Favorite Chamber

TiberRaptorTiberRaptor Join Date: 2003-06-13 Member: 17356Members
I was playing NS one night as a gorge when I got chewed out by one of my fellow aliens for building sensory first so as to provide a cloaking field for attacking aliens to sneak up on the marines. He told me that Defense was always built first, than movement, than sensory, and that to argue with him was liek disobeying God. Ok, well, I've played on a couple 2.0 servers, and found that players have now changed their chamber building order. They used to build dcs first, and scs last - but now I see a trend in building scs first to provide cloaking cover for any adjacent res towers, offense chambers, allies, or later chambers. Truthfully I don't give a damn how bad cloaking is, I have been saved by it on numerous occasions - the enemy marine hearing me and coming to invesstigate, only to find me long gone, so he thinks. It normally works, so I continued on in my new pattern, because the sc now has much more to offer than before. Not to mention that mcs are worthless as structure alone when you only have one hive, and in 2.0 most structures heal themselves, making the dc not as important. So, tell me, which way do you think it should go?

Comments

  • KimpanKimpan Join Date: 2003-08-09 Member: 19307Members
    i always have like 30 - 40 rs when i start to gorge so then i build like 2 - 3 offence and usually 1 rs building, and defend them and heal them and when i get 10 rs i build sensor and then defence chambers.

    sensory arent so important to build first if you want to give you buddys cloak, all people often have cloak upgraded anyway.
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    I don't like the cloak upgrade much myself. The cloaking noise always gives you away, especially when moving around near a SC, since your cloaked anyhow. SoF is the way to go with sens chambers.

    As for favourite chamber? I'd say movement, because i *L O V E* silence <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    <!--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-->
  • TsungfaiTsungfai Join Date: 2002-12-23 Member: 11454Members
    MC's are not that useless, sure by itself it's useless but "Silence" is deadly with a skulk. Plus, if built near a group of OC's it will fire faster. Or so I heard.
  • KimpanKimpan Join Date: 2003-08-09 Member: 19307Members
    i love cloak myself just hide ner there base, wait until 4 marines come very close and just kill them haha that is a wonderful feeling when you kill 4 marines like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • 5c0ut-WHoR35c0ut-WHoR3 Join Date: 2003-05-14 Member: 16288Members
    I heard having a movment near a building hive makes it build faster. Or am i wrong? :\
  • TiberRaptorTiberRaptor Join Date: 2003-06-13 Member: 17356Members
    I like to play as gorge, so I normally have redemption (since carapace has lost some of its effectiveness now), cloaking and silence, or celerity depending on how combative I want to be. I didn't know mcs had other uses, and frankly can't get them to teleport me to the right hive when its necessary, so I only build 3 of those (or one near an outpost in case someone needs to quickly escape). As for SoF, I haven't really used it all that much (if at all for the 2.0 version - is it better now?) Thanks for the input.
  • PathPath Join Date: 2003-06-28 Member: 17745Members
    Over the course of the betas, movement chambers did all sorts of wonderful things. A few things they used to do were making OCs shoot faster, making players spawn faster at hives, and making nearby building hives build faster.

    For one reason or another though, thes things were removed. All movement chambers do now is teleport you between hives and provide the 10% energy boost. (in standard 2.0)

    Path
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    I am also getting pretty damn tired of getting sensory chambers first. Wow, we can cloak resource towers, good for us. Marines just walk around a room constantly knifing/welding until they find the chamber, and its bye-bye Mr. Only-line-of-defence-for-a-resource-tower. Or they knife the tower directly, then get the SC.

    Movement chambers are definitely very cool because of silence. Its awesome to see one marine following a bit farther back from another, so all you gotta do is run up and silently bite the rear one, then go for the one in the lead who doesn't have a clue that anything has happened.

    Also, defence chambers are good for regeneration for when I'm a lerk in vents and such.
  • TiberRaptorTiberRaptor Join Date: 2003-06-13 Member: 17356Members
    While the pattern should be varied according to marine movement, scs are still cool. For some reason, marines in the games I play never realize that the res tower was cloaked before they kill it. The noise it makes is what gives it away, not them welding, looking for it. But they never find the sc... just not worth the time I guess... even though I often times come back to find it still there, providing cover for the ocs that I end up building.
  • NevermoreNevermore Join Date: 2003-08-09 Member: 19215Members
    i dont think theres any one "best" chamber, thats for sure.

    i like SoF, everything move has, and regen (i friggen hate redemption).

