What Is Wrong With Sense Chambers
necrosisl
Join Date: 2003-06-24 Member: 17662Banned
<div class="IPBDescription">seriusly i get kicked out of games becau</div> [FONT=Times]OK,so im in some game and join the marines,and after abuot ten minutes we have heavy armour and everything and were doin great.then after about another twenty min later the game ends, and i rejoin the marines needless to say the aliens whip us and so i join the aliens for a change everthings going kinda slow you know like were getting hardly any res and skulks keep leavin the hives un defended so i decied "screw their only one gorge rule and start building TONS of stuff you know offense cham everywhere and stuff and everything gets pretty even,but then the marines start to get thier act together and start takng down our stuff so im thinkin to myself "better get some upgradse up and runnin"so i set up a sense chamber 'cause there so usefull {cloaking} and we needed the element of suprise so as i build the third one the team {alien}starts to argue about wheter i should of built them or not so in the end everyone left seen as the server was on my side SO i want people who disagagree to <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> give me a good reason why!
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Comments
Sensory upgrades are agreed upon by 90%+ of the community to be the worst upgrades. This is because the only worthwhile upgrade(Cloaking) only offers a reactive stratagy to the skulks. The skulk has to hide somewhere and cloak hoping the marines pass by. We all know the key to alien victories are no allowing the marines to gather res and expand or tech up. Sensory dosn't help at all here. DC's give cara, the extra 50% or so damage you can take helps in any situ, redemp, good for getting a gorge out of trouble vs rambo lvl 1 marines and regen useful for hit and run. MC's have celerity for closing the distence quicker or waddling away at speed for the gorge and Adren for unlimited(almost) lerk spikes and flight and heal spray for the gorge.
In the game you described the marines had already built up alot of momentum and sense would do nothing to help the team counteract that.
As for the sensory chambers, I'm willing to give them a try in public games. If for nothing more than to spice things up. However, they are not the best first upgrade to get in my opinion. While cloaking can be useful, the actual chambers are completely useless. Your entire team skulks are an extremely mobile pack of combination sensory/offense chambers. If they are good and have voice, they should know exactly what the marines are doing. Since they should be providing you with all the "sensory" and "offense" that you need, you should be placing "defense" to help them out.
sensory helps there so much its not even funny.
I do agree with that. Im the senosry master. U can only use on maps with only a few routes, and if you use it RIGHT AWAY before the rines can expand well.
P.S. I am possible the only person ever to be banned for building D.C.s first. I swear it was an accident.
sensory helps there so much its not even funny. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Only way sens might help is if you put them on res noz. Other than that NO. Ok you can ambush some marines, but what if you need a fortified area down? Good luck on that one, 9 lmg bullets and you go down. Also, if you get the 2nd hive (not gonna happen) are you going to put DC or MC? If you put DC fades lerks are pretty useless, if MC lerks are useless and fades not very good.
Don't forget, MT overwrites cloaking pretty much. Now have fun with your sens...
Scent of Fear is useful to find that last marine, but that's about it for me.
sensory helps there so much its not even funny. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Only way sens might help is if you put them on res noz. Other than that NO. Ok you can ambush some marines, but what if you need a fortified area down? Good luck on that one, 9 lmg bullets and you go down. Also, if you get the 2nd hive (not gonna happen) are you going to put DC or MC? If you put DC fades lerks are pretty useless, if MC lerks are useless and fades not very good.
Don't forget, MT overwrites cloaking pretty much. Now have fun with your sens... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
How are rines suppose to fortify a new base if they can't leave thier old one? If you use sensory you got to make sure you drop it early enough to contain them.
And also. Lerks and fades own even without adrenline. And if you contained them right, then you surely wont need it. Never get mc second though. Itll be to hard to finish them off.
It's been discussed to death already and you all know this, or should know. The consensus is that in certain specific cases with certain teams sensory can be useful, but even in those scenarios D or M would be at least as good. In 1.04 sensory is for fun only.
Cara does a much better job of keeping marines contained, distence is the marines greatest advantage and sense does nothing to help close it.
Have a couple of skulks camping the marines exit and kill them as they leave, cara gives you and almost 100% in the probability of killing a marine 1 on 1 and seeing as how most stay in a close group a much better chance vs 2 or more. Build a dc or 2 near there for them to run and heal and you can with a bit of luck (and depending on the map) keep them contained almost indefinatly.
While if you cloak in a corner near some place you're just hoping that the marines are going to come that way and if they don't you might aswell be afk for all the good you're doing the team.
If you were a skulk with sense only I don't beleive you could've killed 1 HA/HMG let alone multiple ones.
Sense is not an effective 1st hive chamber. 2nd ok Ill let it slide...3rd ya well thats all you can do then eh? =P
Also necro tip please use paragraphs or some form of separation and capitalization. Its hard to read your posts.
While if you cloak in a corner near some place you're just hoping that the marines are going to come that way and if they don't you might aswell be afk for all the good you're doing the team. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If your just hopping they come by you surely dont have the slightest clue what your doing.
