Movement Chamber 1st?

Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
<div class="IPBDescription">novel? also other point.</div> All that seems to get posted on this forum is some n00b who cant even see the same topic on the front page saying 'Sensory chamber 1st'. So I propose a different strategy.

Movement chamber 1st. I think it will be alot more beneficial at the start. Put 2 move chams in 1st hive then move to your 'hive to be' and put one in there. This means defending your new, but not yet defended hive is alot easier. Also imho the movement upgrades are superior to sensory upgrades. Yeah so you've got cloak but silence is similar. Also celerity and adreneline are much more offensive. Even as a skulk I run out of energy taking down structures so adren might be some use, although obviously celerity will be what most people want.

My other point people keep saying 'Build chamber XX' first. My personal gorge statergy means I don't even make a tower until my second hive is growing. Then I choose which chamber to put first depending on the hive locations. People seem to forget this. Put whatever chamber you value most with the furthest/easiest to defend hive. And as the two 1st hive goes up quite quickly this whole build order discussion might be a bit pointless. At the very least the combination of chambers should be considered.

Comments

  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Except you won't be able to teleport to your new hive until it's finished.

    Although, as a gorge, I usually slap an MC near any 'healing spots' or dangerously close to spawn RP's, just so injured aliens (or me as Gorge, if I get caught building by more than 1 or 2 marines) can quickly escape back to a hive....
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Hehe had a gorge do this on me today, I'd ramboed into his hive (pathetic com) and was wondering if I should keep shooting the hive then running and hiding or beg for a phase, then I hear him woddle past, so I leg it out of my hiiding place up and after the gorge empty half a clip into him and then he teleports out <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    BlueGhost
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Movement Chamber 1st is not a bad strategy, it allows for the most terrifying manoeuvre... <span style='font-size:14pt;line-height:100%'>The Gorge Rush</span>!!!

    Adrenaline allow the gorges to have almost unlimited Healing, and getting back to the hive is simply a matter of building a Movement Chamber wherever you are. If you get enough gorges healing each other, maybe a lerk thrown in for good measure, and plenty of resources to spend, its possible to swarm a marine base.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    Movement can be a bad idea if the marines rush.

    No D chambers allow for the hive to get killed a lot faster, and without carapaced skulks to fend off the attack.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    If the marines rush, really rush then there is nothing the aliens can so about it. They'll kill the upgraded skulks then kill the others as they spawn so you wont even have chance to upgrade.

    I am well aware of the def 1st reasons but this is supposed to be a break from everyone saying 'omg sensory 1st is teh 1337!!!?1!!?1'. And also suggest some new tactics.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    skilled carapaced skulks can kill the rush. Uncarapaced skulks usually get hammered
  • 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
    Hive rushes will be much harder for the marines now. Hive now heals for 20 pts per sec - equivalent to four def chambers. So even uncarapaced skulks fighting in range of the hive will be hard to kill.

    Motion chambers are workable. Silence is GOLDEN - but as with cloaking, it's needs three chambers to be effective. Silence-1 is just too loud. Celerity-1 isn't as good as carap-1, unfortunately... but silence-3/celerity-3 is at least comparable to carap-3. (well, as of 1.04e, carap-3 sucks for skulks (9/14/16/16), so maybe its time to start thinking movement early...).

    But the best thing about motion over sensor is that you have an upgrade that's usable in the midgame, unlike sensory which is ONLY useful in the early game.
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