Do New Cloaking Abilities Mean That...
Xero
Join Date: 2002-11-14 Member: 8565Members, Constellation
<div class="IPBDescription">...Sensory should do something else?</div> Wow, I really like the new abilities of cloaking. Being able to walk slowly while still cloaked to sneak up on/behind marines sounds exciting. The softer sound when you cloak/uncloak also means ambushes will be easier. And opeing doors/operating buttons while cloaked makes it even sweeter. But with all these new features, don't you think Sensory chambers should do something different? I think it should be up to the individual to invest 2 res for his cloaking powers. Sensory spamming over the map means that every unit will be claoked AND be able to see where marines are (via Scent of Fear). If these new cloaking attributes are all they are cracked up to be, I think it's in the best interest of NS to find an alternate use for the sensory chamber. Either sensory should only cloak structures, or it should do something else entirely (like allowing offense chambers to shoot through walls). Whatever the case, I don't think it should instictively provide the same ability that it also offers as a research.
Comments
i dont think that'll work cos you uncloak as soon as you attack....
1. Cloaks 100%, while the cloak upgrade leaves a faint outline that canny marines can spot
2. Cloaks 100% silently, important when you're trying to keep hidden as a gorge
3. Cloaks while moving at full speed. Good for ambushes or getaways.
4. Cloaks against MT, unless they changed that on me.
5. Doesn't require a sensory upgrade, leaving you to pick another: Sensory chambers + SOF = teh win
And personal cloaking is still very useful when the alien team either cant or wont afford sc's everywhere.
- RD
winn0r...
If personally researched, cloaking should do the following:
Level 1: You are cloaked 100%, but become visible when moving or attacking.
Level 2: You are cloaked 100% and can move cloaked, but become visible when attacking.
Level 3: You are cloaked 100% at all times, even when moving and attacking.
This means you still have the option to research cloaking or SOF, and hopefully Flayra will think of something to replace Pheromes.
haahah
thats utterly ridiculous, can you imagine trying to shoot an invisible skulk? or a fade blinking around?
Did they fix walking? If I remember walking is messed up and you move slower then if you are crawling.
haahah
thats utterly ridiculous, can you imagine trying to shoot an invisible skulk? or a fade blinking around? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Dito. What do you think will be the first chamber to choose for aliens then? And guess what happens when movement is the next. You can only hear the skulk hitting you, you can't see him nor hear him. Waaay too powerful!
haahah
thats utterly ridiculous, can you imagine trying to shoot an invisible skulk? or a fade blinking around?
Dito. What do you think will be the first chamber to choose for aliens then? And guess what happens when movement is the next. You can only hear the skulk hitting you, you can't see him nor hear him. Waaay too powerful! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I don't see what's so absurd about it. That's exactly what sensory does right now. And who said anything about being silent? That is a completely different upgrade from the movement chamber. Anyways, it was only a suggestion, and motion tracking still puts a ring around the cloaked alien. My main point is that Sensory shouldn't provide cloak and allow cloak to be researched. It's redundant. It's like having an arm's lab provide marines with +20 defense when they are close to it.
<!--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-->I don't see what's so absurd about it. That's exactly what sensory does right now. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<span style='color:orange'><u>Sensory Chamber </span>vs <span style='color:green'>Sensory Upgrade in 2.1</u></span>
<span style='color:orange'>Cloaks an area 100 percent </span>vs <span style='color:green'>Claoks 1 person 95 percent</span>
<span style='color:orange'>Cloaks structures and players </span>vs <span style='color:green'>Cloaks 1 player</span>
<span style='color:orange'>If you attack you uncloak</span> vs <span style='color:green'>If you attack you uncloak</span>
<span style='color:orange'>You stay cloak while running</span> vs <span style='color:green'>you will only stay coaked when you walk</span>
<span style='color:orange'>Can be used to negate MT </span>vs <span style='color:green'>MT will still find you unless you stand still</span>
<span style='color:orange'>Allows for ambushed by groups </span>vs <span style='color:green'>Allows ambushes by 1 person</span>
sensory cloaks you 100% all the time??
wow i been playing on the wrong servers
What, you mean like adrenaline and a movement chamber?
Movement chambers does same thing as adrenaline upgrade.
...See a pattern?
edit: btw, i know movement chamber also teleports you from to farthest hive, but thats cuz movement chambers are so "elite" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
sensory chambers: only cloak structures, and possibly add back in the parasite feature, if a marine touches it
movement: the adrenaline thing, and teleports to a hive
defense: heals structures/ people.
i think defense should get a small boost somehow, too.. hmm..
movement is still sorta weak.. but i think that is purely because of the upgrades...
like i said before... Sensory's pheromones are worthless...
so, if you can't think of something to replace it, then take SILENCE from movement, and put replace pheromones
then you can think of a super-powerful upgrade for movement, thus making movement much more viable....
not quite sure what it could be, though.
but you would lose the ability to cloak AND use silence.. not sure if that's a bad thing though, as Cloak = hide and wait for marines
WHILE silence = run up to a marine, undetected
which would give sensory sort of an offensive upgrade.
Currently, if there is a sensory chamber down, the aliens can build as much as they like next to it cloaked. If you build an observatory right next to it, all structures are *still* cloaked. If you research motion tracking you can see there's a circle there, but not what it is. Of course, this only works if you have an obs nearby. If you're out in the field and there's a SC nearby MT doesn't work.
"Scan it then" doesn't really seem to be a viable solution, given the low amount of scans available, having to switch from marines to obs (even with squads, a pain) and the fact that you have to scan *everywhere*, even if you've got an obs nearby. All the obs does is stop personal cloaking, and given that it costs more than a SC and is easily visible and destroyable, it all combines to make it a bit poor. In order to set up a detection grid like the aliens set up a cloaking grid you need to spend an unfeasible amount of res.
I'm not entirely sure of the solution to this one. At *least* make cloaked structures revealed within the range of an observatory. Personally I think that aliens shouldn't get full speed cloaking, only when walking, but that's me (and yes, I do play both).
Further, the commander no longer gets to see motion tracking on the mini-map as he used to, which is quite a pain as you can't warn marines of incoming attacks and so on. (This is regardless of the the presence of SC).