant heal hive/have lerkers because all your skulks went gorg at 23.

    In response: Building sensory can lead to an easy hive camp on hives such as powersilo, cargo, viaduct, maint... etc... A very ineffective way to guard the jp rush because of two reasonse: No hive healing and all your skulks went gorg which was listed above!
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This would only be one or two skulks max, as it is just a way to accelerated the 3 sensory aquirement, and to allow the gorbe to save for more res or for the second hive.

    And scanner sweeps would only be a problem if they built observatory after their ip and armory, because if the marines are contained enough they will have limited resources, and marines won't always realize that the aliens went sensory first off.
    And needing carapce to off marines. In a lot games, dc's aren't even built until the second hive is up and going anyways, so you are without it for that part of the game, and skulks seem to not have a problem killing marines then.
    The only big problem that can't be thought a solution is that of organization. In a pub, this would be near impossible to do, as organization is minimal most of the time. However, a clan that practices regularly can get great organization, and would benefit this greatly.
    Just some more stuff to chew on. Keeps post coming.
  • CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
    Unless cloaking suddenly works WHILE moving, this ain't gonna work too well. I just can't see it happening. You know how 4 turrets are hard to take down while celerity skulk + cara? Imagine trying to take down 2 turrets with NO cara and NO celerity.

    Sitting duck.

    I can see movement first as being doable in the near future (*cough* 1.1 *cough*), because of speed for certain skulks, silence for others, adrenaline for gorge and early lerks (OMG, 1 HIVE Lerks USEFUL!).

    Sensory still just doesn't cut it, maybe some of the 1.1 changes with sensory remain unannounced though...

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • Reaper2Reaper2 Join Date: 2003-04-07 Member: 15283Members
    Didn't I play with you the other day? I seem to remember doing so. I liked that SC's went up first. 'course that was after we won. I was confused as to why you didn't want to put up some DC's and I couldn't heal myself...but hey, it worked.
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    If you're a gorge, cloaking is a life-saver. Usually if a marine sees you, you're dead unless there is support nearby. Cloaking and waiting for the marines to run by you is much better (plus you can report where they're heading to).

    Best fun I've had with cloaking was in ns_bast. I found a dark corner on a wall in the marine base and cloaked, then spent twenty minutes parasiting each and every one of them as they spawned. It took them a *long* time to find me because I was careful only to shoot when their backs were turned, and with full cloaking you're only visible for a fraction of a second.

    sensory si teh r0xzors!!!!1!
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    IMO the biggest underlying problem with sensory first is the second hive chamber. If you get sensory first, by the time your second hive is up in general marines will have one of the following: a weapons upgrade, an armory upgrade.

    Defense second:
    This looks like the 100% sure choice chamber to be able to keep your forces healthy, and your towers. The problem now arises that without motion... fades and lerks suck. Maybe people just need to learn how to fade and lerk without adrenaline, but until then this fact is true. Sure you can now sit around defending your base like nobody's business, but assaulting a marine encampment is NOT going to be easy without being able to spam attacks as you would be able to with adrenaline.

    Motion second:
    So you now have motion, and you can hide and kill like nobody else. You stated earlier that after getting cloak, most likely the 'rines would go for motion tracking. Without defense, and them being able to find you, you reeeeallly need to kill them before they get many shots off. Attacking is relatively easy as you can spam, but youre going to need a gorge for healing backup.

    Can sensory first be done? Sure. Is it the best "tech-tree" path? I can't answer that. IMO, until the next patch comes out, I'm sticking with defense first.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    holy cow thats one gigantic illegal sig image
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    movement chamber first <b>is</b> something that is viable in 1.04, however I'm sure that 1.1 will have something to say about it...
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