Which Chamber First And What Situation?

ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
edited January 2003 in Kharaa Strategy
<div class="IPBDescription">Who does what when and where</div> Ok I know no ones gonna bother reading this and people will ignore most of this thread if it gets big. With carapace being dependent on 3 def chambers and the hives greatly improved healing it isnt the beautiful instant magic it once was. So post your ideas of which chamber to put down first and in which situation and lets compare!

Defense: Killing Marines and marine bases which arent well defended with turrets/siege. Basic hit/run everyones used to.
NB: Probably the best choice for a low res team, it greatly improves skulks.

Movement: Closed space marine harrassing & lerk spines/swoop bite (for fortified bases, poor against bunkered marines unless accompanied by gorge). The best example of this is ns_nothing with cargo always being the major combat spot (3 res & hive): silence is perfect for all the over head drops and stalking, celerity is useful for getting *the guy in the vent* (though there are many ways to get him and arent entirely relevent for this thread.) Adrenalined lerks on this map due to its great high ground should be able to make marines cry trying to defend silo or vent (explained earlier).
NB: If you can secure a lot of res then this would probably be the better first choie imo due to the lerk being strengthened by it.

Sensory: Yes I found a use for sensory first, cloaked skulks are terrible. Mildly competent marines will hear the decloaking sound, turn around and shoot the skulks dead. However, I have found it to be quite useful in lerk hit-and-run attacks. Basically a lerk cloaks at one end of a corridor known for marine activity (eg outside their base on eclipse), the marine(s) then walk a fair distance away and the lerk decloaks whilst glide-flying at great speed directly towards the marines. The marines if still in the range hear the decloaking noise and get their faces bitten off with no warning, if the assault fails to kill the marine(s) the lerk has many options ahead but would generally result in dead or shaken marines and a living lerk. Possible use on maps like nancy and eclipse.

NB: A highly experimental and risky method due to 2nd hive benefits and the traditional def/mov. Though im sure some strats would work for mov/sens. Not recommened at all, used for a medium-high res team.

Your chamber uses guys, remember which first chamber is the question plz keep it relevent.

Comments

  • TomCerulTomCerul Join Date: 2002-11-22 Member: 9614Members
    Well said.

    I think I'm going to have to experiment with movement first. Celerity and silence will get the skulks into combat faster or sneakier which mean they need to take fewer hits. Celerity gorg might be able to keep things healed up all over the map.

    As a gorg, I don't really start putting up offense towers until I start the second hive (if things are going at least moderately well. So there isn't that much need for def chambers in WOL until then anyway...

    I'll try it. If I can talk my teammates into not flipping out over it.
  • ZoKHiZZoKHiZ Join Date: 2003-01-28 Member: 12879Members
    i like more sen at first...cloaked (if in good position)skulk can kill as much one fade whit adren and carp..... of course celerity makes em blaze through their bodies..but hey if they cant see u, u have the upperhand...well cant say that def is bad in start...adren is good whit hit and run skulks, carpa aint so good at start coz, it now in 1.4 gives only few armors in upgrade...
  • KRaggKRagg Join Date: 2002-11-15 Member: 8832Members
    Instead of considering specific situations, look at what they can do.

    1) Sensory
    Only cloaking is a decent benefit and it only works if you're standing still. Skulks can climb walls and hide easily in corners etc. The informing when a marine is in line of sight and the two other abilities you can get are dubious at best, you allready have a way of putting people on the hivesight and if you are having trouble seeing "cheat" by turning up your gamma.

    2) Movement
    Celerity is a good ability for a skulk since it lets you close the distance faster and bite faster. Adrenaline is a so-so for skulk, it helps you have enough energy to finish off structures, but does nothing to help you with killing marines. Silence is a good ability, level 3 makes you soundless except for the attacks which is very nice when you're attacking someone. The tower function itself is again, very dubious with only one hive, the Move towers doesn't have much health so you can't leave them anywhere on the map so that people can gate quickly back home and you only have one hive so no other hive to go to.

    3) Defense
    They're reasonably though and hard to kill when standing next to other defense turrets, they heal both structures and aliens, making them a good feature there. I played around with Redemption and it actually works well now in 1.04, I use it all the time as a gorge. Caraphase makes you live longer, which is good, especially when marines get upgraded bullets, and regeneration is okey, but depending on how aggresive you are won't help all that much.

    Conclusion:
    Sensory in itself does nothing worthwhile, movement is good, but since it's so easy to kill, placing it out in the wild isn't a good move, making it only good when you have more than one hive. Defense is a good addition at any point.

    The abilities they bring, again sensory doesn't really bring more than circumstancial bonus, while both movement and defense gives two very noticable benefits.

    Now, so far, sensory is a definitive last, it's abilities and the turret itself is not all that. Movement has its merits, but it gives less of an advantage than what defense gives.

    Celerity might have it's merrits tho, especially if you get second hive up quickly.
  • Sifo25Sifo25 Join Date: 2003-01-28 Member: 12890Members
    edited February 2003
    I gotta go with K'Ragg on this one - there just arent enough useful upgrades with Sensory to get me to drop it first, and with Movement, the abilities are nice, but the towers arent all that useful and are weak. Movement would be ok, and makes the game interesting, but it certainly is not the more powerful of the three. That is defintely Defensive.

    I'm still a bit miffed at why the devs arent beefing up Sensory (say, giving it a massive parasiting-effect radius or something, instead of its currently weak effect) or adding some upgrades besides Scent of and Super Sight or whatever. Maybe they realized that Sensory really should be a 2nd or 3rd hive drop, and as such will never up its power level.

    I think we can all agree that Fades can take out marine bases quicker than Skulks, but that doesnt mean Skulks should be powered up... they have their place, and they are good at it.

    Just my nick and two cents... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    S
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Word on the street is that for 1.1, all three chambers will be available at all times... and having more hives upgrades the ability level, not having more chambers.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    i think youd have to be pretty crap not knowing what chambers do exactly, so maybe youd make some strategic vaule for them in specific locations as this isnt a new players question or guide really
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