Also, how are sensory suppose to help take out a locked down hive?
A good advice: Always build defence chambers, unless most of the team agrees on sens or move.
2nd perfect points. Love you green man! =P </span>
Could you enlighten us to your Uber133t cloaking tactics then?
I always thought you couldn't move while cloaked...but maybe i'm wrong. Aside from helping you camp in a dark spot outside their base what else can cloak do?
Also you still havn't told us how cloak still rocks even when they marines get MT 4 mins into the game.
And necrosisil, I'd have to agree with the other poster, if you were playing a clan match and you managed to kill more than one HA marine with just cloak the clan you were playing against need to be disbanded right now and obviously weren't good enough to even qualify for a league. Was it the [NO-CD] clan by any chance....heh.
They have ha/hmg and you have only sens, and still you manage to kill several of them? That's the worst lie I've ever heard. And btw, which grade in school were you on again?
It's been discussed to death already and you all know this, or should know. The consensus is that in certain specific cases with certain teams sensory can be useful, but even in those scenarios D or M would be at least as good. In 1.04 sensory is for fun only. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
wow you dont read well do you. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Err..? You claim you can contain marines with sensory. Observatories negates cloaking, as does scans. What am I missing here? Or did you use invisible ink to make another point that I missed?
And how made up is that example with the HA? A cloaked skulk gets the jump on a HA. Ok, you need to get 10 bites in assuming he doesn't have any armor upgrades (yeah, right). He has to get what, 5 shots in on you with a HMG... 5-6 skulks might have had a small chance. Made up anecdotes aren't really valid arguments.
Please tell us where you play so you get more credibility to your claims (and so I can come there for easy kills, heh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ).
[Offtopic]I can't use color anymore, comprox told me not to <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.[/Offtopic]
EDIT: Damn you beat me to it Stone <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
When to use it:
- if the marines are waiting a moment before they leave spawn, or if the marines relocate to grouped together and are setting up a new base with no more than 1 wanderer wandering around.
- and if the marines base has limited exits
- prefferable a 8 o 8 size team as to cover more areas.
Example:relocation generatos on ns_cages. All marines camping gen hive setting up base. Only 2 base exits. Front door and back door. First forks in the road are way down at the big room before the hall to shipping tunnel and the other fork is past marine start. Basically no forks for a really long ways.
What to do: DROP SENSORY RIGHT AWAY. 1 Tower to start with. Dont worry about three till later.Camp and Contain. Cloak spread out along both exits along places where youll blend in better with your only 90% cloaking. Preferibly on the Ground around corners or in darker areas. Beware of steam map effects and such. The plan is kill anyone who leaves base. If they travel in groups wait till they are in the middle of the most amount of skulks first then attack preferebly with the furthest skulk from their base attacking first in their faces so other skulk can attack their backs. With this kind of containment you can prevent marines from getting much res, ( in the case of generators no res for a long time) and in the meantime your gorge caps res and throws up a hive.
Why counters dont work well.
Obsevatories: Well they only uncloak you for vary limited range. If there a ob in gen for example, it wont auto uncloak the other side of gen. MT is cost 45 res. Thats alot a res for a team with limited res but still yes it is your worst enemy. However if you hold positions well and don't move often most likely only 1 will get caught and have your blue dot location remembered and killed. Scanning doesn't work as well as one thinks cause if you picked a good map to camp on, it would take quite a few scans to scan an entire area. You stay spread out so limited amount are unconvered per scan. And scanning is very expensive when rines have limited res. With all the money spent on observatory stuff they rines probably wont have enough money for more than 1 or 2 other upgrades by the time you get second hive. The DCs go up right before the rines get organized and save up enough money to brake through the lines. If they do brake through o well, you have a second have with vanilla marines running around vs your new cara and in a few minutes fades. Pwnage.
Jetpack: At first sign of jet pack, your lines of cloaking aliens should shift slightly to places jps would go I.E. someone hop in the vent or to the smallest tightest passages of the exits. If there a door the jp must open, make sure its closed kill him when he opens it. Simple as killing the jp as h flys by. Sounds tricky but suprisingly easier then you may think when they dont know where you are. U should have a hive going up by the time of an attemp at this. And any attemp of this will be done most like with a couple lmgs jp or at most 1 hmg jp with level 0 bullets.
Gorge: should drop 1 sensory tower ASAP if you decide its a good situation. Cap only about 2 rts more, drop last towers anytime you got excess res and throw up the second hive asap.
If the line of containment fails early, then if you got good figting skulks then try and fight them back in to containment. That can be hard, so its usually better to drop to a more defensive position and camp the hive areas u want/have.
following this simple strat is Very Very effective.
Another tip is use baiting if you need to. 1 skulk runs in the distance annoying with parasiting, marines get distracted, bam ambush.
Or the MT ambush. skulks stand perfectly still. one person keeps moving showing up on MT, marines get distracting trying ot keep track of blue circle, bam ambush.