    im just tired of people going "OMG YOU *************** n00b! xyz chamber first?!?!?!?! we lose now, i quit. MORON! F4 F4 F4 F4 F4". and it happens constantly
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    Cloak hell..you should build sensory first for the Scent of Fear! Nothing like having your own personal obs.
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    Well, It's always been my opinion that people should ask everybody what they want first. Most the time they don't and just drop whatever -they- personally want, which is not okay.
  • Vash_Fourty_Five_LcVash_Fourty_Five_Lc Join Date: 2003-06-01 Member: 16913Members
    Very true. Whenever I'm forced to go gorging cause no one else will, I always ask over voice comm what everyone wants and take the majority vote for first chamber. Just good to get some opinions, plus I don't know all the new maps yet. Bah. Meh two yen.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    My favourite chamber is movement. I like every single one of the movement upgrades; if it were possible I'd get all three of them and none of the others <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • clamatiusclamatius Join Date: 2003-03-27 Member: 14948Members, Constellation
    This is a team game, so you should always ask if you're a gorge about to build the first chamber.

    That said, my vote would go to movement pretty much every time: as SoulSkorpion says, all the upgrades are amazing and they're particularly good on the higher lifeforms. The teleport to hives and adrenaline boost round them is just icing on the cake, although obviously the teleport is the main bonus feature.

    Sensory can be useful: SoF is fantastic and the area effect round the chambers very good, but if the aliens get into a losing situation and the only chamber you have is sensory you are pretty much screwed. Either movement or defense helps with a comeback, but sensory doesn't really do that. It's a defensive upgrade which helps prevent the marines from expanding, rather than an offensive upgrade that lets you break into marine strongpoints.

    I tend to go M->D->S if noone cares on the team: celerity/regen on onos is very good for nibbling away at marine bases (if an onos can "nibble"...), and adren/X on a lerk makes for great support.
  • MeLeNkOMeLeNkO Join Date: 2003-04-06 Member: 15240Members
    Well has to be the DC

    one thing i hate is when cos 1 person doesnt like what a gorg has done u go act like u wanna chew HE IS THE DAM GORG!

    but i allways like to go gorg straith away with some 1 else go to the hive by then i have 35 res so its up straight away lol
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    Maybe the aliens should vote on chamber order before the game begins (just like the marines should vote on a commander?)

    Anyway, my pet peeve are gorges that use sens solely to cloak a res tower. This is just pointless: because the tower, even when cloaked, makes the white "steam" go away, it's obvious that there is an alien res node there with or without cloaking. It's basically a waste of ten res that could be better used elsewhere to set up an ambush.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--clamatius+Aug 10 2003, 03:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (clamatius @ Aug 10 2003, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This is a team game, so you should always ask if you're a gorge about to build the first chamber.

    That said, my vote would go to movement pretty much every time: as SoulSkorpion says, all the upgrades are amazing and they're particularly good on the higher lifeforms. The teleport to hives and adrenaline boost round them is just icing on the cake, although obviously the teleport is the main bonus feature.

    Sensory can be useful: SoF is fantastic and the area effect round the chambers very good, but if the aliens get into a losing situation and the only chamber you have is sensory you are pretty much screwed. Either movement or defense helps with a comeback, but sensory doesn't really do that. It's a defensive upgrade which helps prevent the marines from expanding, rather than an offensive upgrade that lets you break into marine strongpoints.

    I tend to go M->D->S if noone cares on the team: celerity/regen on onos is very good for nibbling away at marine bases (if an onos can "nibble"...), and adren/X on a lerk makes for great support. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Against a not-so-good commander, sensory rocks because they don't scan. Also, it's very map dependent - on eclipse and veil, for example, the extensive vent system makes it simple to cover important areas in sensory without the marines having an easy way to get rid of them (siege, JP or GL needed to clear them).

    Sensory has some offensive power, if you can sneak one up on a base without observatory.

    Late game, an extensive sensory network means you negate the marines MT.

    However, all that being said, against a good marine commander, I prefer to go movement first, then DC, as you can expect that marine commander to have fortified/relocated to a hive. You really do need movement then, to give celerity to the onoses and adrenaline to the lerks/gorges. Not to mention that getting a few MC's up at the frontline allows lerks to spam out umbra/spore continously.

    Movement also allows a gorge to take out small marine forts twice as fast.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Its great how everyone has a favorite chamber, theres not a standard build pattern any more, personally I prefer sensory because of the cloaking field, i can surprise 3 marines and kill them all when im cloaked, as a skulk.
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