Sensory Falls Behind, Again

BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
edited October 2003 in NS General Discussion
I remember, back during the playtesting of 2.0 and the final release of 2.0.
Sensory chamber's were almost as wildly used as defense chambers were used back in 1.04.
But, now.. month's after the final release..
The sensory chamber has fallen back to the bottomless pit known as the third hive though the chambers abilities are much more effective than d-chambers and m-chambers early game and mid-game.

Was it just the fact the marine's could drop an observatory and only dish out 1-3 ping's with full energy so you couldn't feel invincible hiding in your cloaking field?
Or was it the fact people needed their loving carapace so they could survive 2 or 3 extra shot's and go ramboing around the entire map?

Now It's back to the point when a sensory is dropped the team goes "Omg sensory, we lose" or "Omg, n00b!!" when it's dropped at the first or second hive.
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Comments

  • sk84zer0sk84zer0 Join Date: 2003-06-18 Member: 17478Members
    i myself also think sensory is a good first chamber, but most people on pubs prefer dcs. I like to go dcs on pubs because half the time your team doesnt know how to use sensory good. Which causes the marines to win with a 2 hive lockdown. Or perhaps alot of rts and 1 hive lockdown.
  • PykmiPykmi Join Date: 2003-04-14 Member: 15473Members
    Now thats odd. Always when I play on pubs I usually either get the gorge to start with sens or make sens myself.

    Invisibility is so awesome... I won a game yesterday by shift-walking invisible to the marine start, killed 3 humpers and killed their ip. Easy win <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I don't really see sensory chamber falling behind, in my experiences it's getting even better when you learn how to efficiently use it!
  • AgentOrangeAgentOrange Join Date: 2002-11-18 Member: 9244Members
    I agree with sensory being an excellent first chamber. Noone knows how to use it properly. Ambushes and psychological warfare are my game, sensory is my name. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    I'd like to see more people adapt playing style and let the first gorge to drop a chamber decide what it is.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    what happened to movment first also? i loved my silence <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
    The way to use sens:

    Stand in the middle of a corridor in the early game... and wait.
    A marine will walk RIGHT into you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->


    The problem with sens is that unless you can get a 2nd hive up soon, you can be pretty screwed without regen/redemption...
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    In a large pub game with clans, 1 gorge rambos sens turrets, 2 rt spam, another either oc spams or caps res, then another couple of people skulk and get res for killing marines, this gives them the res to put up the second hive and indeed morph to fade early for hunting rogue marines. The sens chamber is underestimated and can decimate any marines that stray into the trap, keep choke points checked and keep hives cloaked for scouts lateer on.
  • BlueTorpeedoBlueTorpeedo Join Date: 2003-03-10 Member: 14359Members
    Sensory definately rocks. When I play marines, and I know they have sense , im to afraid to leave my base! I really wish people would experiment with sense and see how almost unfair it is. EXSPECIALLY as gorg. Ive shift+walked into marine start/marine owned hive and put up a sense, then build multiple DC's there before calling my team in to level the place. basically , i have a rule when gorging. Ask the team ,if they dont want , i cant honestly do. And Sensroy is Either the FIRST or LAST chamber. Thats how I play.
  • DrowningDrowning Join Date: 2003-08-09 Member: 19219Members, Constellation
    Every chamber is good and can be used differently to benefit you. The main reason d chambers are big right now are because 1 hive fades with regen are very powerful early in the game.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Id have to agree that sens rules <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> With just one chamber you can hold reception on hera, there fantastic!
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    The problem with sensory or movement first is that you don't have any way to stop electricity at the 1 hive level.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Not quite true, with M first you can either spike it with an adren lerk, or get a gorge+skulk combo. A regen fade is the easiest way to beat electricity, but far from the only effective.

    Oh and sensory first is awesome, as long as I don't have to be alien. Oh, *almost* lost to Sensory first as COM today. Was *totally* unprepared for it, had relocated to CP on ns_caged and was all set up to go hit alien nodes. Had already spent all the res so it took a while to adapt. Aliens even got a second hive up. I lose a fair share of the games I com, and I com a lot, but I have *still* never lost against sensory (since 1.0).
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    The reason why Sensory first almost never works against a good comm is because they tend to put it in places where the commander can easily see it when it is scanned,and that pretty much stinks <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    But it does have potential,provided you put them in places where marines can't easily access <b>AND</b> is hardly noticed by the comm.
  • xl-cowxl-cow Join Date: 2003-09-24 Member: 21163Members
    It's funny because sensory provides a way and a reason to rambo. I find that with sensory, I can decrease the amount of time it takes me to build hive #2 by a minute to two average. This is simply because of the early game kills that are possible when preventing marine expansion


    Sensory's weakness primarily lays in how people respond to it (demoralizing aliens before a game even begins), how people use it to attack.

