The Problem With Sensory.
El_Pollo_Loco
Join Date: 2003-06-11 Member: 17255Members
<div class="IPBDescription">Aliens should use a diffrent 1st chamber</div> Well after playing LOTS of 2.0 games I can say that over 90% of the time aliens choose Sensory as their first chamber. This may seem like the best idea for aliens however as a marine commander I have used this knowledge to beat the aliens 9 out of 10 games.
Let me state the problem with Sensory First: Sensory Upgrades suck for fighting marine bases and turret farms. Sensory's strength lies in ambushing.
When commanding I go straight for a 2 hive lockdown when aliens have sense, (Getting all the res and electrifying it along the way).
Onos fall with ease when they don’t have a movement or defense upgrade and a few 20 res Observatories make all the time they spent covering the map in sense chambers useless.
I find it still rather easy too win even with a 1 hive lock down (as long as you protect your res) because aliens usually get defense over movement. Therefore they can't teleport to hives that are under attack.
I find that as aliens Movement is a better 1st chamber choice than sensory. Silence allows you to be stealthy in the early game, Celerity allows you to scout better, and Adrenaline allows you too turn the attack power up, and when the 2nd hive goes up you have a great way of getting back and forth between your two hives. Should the marines camp the 3rd hive you will be able to get Defense chambers as well and have the best two upgrades for driving them out.
Let me state the problem with Sensory First: Sensory Upgrades suck for fighting marine bases and turret farms. Sensory's strength lies in ambushing.
When commanding I go straight for a 2 hive lockdown when aliens have sense, (Getting all the res and electrifying it along the way).
Onos fall with ease when they don’t have a movement or defense upgrade and a few 20 res Observatories make all the time they spent covering the map in sense chambers useless.
I find it still rather easy too win even with a 1 hive lock down (as long as you protect your res) because aliens usually get defense over movement. Therefore they can't teleport to hives that are under attack.
I find that as aliens Movement is a better 1st chamber choice than sensory. Silence allows you to be stealthy in the early game, Celerity allows you to scout better, and Adrenaline allows you too turn the attack power up, and when the 2nd hive goes up you have a great way of getting back and forth between your two hives. Should the marines camp the 3rd hive you will be able to get Defense chambers as well and have the best two upgrades for driving them out.
Comments
Come to the Mr. Men(212.42.13.26:27015) server i've never seen rines win! And if wot u say is true we need your help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Attack = Movement chambers. Fades. JP. Shootgun. Observatories.
Expand = Sensory chambers. Onos. TF. GL+Mines. Sieges. Electrifiing.
Defend = Defense chambers. Lerks. HA. HMG+Welder. Turrets.
NS strategy can be soo easy.
Sens first only works because comms dont use scanner sweeps , MT and there are too many ignorant rambos on publics.
And I ALWAYS get called an "IDIOT" on publics when I drop MC first.
ahhhhhh a newbie run for the hills, <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> only j/k SOF is in effect the aliens wallhack now lvl 3 shows up all marines tho walls at quite a large range (the red dots) lvl 1-2 are less good as the marines have to be close to u before they show up in short its the marines MT with a range limiter
SoF is by far the best sensory upgrade for any alien class. It detects any marines in range, and shows them on hive sight as if they were parasited. The reason you thought it did nothing was that there weren't nay marines around you when you used it.
Berger, I thought SoF only detected injured marines...
And nothing beats a digesting onos with a scent of fear trail coming off its ****.
ahh another newbie thier breading lol that was in 1.04 it now shows up any marine the cl_autohelp is still wrong.
but it is so cool to have people argue which is better
sensory or movement :-)
that was the point of this release to make aliens use different upgrades
in different orders
defense is ignored right now but i bet it will become popular again as time goes on.
i still use its upgrades if available
BTW: I usually get the NOOB comments when I want movement first so I do the American thing and gorge and drop a Movement in the hive before the first sensory is laid.
ahh another newbie thier breading lol that was in 1.04 it now shows up any marine the cl_autohelp is still wrong <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
What? Are you being a troll?
CHUCKLE
Plus you have to realize that the chambers have to be viable later in the game... carapace and adren have worked for me since 1.0 ... and this is no different. Once those 2 are up it takes a full squad to even get close to killing me. With the addition of metabolism it just added to my tactics... the biggest boost to fades ever. It is the ultimate squad killer... onos are for heavies and turrets
Attack = Movement chambers. Fades. JP. Shootgun. Observatories.
Expand = Sensory chambers. Onos. TF. GL+Mines. Sieges. Electrifiing.
Defend = Defense chambers. Lerks. HA. HMG+Welder. Turrets.
NS strategy can be soo easy."
I can agree with this idea, but I think its a bit off, see what you think of this instead.
Attack/Expand= Defese chambers(carapace for attack, redem for attack, regen for defense(quick health without having to get a gorge)
Defend/Attack= Movement(Silence for defense, celerity for attack, adren for both)
Expand/Defend= Sensory (clocking for defense, SoF for attack)
I think the strategy is even deeper, as each chamber has a two part focus, but not enough to not leave it open to a direct counter, as you already did a great job of showing.
If the team decides on sensory first then I immediately go gorge and drop sensories near the first res towers the marines are likely to take. I then go back to skulk and rack up the kills as the marines fall into my trap.
Sure the comm can scan, but then I run away until the scan ends. Then I eat the res tower. In the early game, an observatory has little energy for repeat scans.
The problem would lie in the marines finding your sensory chamber and destroying it. I guess that means you have to be creative with your chamber placement.
All in all, if you choose sensory first then you must be prepared to ambush the marines before they can farm up an area, thus eliminating the need for adrenaline bile-bombing.
After all, the comm can only scan so much...
Yeah. They got back to the whole '1.04-without-defense-chamber-first-equals-instant-lose' thing, only this time it's with sensories.
Come to the Mr. Men(212.42.13.26:27015) server i've never seen rines win! And if wot u say is true we need your help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
thats cos weve got so many class skulks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
and besides ive got a fair few comm wins there ( and *grumbles* shoulda been wins - 2 times with full tech rines and near total map control ,and they blow it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ahem <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)