Tired Of
Redmonkey
Join Date: 2002-11-10 Member: 8052Members
<div class="IPBDescription">n00bs who know nothing. M/S/D order post</div> I've been playing religiously on the Redphive's three servers since the day 2.0 was released.
The first week, week and a half, everyone was throwing down SCs (More for the nifty invisibilty of cloaking than for scent of fear). Then, after about two weeks, people tried DCs first, sometimes worked, sometimes not, and it was generally agreed upon that DCs are best left for second upgrade. Then the next week was all about the MC.
Personally, I think that on a public server, MC is the best to drop first. (Due to the unorganized nature of most public play. This says nothing about organized play or clan play--There are numerous ways to use the chamber orders)
In my opinion, one of the alien's greatest advantages is that they get res for kills. Because of this, I, and a lot of other people on the r5 servers prefer to drop MCs first. A skulk with lvl3 celerity is almost impossible to be killed by most pub play marines. They just don't have the experience or aim to hit a skulk moving at 200 mph. In the first minute, three movements dropped, and most often if you're on a large server, with say three gorges, 8-10 skulks immediately going celerity and either rushing marine spawn or securing a double res or a hive, it almost always spells easy win for aliens.
All the chambers are very useful, but you also have to be thinking ahead. If the rush doesn't work, skulks with celerity harrying marines work brilliantly, letting the gorges get out and get res and get that second hive up. With a couple skulks saving for onos, they can hit onos incredibly fast. The fastest I've hit onos is around 9-10 minutes, and I've seen someone do it almost at 8 minutes flat.
But once you get an onos, I'd rather have celerity than SoF/Cloaking. Once that second hive is up, onos with celerity/redemption should be able to win the game.
I'm more than a little **** off, because I just got called a n00b earlier today because I dropped movements right off the bat. One or two others said "Oh ****, we lose! n00b didn't drop SC!"
me: "Why is SC better? For cloaking? That draws out the game and just makes it harder on us. SoF? That's sweet, but skulks racking up res kills with celerity and parasiting every marine is a lot more efficient than hiding in ceiling corners."
They had no counter argument, but kept calling me a noob.
The people who are n00bs are the people that have no longterm strategy or foresight, and don't know how to play as a team. Had they listened to me, we would have won immediately. As it was, it only took us twenty minutes longer to win rather than winning in the first five minutes.
Has anyone else had this happen to them? Some kid with a ten or eleven year old sounding voice calling them a n00b because they didn't drop an SC first?
The first week, week and a half, everyone was throwing down SCs (More for the nifty invisibilty of cloaking than for scent of fear). Then, after about two weeks, people tried DCs first, sometimes worked, sometimes not, and it was generally agreed upon that DCs are best left for second upgrade. Then the next week was all about the MC.
Personally, I think that on a public server, MC is the best to drop first. (Due to the unorganized nature of most public play. This says nothing about organized play or clan play--There are numerous ways to use the chamber orders)
In my opinion, one of the alien's greatest advantages is that they get res for kills. Because of this, I, and a lot of other people on the r5 servers prefer to drop MCs first. A skulk with lvl3 celerity is almost impossible to be killed by most pub play marines. They just don't have the experience or aim to hit a skulk moving at 200 mph. In the first minute, three movements dropped, and most often if you're on a large server, with say three gorges, 8-10 skulks immediately going celerity and either rushing marine spawn or securing a double res or a hive, it almost always spells easy win for aliens.
All the chambers are very useful, but you also have to be thinking ahead. If the rush doesn't work, skulks with celerity harrying marines work brilliantly, letting the gorges get out and get res and get that second hive up. With a couple skulks saving for onos, they can hit onos incredibly fast. The fastest I've hit onos is around 9-10 minutes, and I've seen someone do it almost at 8 minutes flat.
But once you get an onos, I'd rather have celerity than SoF/Cloaking. Once that second hive is up, onos with celerity/redemption should be able to win the game.