    It is no one's fault but their own if they think they should still be able to rush their base with sensory. That is completely their fault. THEY being the people who treat this like a somewhat organized team deathmatch.


    I cannot begin to say how much easier it is to contain marines and prevent them from taking RT positions with sensory.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    <!--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-->Sensory's weakness primarily lays in how people respond to it (demoralizing aliens before a game even begins), how people use it to attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    No, sensory's weakness is that it offers no significant bonuses for advanced evolutions. Unless you win the game within 5-10 minutes you will need *three* hives to win. Of course good COM's know this and will just make sure you don't get the third hive.

    The fact that it is easily negated by a competent commander is just a side-argument.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    Sensory can be countered by a decent COMM, Thats why i dont want to use it cause its a lucky shot to see a lousy COMM on the marines who doesnt know how to counter it. I dont feel lucky that often.

    Just for the state of "you just dont know how to play with it" . Thats just utterly bullshait. SC is the chamber for all the beginner players to frag & rambo all around as much as they please. BUT when it comes to marines having multiple electrified RT's around the map and secured hive locations to aliens 1 hive. You begin to see why it isnt as usefull as many people say it is.

    You want to have fun regardless of how the round ends? Choose SC, if you want to win, choose something else.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    I disagree it isnt just for rambos as even the most experienced comms can be caught off guard with this as it can be used to moniter crucial res and choke points as well as hives later on seeing that marines tend to NOT scan the ara unless they find theyre being attacked by skulks regualrly. Keep to the shadows and out of their way and they can be coaxed into building up an entire base to have it wiped out in an instant thanks to the ambush advantage the sc brings.

    BTW, obs have energy, motion tracking costs 45 res which isnt exactly an early game thing as arms labs take presedence over the obs usually, if you can find this out then get sc's in strategic positions then you can dominate areas quite easily.
  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    <!--QuoteBegin--Ots+Oct 13 2003, 05:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Oct 13 2003, 05:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensory can be countered by a decent COMM <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    MT is not the thing against SC, you cant see walking cloaked aliens with it. I said <i>decent</i>, which IMO is the guy who knows how to counter SC.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    <!--QuoteBegin--Ots+Oct 13 2003, 05:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Oct 13 2003, 05:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I said <i>decent</i>, which IMO is the guy who knows how to counter SC. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Surely the same <i>decent</i> comm would then also know how to counter Mc's and Dc's, it all relative.
  • PredmidPredmid Join Date: 2003-03-28 Member: 14997Members
    I don't mind sensory chambers as the first chamber so long as they are built EVERYWHERE on the map (eg: hives, chokepoints, res nodes etc) so that the skulks can properly do their job. Otherwise, your higher evolutions are going to be at quite a disadvantage when they lack the regen/adren/celerity that they so desparatly require. Is there really a bonus to having a cloaked onos/fade? IMHO, not really.

    As i see it, with many good strats depending on early fades to deter rine expansion and destroying electrified nodes, going sens first hampers that and requires much more alien expansion to put the final blow on the marines.
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    The way I've seen this, is that sensory is the most powerful first chamber..
    If:
    1) It is placed as soon as possible.
    2) A second hive is secured.

    As far As I have seen, the most successfull way to get sensory to win in a 6-8v6-8 game:

    As soon as game starts:
    1 skulk is designated as a "hive saver" - He/she saves for the hive right from the start.
    2 skulks go gorge and cap/protect res nodes
    1-3 skulks go gorge, drop a sensory, then go back to skulk.
    Remaining skulks (if any) are backups and save for higher lifeforms and defences.

    Early game:
    Once the 4-6 skulks have all evolved cloaking, they position themselves at various strageic points, using cloak walking to advance if need be - their purpose is basically to slow the marine expansion down incredibly, and, without any better wording, kill as many marines as possible. This will force the marines into a defencive position - and they will likely spend quite a lot of their starting res on the Obs and Motion tracking upgrades. the two gorges placing res nodes will likely have placed one node each, and an offence chamber or two - possibly a very stratgeically placed sensory which will help enormously.

