Movements As First Upgrade.

CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
<div class="IPBDescription">Read on</div> I gorged a game (as I always do as alien if allowed to) on NS_NANCY, it wasnt a big game, 5v5 about, but When I suggested i may change the typical strategy a little and said "Im putting 3 movements down first" oh my god the skies fell. Each and every guy bitched and moaned about it....Untill i told them to try out level 3 silence very quickly into the game. Using the silence, a marine even walked past my fat little bottom. Eventually I put both hives up and gave them their precious D chambers. They said "Nice strategy, Im glad you did it" I feel that sure, sometimes people might be scared to do new things, and it IS well founded. But I told them that sure being able to take a few extra bullets is nice, but having the enemy blind to your presence is best. In about 20 minutes I had Port, No name, and Sub all cozy and warm with a hive and we smashed them. Using level 3 silence prevented their expansion. One brave little marine managed a turret factory in mother interface, but 3 skulks devoured him without a sound (Other than the chomping and horrific screams) Anywho, back in the ready room we exchanged our "Good games" and they apollogized for being so harsh and thanked me for helping them win. the marines even liked my strategy. So go out and give 3 movements a try. You may be surprised <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Comments

  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Heh , the movement first strategy is similar to the sensory first... cool upgrades , but as soon as the comm researches motion tracking it's GG. In 1.04 the skulks are lost without carapace against higher level weapons...

    The movement first is more viable than the sensory first though , since the lerks and fades don't have to chose between protection and adrenalin at hive 2.

    Adrenalin lerk/gorge push is dreadfull.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--Stakhanov+Jun 21 2003, 11:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ Jun 21 2003, 11:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Heh , the movement first strategy is similar to the sensory first... cool upgrades , but as soon as the comm researches motion tracking it's GG. In 1.04 the skulks are lost without carapace against higher level weapons...

    The movement first is more viable than the sensory first though , since the lerks and fades don't have to chose between protection and adrenalin at hive 2.

    Adrenalin lerk/gorge push is dreadfull. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I fully agree. Skulks are paper without carapace and sneaking just doesn't work well enough against marines who check their 6'o clock every now and then. You still have to get the 2 bites and if they bhop, it's gonna be tough.
  • Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
    I think movement is the best chamber to start with.

    <b>For a skulk:</b> Cel is better then Cara. In combat cara lets you take a few more rounds, but Cel lets you close the gap between you and the marine faster, which is just as good as being able to take a few more hits since they won't have as much time to fire off as many rounds. When you arnt in combat, cara does nothing, while Cel lets skulks get to locations much faster, which is VERY important at the start of rounds.
    Also, skulks with adren can kill res towers BEFORE a comm can recycle, which meens the loss of a res tower is 22 res loss, instead of 11.

    <b>For a gorge:</b> Adren meens you get a few more heal sprays in combat, which meens you can heal your teammates just a bit more, or hurt the rambo marine just enough to probably kill them. Adren also lets a gorge heal a hurt res tower or hive MUCH faster. While gorges won't have redemption (which doesn't work all of the time) with movement chambers gorges can get cel and out run marines (its really funny to see).

    <b>For a lerk:</b> <i>The movement chamber becomes the 1.04 counter for the jetpack rush.</i> Think about it, movement chambers meen that at hive 1, lerks will beable to fly and constantly shoot jetpackers.

    Also, jetpacker often target the building hive with a jetpack rush. Why? because that way they don't have to worry about a skulk spawn every 6 seconds. Yet with movement chambers, as soon as your building hive is attacked, you can start "spawning" there by using movement chambers to teleport there.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I don't think the benefit of the M chambers are as strong as those of the D, but unlike S, they have some good uses. The upgrades rival the ones of the D, adren for lerks/gorges and silence or celerity for skulks is great. The big problem is the lack of strategic choices though, mainly the lack of healing. In my mind, going M means that you have to focus on getting a 2:nd hive asap, while D's give you a bit more leeway.
  • KazyrasKazyras Join Date: 2002-11-23 Member: 9722Members
    <!--QuoteBegin--Little Hunter+Jun 21 2003, 02:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Little Hunter @ Jun 21 2003, 02:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think movement is the best chamber to start with.

    <b>For a skulk:</b> Cel is better then Cara.  In combat cara lets you take a few more rounds, but Cel lets you close the gap between you and the marine faster, which is just as good as being able to take a few more hits since they won't have as much time to fire off as many rounds.  When you arnt in combat, cara does nothing, while Cel lets skulks get to locations much faster, which is VERY important at the start of rounds.
    Also, skulks with adren can kill res towers BEFORE a comm can recycle, which meens the loss of a res tower is 22 res loss, instead of 11.

    <b>For a gorge:</b> Adren meens you get a few more heal sprays in combat, which meens you can heal your teammates just a bit more, or hurt the rambo marine just enough to probably kill them.  Adren also lets a gorge heal a hurt res tower or hive MUCH faster.  While gorges won't have redemption (which doesn't work all of the time) with movement chambers gorges can get cel and out run marines (its really funny to see).