I'm more than a little **** off, because I just got called a n00b earlier today because I dropped movements right off the bat. One or two others said "Oh ****, we lose! n00b didn't drop SC!"
me: "Why is SC better? For cloaking? That draws out the game and just makes it harder on us. SoF? That's sweet, but skulks racking up res kills with celerity and parasiting every marine is a lot more efficient than hiding in ceiling corners."
They had no counter argument, but kept calling me a noob.
The people who are n00bs are the people that have no longterm strategy or foresight, and don't know how to play as a team. Had they listened to me, we would have won immediately. As it was, it only took us twenty minutes longer to win rather than winning in the first five minutes.
Has anyone else had this happen to them? Some kid with a ten or eleven year old sounding voice calling them a n00b because they didn't drop an SC first?
Comments
No chamber is best first, it all depends on the team's strategy. Ask first, get team votes... If they want to go ambush crazy, and perhaps even do an sc-at-base trick, then dropping mc will seriously **** people off. It's a team game.
but do whatever, in the spirit of 2.0 as Flay intended
I helped convert 1.04 players to 2.0 the day it came out - I dropped sensory and their hearts almost stopped <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
w/ SC you can drop a SC next to their base and when they run by your already on top of them, instead of jumping around dodging the bullets trying to get them. And SoF is one of the best abilities because it tells you where the rine is if within your range therefore giving you a extremely useful aid in planning ambushes and tactics in general.
If you cant get in range to bite what good is it? Especially for Clan play where players are crack shots, MC will NOT be a good chamber to use. You run down a hallway w/ celerity, your gonna die to that marine guarding that hallway. Unless you use leap which you need a 2nd hive and they are probably well on their way for MT or HA by then.
Perhaps the reason you dislike the SC is because your team sucks at placing them. This is a problem i see in Pub servers, gorges arent creative w/ SC placement in general. I spend about an hour today checking out the maps for SC placement spots. Found one for double res room for this one map, it freaking owns and it will take marines a LONG time to find and kill it.
w/ SC you can drop a SC next to their base and when they run by your already on top of them, instead of jumping around dodging the bullets trying to get them. And SoF is one of the best abilities because it tells you where the rine is if within your range therefore giving you a extremely useful aid in planning ambushes and tactics in general.
If you cant get in range to bite what good is it? Especially for Clan play where players are crack shots, MC will NOT be a good chamber to use. You run down a hallway w/ celerity, your gonna die to that marine guarding that hallway. Unless you use leap which you need a 2nd hive and they are probably well on their way for MT or HA by then.
Perhaps the reason you dislike the SC is because your team sucks at placing them. This is a problem i see in Pub servers, gorges arent creative w/ SC placement in general. I spend about an hour today checking out the maps for SC placement spots. Found one for double res room for this one map, it freaking owns and it will take marines a LONG time to find and kill it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
And you're assuming that a lvl 3 cel skulk just runs straight up the middle of the ramp straight towards the marine. I bounce all over the place, I run in spirals if the hall is fairly easy to go from wall to ceiling, and, even more preferably, I use vents and land behind the rine guarding it.
Also, don't forget, MC gets you silence, which works even better for slipping behind that guarding marine.
I've played a few VERY fun MSD games tonight, where we dropped 3 moves, all went stealthing around while gorges got RTs, then dropped sense, went stealthing around with SoF dropping behind all the marines. Eventually I switched teams because they were uneven, and saw half the marines constantly spining around to check for skulks behind them.
w/ SC you can drop a SC next to their base and when they run by your already on top of them, instead of jumping around dodging the bullets trying to get them. And SoF is one of the best abilities because it tells you where the rine is if within your range therefore giving you a extremely useful aid in planning ambushes and tactics in general.
If you cant get in range to bite what good is it? Especially for Clan play where players are crack shots, MC will NOT be a good chamber to use. You run down a hallway w/ celerity, your gonna die to that marine guarding that hallway. Unless you use leap which you need a 2nd hive and they are probably well on their way for MT or HA by then.