    Mid/early game:
    The designtated "hive saver" should now have enough res for a hive, which comes just in time as now the skulks will have lost their initial advantage (obs/mt). Remaing 3 skulks can either continue attack runs, or if their res permits, place more nodes (which is recommended), or offence chamber traps (sensory + OCs). Res should be flowing in nicely by now.

    Midgame:
    The 2nd hive should be up, and defence chambers placed. If all has gone well, you should have enough nodes to have a comfertable res flow, and DCs for higher lifeforms. An Onos/fade at this point will be incredibly usefull at destroying any advances the marines have made. If the teams are even, this is where the game is decided - both teams should be able to attack/counter each other.

    Endgame:
    Once the thrid hive is on it's way, it's pretty much over for the marines at this point. The skulks/gorges should have placed enough sensorys and offence chambers to make the entire map a huge trap for marines, and force them to hide in their base, awaiting the imminent onos stampede.

    This is what I have seen from fairly skilled pub servers. Sensory first does require a little more teamwork though, and a lot more building that usual.

    However, generally, if the sensories are not placed soon, after a certain amount of time, DC's become the best option.
  • snozzlesnozzle Join Date: 2003-04-23 Member: 15788Members
    IMo with sensory the team must rush the marine base early on. VERY early on - like within the first 3 minutes after the game starts. witha ll the aliens cloaked, they cal walk right into marine base and BAM gg:D
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    I've been a supporter of SCs first ever since, and especially with the cloaking radius of the chamber itself since 2.0 I think it's even more powerful... and it's fun.

    The reasons why we're back to the old DMS order is because it's most effective... when it comes to direct confrontation.
    We all know that Regen-Fades rule the battlefield on pub and expecially on Clanplay.

    The Problems with SC first is that you need a very coordinated team.
    You need to get up the SCs asap.
    You need to play in a way that does NOT go for direct confrontation, but sneaky ambushes.
    It's also important that you try to make your enemy not know you got SCs, so it takes longer for them to adept.
    Don't stand in the middle of a hallway cloaked, wait for a Marine and jump him into the face... hang on the ceilling cloaked, let him pass, kill him from behind, so he will think he missed to check a spot.

    Beast has quite a good outline of how you can win with SCs first.
    The point is, you won't need Fades or Oni, you will win the game with Skulks.. and you have to do that early or you're screwed.

    I always try to encourage variety of our server... I cannot (at least i DO NOT) enforce it, but from time to time i find people that see it the same way than me and we have a fun round.. that's what pubbing should be about.

    -my2cents-
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Early and mid-game?

    Wow, I'll just shake my head and try to smile because your a vet (no this is not vet bashing, I love many vets). But honestly, how does sensory compare mid-game to D's or M's? The attacking capibilties allow M's and D's to totally kick **** mid-game where sensory still puts you on the defensive.

    Personally, I would like to see movements make a comeback as first chamber.... They need to up celerity just a little again, maybe by just 5%....

    But honestly, I don't even like Cara, I always pick regen anyways, if I even bother upgrading as a skulk.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--Catpoker+Oct 13 2003, 01:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Catpoker @ Oct 13 2003, 01:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what happened to movment first also? i loved my silence <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Agreed.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--cri.tical+Oct 13 2003, 03:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (cri.tical @ Oct 13 2003, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem with sensory or movement first is that you don't have any way to stop electricity at the 1 hive level. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I have to slightly disagree, but here's why:

    I'll agree, that for the most part, D's are better. But I personally like Moves for pub games. It allows you to get places quicker to stop their expansions and if needed, you can have a gorge with adrenline constantly healspray aliens while they kill of an electrfied node.

    Granted, thats a little more inconvient, but it still gives movement viability for a first hive chamber.

    If you can counter-point it, I would love a discussion, simply because thats just the way I see it, maybe you took a different look at it then I did and have a better point? Or maybe you to believe M's first is okay, but you just perfer d's....

    Yea, I sound like an idiot, but whatever....
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    The only part where movement first has problems is 2 hive lockdowns. If you go mov first you HAVE to get the 2nd hive up quickly; with DCs first you can break hive lockdowns. That said, mov first can and does work. However, DCs remain the chamber of choice. Sensory is just the whipping boy of chambers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    edited October 2003
    Is there any way we could start deleting topics that discuss sens first as there seems to be a new one weekly. The only time I go sens first is to make Xzilen mad and usually only if I know the marines are at a severe disadvantage. The only other time I would consider it is if sens is the only way to stop you from losing early on due to rushes. As hopefully marines will lose enough res on the rush attempt to somewhat even out the game after that.