    <b>For a lerk:</b> <i>The movement chamber becomes the 1.04 counter for the jetpack rush.</i>  Think about it, movement chambers meen that at hive 1, lerks will beable to fly and constantly shoot jetpackers.

    Also, jetpacker often target the building hive with a jetpack rush.  Why?  because that way they don't have to worry about a skulk spawn every 6 seconds.  Yet with movement chambers, as soon as your building hive is attacked, you can start "spawning" there by using movement chambers to teleport there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've experimented with movement first, and I must say celerity for skulks and adrenaline for lerks/gorges worked a lot better than I expected. In fact, everything was just peachy until the comm started dropping shotguns.

    ....

    The game then became pure slaughter. Aliens are so damn frail without carapace that the marines only had to barely graze us with the blast to kill us. We couldn't get anywhere near them, and lerks w/o carapace would get pistoled to death in < 0.5 seconds or ripped to shreds by buckshot instantly if they tried going for the bite kill. We started losing ground instantly with no way to recover it. Lost ground was often littered with mines, and without carapace, mines were owning us. We were soon contained to our single hive. Enter JPs/HMGs. GG.
  • RoadWarriorRoadWarrior Join Date: 2003-05-12 Member: 16229Members
    I thought about it sometimes but its hard to get the marines out of a hive without having cara i think.
  • altairianaltairian Join Date: 2003-06-18 Member: 17459Members
    with silence and skulks that are skilled at ambushing, the marines may never GET a hive to force you to have to remove them
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    This is a hard call, I love bitching out marines using uber sneaky tactics bundled with silence and cloaking but Marines allways pop out MT and own me. Celerity makes me a monster agisnt new players but most good players due **** sweeps and it takes then less then a second to kill me. A good player + a shotgun= a killer that no unarmored skulk can relably handle.
    In the end I feel that in real games Carapace rules all
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Just like getting DCs before you cap any RTs, this is a tactic that helps at the right time if you use your judgement. It depends on the abilities of the skulks, the enemy, and the strategic situation. It's just that DCs have wider applications than MCs do. If it's the best tool for the job, use it - but it's not always the best tool. DCs usually are, or come close.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Pretty much I think it all depends on the teamwork most, skill second. U might get flamed for sensory first, but after a few cloaked skulks (No motion tracking mind you) Lock down the marines who are too nervous to venture out, it works. If your players dont stand still then cloaking will suck. Motion tracking kills silence to adren is the next best thing, and D chambers allow you more bullets to be put into you. So either way I think its the teamwork and tactics <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It is, but it's just that D chambers, or death chambers as Flayra calls them, are the best all-around chamber because they DO have the most-widerange benefits. Carapace doubles the life of a skulks. Does celerity do that? Carapace cannot be negated by MT, as silence and cloaking can be. Carapace allows you to crack locked downed locations. None of the other upgrades really does, or helps nearly as much. In a phrase, carapace is way too damned GOOD! Thank god that's changed in 1.1.

    Oh yeah, and if you can lockdown the marines (I'm assuming into their marine start) at the beginning of the game, then the marines seriously suck, and you'll win no matter what anyways. Trust me, there is no way in hell you can even get one sensory chamber up before they can get out of base and cap the first or even second RT depending on the map. The skulk has to wait for res to gorge, then go wait for gestation, then wait for the res for sensory, then build it...all for one chamber.
  • Deckard1Deckard1 Join Date: 2003-01-10 Member: 12127Members
    I like movement first (much moreso than sensory) but I agree defense chambers are the best first bet. Hell I remember one game I played on eclipse where we went sens then movement and the marines had moved into eclipse <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->. About 40 or so dead fades later we finally pushed them out and got d chambers, which we were all overjoyed to finally have.
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    I think movement works well first. Silent skulks are deadly, and ambushing marines who think they're in a safe area is enormous fun. With adrenaline lerks become small mobile turrets, deadly against marines and structures, and celerity is useful for hive 1 gorges who need to get about the map quickly.

    Sensory is also good as a first chamber. A cloaked gorge will survive much longer, and if a cloaked skulk finds a nice dark corner in the marine base he can drive them insane by parasiting every single one as they spawn.

