It's back with a vengance
Before I write this, I will state that this refers to the 2.01 beta. However, seeing as I can't post a new topic in there, I'll throw it open to discussion here. It does pertain to 2.0 standard though, so bear with me
In 1.04 Defense-Movement-Sensory was what the aliens always built, because it worked. Well, in 2.01e, D-M-S is just about set in stone. To achieve victory the aliens virtually have to adopt the old 1.04 system of chamber order because quite frankly, if they don't victory becomes much much harder.
Almost the sole reason is 2 hive lockdowns. If your team has gone movement or sensory first, your chances of breaking a 2 hive lockdown are slim indeed. I have seen 4 oni with gorge support prove unable to take down a fortified hive location in a 2 hive lockdown. These were not bad aliens; they were good players and a good team. Without defense upgrades though, they stood no chance. Shotguns tore through them like knives through hot butter.
With defense, your team simply has all bases covered. You can be offensive and defensive, whilst at the same time freeing your team from having to return to the hive for healing as well as boosting the performance of lerks, Fades and Oni by a factor of at least 2. Fades with defensive upgrades at one hive are fearsome beasts indeed, and everyone knows the true power of the regen onos. Electrified res nodes change from impossible to take down to easy prey.
Movement does give you some good stuff, but it just isn't as good at breaking 2 hive lockdowns or fortified marines. Turrets will track you even if you have celerity, silence is great but again, against fortifications it's useless, and adrenaline, whilst helping Fades, Lerks and Gorges, isn't as useful at one hive as it is at 2 (bile bomb, umbra metabolise). In the end, movements are best served as the 2nd chamber. They can work as the 1st chamber, but when placed up against defense they really come off second best. And if the marines have locked down 2 hives early on, movement won't help you.
Sensory. Oh boy. I should write a mod that changes this chamber's name to "whipping boy". Sensory just doesn't work as the first or second chamber. It's abilities are woeful compared to those of the defense and movement chamber. Free scans negate the inbuilt ability of sens chambers, cloaking is useful but again, easily negated, pheremones are utterly useless and Scent of Fear, whilst an excellent ability, doesn't help you against fortifications. Sensory is a solidly defensive chamber, and even in that role it's not very good. Again, free scans negate the defensive bonuses plus a single observatory simply ends any chance of breaking fortifications. If you go for it second, it either means you have to discard defense or movement, and that means your Fades, Lerks, Oni and gorges will be badly hurt. All these classes perform best with adren, regen, redemption, carapace or celerity. Skulks get an excellent boost from silence, celerity, regen or carapace. Sensory upgrades and the chambers themselves do not give equivilant boosts to any alien class. Thus sensory is dumped once again as the 3rd chamber, useful only for finding hiding marines and for laughs at the end of the game.
Many will disagree with what I have said. But the facts on 2.01 servers speak for themselves. When the beta hits the release stage, D-M-S will once again be the formula for victory. We've had some fun in 2.0 playing around with sens and mov first, but the reality of the matter is that D-M-S has been recrowned. We can either accept it, fight it, or keep on changing the game. When I look at 2.01e and I see a product very close to balanced, I think to myself: if D-M-S is the price we pay, so be it.