    You can break 2 hive lockdown with mov first it just employs different tactics and is a bit harder to do.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I think we will start seeing DCs being used less often whenever we will see skulks learning they aren't supposed to rush down an hallway to a group of marines.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--Ots+Oct 13 2003, 12:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ots @ Oct 13 2003, 12:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->[...]You want to have fun regardless of how the round ends? Choose SC, if you want to win, choose something else.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If that really were the case, I'd insist on sensory EVERY SINGLE ROUND. I'd rather lose a fun game than win a boring one (I'm speaking pubs here of course, God forbid clanners having FUN <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->).
    In my opinion, sensory is still a good choice. Of course, sensory first requires a different style of play than defence first does. Seeing that we play defence so much, this is what people know best, and what they'll do best at. Hence why some people say that they constantly see aliens lose with sensory first.
    I have personally been owned to smithereens by cloakers, and I've been on the cloaking, owning side as well. I've also seen cloakers lose, playing on both sides. Sensory is no guaranteed win, even if you follow the strategy of hampering marine expansion. If it were, it'd be overpowered.
    Sensory is not good for breaking a fortified position. This is why your goal should be not to let the rines GET fortified positions. Stepping out of their base should be an exercise in dying quickly. This is what most of the aliens should concentrate on. Once marines start spreading around the map like wildfire, you're in deep trouble. Phasegates will allow them to travel around the map, and suddenly you'll be struggling to keep up. No marines should be allowed to get out of the base. The few aliens not on "guard duty" should IMMEDIATELY report marines snooping about where they're not supposed to be. Scans are best fought by falling back, then shift-walking back into your ambush spots when the scan is over. With luck, you'll catch a few unlucky rines building something as well.
    Remember, with sensory, this is Metal Gear Selection, not Natural Quake. With sensory, you gotta make sure you have the upper hand all the time. Once you drop behind, you'll be fighting an uphill battle the rest of the round.
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    <!--QuoteBegin--Xzilen+Oct 13 2003, 02:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xzilen @ Oct 13 2003, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Early and mid-game?

    Wow, I'll just shake my head and try to smile because your a vet (no this is not vet bashing, I love many vets). But honestly, how does sensory compare mid-game to D's or M's? The attacking capibilties allow M's and D's to totally kick **** mid-game where sensory still puts you on the defensive.

    Personally, I would like to see movements make a comeback as first chamber.... They need to up celerity just a little again, maybe by just 5%....

    But honestly, I don't even like Cara, I always pick regen anyways, if I even bother upgrading as a skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I dunno mate, mid game you'll have fades at least, maybe even an onos. While you don't have the advantage of more life/more attacks you can still ambush. And the bigger the ambushing alien the worse for the marines.

    Yes, ambushes are more a defensive action- but if you keep them from expanding in this way, all three hives are yours. If you fail to stop their expansion I see this to be because of team skill, rather than chamber balance.

    -In a preventive measure of hive lockdowns drop a sensory in each hive room/near it. Even if they scan/kill the chamber you'll immediately know they're there.
    -Scent of fear means marines cannot hide from you. No expansions will go unnoticed. Unless you ignore them, which has nothing to do with SC being a lesser choice.

    But let's say the marines get a lucky hive lock down, so how does sensory help now?
    -Once again, you can keep them in their marine start/hive locations by ambushing their exits.
    -With this you'll have a second hive up, with defense on the way (or movement, if you like)
    -If the marines are poor (they should be, if you're doing your job) the hive defences will drain them and a fade for distraction- and a couple skulks should be able to rush down an obs. At this point the marines don't know when an alien might decide to walk into their base. Keep the pressure, they'll crack.

    M/D's increase your physical abilities, giving you an edge in dog fights (as it were). Sensories are a CONTROL chamber. They are in place to ambush marines wherever they might go outside their base and prevent them from getting hives. If you don't see SC's as useful midgame, it's because the marines managed to get out of their base and expand- meaning you failed in your mission. On games where you kept the marines at MS, sensories have already fulfilled their duty by midgame by providing you with all three hives.

    Any Magic The Gathering players? Sensory Chambers are like Blue/Islands- they're all about event control.
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