    Be adventurous! Try something other than D/M/S. Good players can adapt their tactics and win, no matter what they're using.
  • RoadWarriorRoadWarrior Join Date: 2003-05-12 Member: 16229Members
    <!--QuoteBegin--StoatBringer+Jun 27 2003, 03:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StoatBringer @ Jun 27 2003, 03:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensory is also good as a first chamber. A cloaked gorge will survive much longer, and if a cloaked skulk finds a nice dark corner in the marine base he can drive them insane by parasiting every single one as they spawn. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Don´t think so.
    Instead of that when you shoot your cloak get lost, cloaking in 1.04 makes a horrible loud noise, so even a middle skilled player can hear where the skulk is.
  • StoatBringerStoatBringer Join Date: 2003-06-09 Member: 17144Members, Constellation
    <!--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-->
    Don´t think so.
    Instead of that when you shoot your cloak get lost, cloaking in 1.04 makes a horrible loud noise, so even a middle skilled player can hear where the skulk is.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    With level 3 cloak you're only visible for a fraction of a second, and if you take care only to shoot when they're looking the other way it's not a problem. Also marine bases tend to be quite busy, noisy places. I stayed cloaked (parasiting the spawning marines) in the marine base on ns_bast for about twenty minutes before they eventually found me.

    Even a middle-skilled player can remain undiscovered quite easily, if they take a little care. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Plus, it drives the marines nuts.
  • Skillzilla1Skillzilla1 Join Date: 2003-05-14 Member: 16282Members
    MCs and SCs seem to have more defencive upgrades and abilities. Celerity isn't very good for a base rush, and neither is cloaking. No way to win enless you get 2 hives.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    <!--QuoteBegin--StoatBringer+Jun 27 2003, 07:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StoatBringer @ Jun 27 2003, 07:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    Don´t think so.
    Instead of that when you shoot your cloak get lost, cloaking in 1.04 makes a horrible loud noise, so even a middle skilled player can hear where the skulk is.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    ... I stayed cloaked (parasiting the spawning marines) in the marine base on ns_bast for about twenty minutes before they eventually found me... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Errr.. no observatory..?
  • 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
    <!--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-->For a lerk: The movement chamber becomes the 1.04 counter for the jetpack rush. Think about it, movement chambers meen that at hive 1, lerks will beable to fly and constantly shoot jetpackers.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Unless the JP has a brain, in which case he turns his 5 rounds to kill HMG on the 1 Hive umbraless Lerk, and it laughs as it explodes all over the landscape.

    I've been one of the longest advocates of Sens/Move's first, and tbh I do believe Def is the only choice, with Move's coming 2nd IF the 2nd hive is going to be up FAST. One of the scariest ones for marines is NO chambers first, go straight to 2nd hive.

    You'd be surprised how that can throw many comms off, because they're assuming that extra 42 rez gap, which is a long time at game start.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2003
    <!--QuoteBegin--Shockwave+Jun 27 2003, 05:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Jun 27 2003, 05:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...One of the scariest ones for marines is NO chambers first, go straight to 2nd hive.

    You'd be surprised how that can throw many comms off, because they're assuming that extra 42 rez gap, which is a long time at game start. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I just gotta try that.
    Oh, and StoatBringer, there are marines(like me that look REAL hard and sometimes see you, or simply shoot around(edit: blood splatches) where the sound came from(unrelated: parasite is oddly loud, can be heard from really far away).
  • JammerJammer Join Date: 2002-06-03 Member: 728Members, Constellation
    Very good discussion. The problem with doing anything besides D first is that the benefits can be quickly negated by 1 upgrade. Defense needs 3 upgrades to be effective, assuming they don't balance armor and weapons. I will need to Gorge and try that fast 2nd hive strat...

    Spawn, gorge. 2 res nodes, hive, 3 d, 3 m... I'll need to try that.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    I think d chambers are the best to start with in 1.04, although I like the idea of building the hive before chambers. I think the best thing to do is wait until your team needs d chambers to build them. If you just put up your first res tower and your team is dying constantly, they need d chambers. If your team is doing well for the first ten minutes until the marines get enough upgrades to fight back, you wait until then to put them up. If you are saving for a hive and your team starts dying off quickly, ask them if they want the hive or chambers first. Getting fades sooner is nice, but if your team can't hold ground long enough for the hive to go up (without upgrades), then there is no point in putting up the hive first.
  • RevrenRevren Join Date: 2003-05-21 Member: 16585Members
    Defense chambers help hold an area alot better. Oc's get healed, skulks don't need to run back to the hive to heal or simply just die and wait to rein. It's kind of ironc when you think about it. One of the consepts of Mc's are speed but Dc's save alot more time and effort.

    In 1.1 Oc's will heal themselves I belive in an attempt to make Mc's more viable to an every-game situation.
  • FaT_CaMFaT_CaM Join Date: 2003-04-11 Member: 15394Members
    Frankly, DC's own, then your able to set up working WOL's early game which you will prbably need for defending the second hive with 30 seconds to go till fades. It also helps for healing in forward positions. Like when you attak rine spawn.
  • RoadWarriorRoadWarrior Join Date: 2003-05-12 Member: 16229Members
    With MCs first you have an effective lerk against JP when they come before you get the 2nd hive up.
    Lerk without adren really suckz hard, so you can´t fly and bite enough without landing for getting your adrenaline loaded up again.
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