Perhaps the reason you dislike the SC is because your team sucks at placing them. This is a problem i see in Pub servers, gorges arent creative w/ SC placement in general. I spend about an hour today checking out the maps for SC placement spots. Found one for double res room for this one map, it freaking owns and it will take marines a LONG time to find and kill it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Clans ushally do get mc's even if the other team is a crack shot for these reasons:\
Silence allows clan flankers to set up better ambush's universially around the map rather then forcing us to build sensory at every choke *and no you wont get them outside their main*
Better end game upgrades for gorgs,lerks,fades,oni in combat and in the ability to run away via celerity. It is better to run then try and hide with a sensory because clans WILL scan/comm check for you.
Passive movement upgrade of moving to newly built hives while they are under attack so they can cover more ground, and get where they are needed.
And hey, I play against RED and STD people all the time. They ain't Gods. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
However, you know what, if someone wants to drop another chamber, or does drop another chamber, that is entirely fine with me. I have won with all three first at some points. I do not care if someone drops another chamber. I do not flame them. I do not argue with them. I do not call them a newb or insult their ideas. All three can work equally well. Different orders call for different strategies, and all can be effective, depending on how the marines try to counter. You know what matters more than the chamber you put down? What the marines tech for! If you drop a sensory and they rush for obs, then you might be in more trouble. If you drop a move and they rush for shotguns (and aren't newbs) then you might be in trouble.
So all players, old and new, keep in mind that when you starts saying "MC first is the only way!" "Sens first or we lose!" "Aw, you dumb***, you put down a DC, now we're dead!" you sound quite stupid considering this is a game where all strategies work equally and every move has its counter.
Some people are patient, and they can sit and wait for the rines to come by, not see them, and keep on walkin, allowing the skulk to run in and get his kill.
Some people are hyperactive, and they want speed speed speed so they can literally fly down corriders, dodging bullets and eating marines.
In clan play, it depends on the style of the clan players, so saying "most experienced clans go MC first" really has no grounds for arguement.
If you really want to become a solid, confident skulk, stop whining about which upgrade is dropped first, and learn the other style of play. The more versatile you are, the better you will be at killing marines.
Unlike 1.04 there is no style of play that guarenties victory. 1.04 was all about Defense, Movement, Sensory, and if you had any competent players on the team, the game was over. 2.0 is a lot different, as we already know. If you convince yourself that there is only one chamber that should be dropped first, you'd better prepare yourself for a lot of arguing.
-Cio
Tell us where! I have found some good places but can remember right now! THIS is the power of SC! People shoudl get SoF (the best upgrade in the GAME) and then have a reliable and intelligent SC network going around the map! Now people are cloaked WHILE MOVING and can see the enemies coming from a mile off! I see it as you either do this or you become a tank and take all of the bullets for one kill! I get tons of kills with next to no damage! And with MC as the second chamber for silence....perfect kills/zero damage! No NEED for DC upgrades at all! No NEED for HEALING!
You can drop any chamber first and ill adapt and make great use of it. With movement ill use silence, with cloak ill have a sensory network built, adn with defense ill just bolt right in and surprise the marines that fail to kill.
From my point of view, I guess you'd be a noob because you always want the same chamber first. There are various play styles...just about any chamber now is good though everyone has favorites based on their play style.
having said that, I will not screw my team over and drop what chamber I prefer, forcing your personal preferred upgrade on a team is the only "n00b" thing involved in picking a first upgrade chamber.
Want a clan match? #er @ gamesnet (Pm Erilane) / #findnsscrim @ gamesnet (For anyother clan)
The record for a second hive is under two minutes, if you can lock both hives withen a minute props to you. But, movement down first is a pressure move. It allows much more assualting on marine bases/movements which will make it damn near impossible for you to lock two hives unless you totally outclass us in fps skill/tactics.