2.0 Sensory Cloaking Field
Diablus
Join Date: 2003-03-31 Member: 15080Members
<div class="IPBDescription">is there really any point?</div> NOTE: before reading to inform you im NOT bashing in any way im just asking a question. I dont even know how to code so interpet this as best you can i know all you DEVS have been working Extremly hard on this upcomming version and im glad that you have gotten this far <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Now, onto the point why i posted here:
Ive seen some screenshots and a video of the sensory chambers cloaking. I dont understand why you call it claoking structures and aliens when all it looks like is a transparent brightened model, u can spot something that has been cloaked by a chamber a long range away, sure its good for setting up O chambers around a corner so mabye a marine wont notice it in front of him/her right away but if you walk into a hive with a "cloaked" hive youll know its thier hive becuase its so easy to see it, when i frst read claoknig i said wow mabye something on the lines of the ability to cloak but more transparent so it doesnt take the point of the upgrade away, but i see these and my hopes were shot down to see that u can perfectly see a cloaked res tower or building and especially an alien, ur better off jsut getting the upgrade if u want to cloak urself <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> well here was the issue, im willnig to take all kinds of feedback even if they are flame balls <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Ive seen some screenshots and a video of the sensory chambers cloaking. I dont understand why you call it claoking structures and aliens when all it looks like is a transparent brightened model, u can spot something that has been cloaked by a chamber a long range away, sure its good for setting up O chambers around a corner so mabye a marine wont notice it in front of him/her right away but if you walk into a hive with a "cloaked" hive youll know its thier hive becuase its so easy to see it, when i frst read claoknig i said wow mabye something on the lines of the ability to cloak but more transparent so it doesnt take the point of the upgrade away, but i see these and my hopes were shot down to see that u can perfectly see a cloaked res tower or building and especially an alien, ur better off jsut getting the upgrade if u want to cloak urself <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> well here was the issue, im willnig to take all kinds of feedback even if they are flame balls <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
90% player upgraded cloak, but i think with the SC it is auto-cloak to 90% or 100%.
remember this is the real <b>V2.0</b> cloak, and not some poorly made plug-in.
The player upgrade "Cloaking" is a 95% cloak, with sound effect, when motionless.
The Sensory chamber cloaking is 100% for all alien buildings in range, as well as all aliens in range. This occurs whether or not the player is moving and makes no sound when cloaking or uncloaking; however, attacking or taking damage will uncloak you. Touching a structure or damaging it will uncloak it.
Aliens see all cloaked objects as semi-transparent; if they turn on their flashlight, they see them full-bright transparent as in 1.04.
Marines never see unbuilt hives; aliens see them as they appear in 1.04. A cloaked hive, therefore, looks unbuilt to a marine.
A cloaked resource tower will obscure the geyser of resources, so an observant marine *will* notice it. But by then it's usually too late. (:
well if you remember 1.0x you'd remember you don't see cloaked guys when you didnt put your flash on <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I was confused as well.
I was confused as well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
yep... there was also one with a resource node, check rr.org i get all my pics and info there, ull find it eventually <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> but that one is the main one i was talknig about
and cutter joe if u check the off topic forum theres a video, u can see clearly what i mean when there in the min "jungle" fighting the HA's
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Permantly? For all marines? Or just for you for a second or two...
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Permantly? For all marines? Or just for you for a second or two... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Just for a few seconds. Also, despite what people have been saying the SC is not 100% cloaking... more like 99.9%. As a marine, if you are in a well lit area and you know a chamber is there and you look very carefully while moving slowly you can barely make it out by the differences in relative motion of the chamber model against the background.
However, in practice this means that I have yet to see a marine randomly notice a cloaked structure unless they walk right into it and decloak it. I've managed to at least get a few shots off at a skulk or two that were cloaked by a SC just because I saw a minor effect as their cloaked model moved over a complex texture as they closed in to eat me.
Well, unless the code was fixed, I think it might be seen as normal. At least in 1.04, there are always times when the res stream has stopped and there is no geyser. From my experience I believe it usually comes from the commander recycling the res node. All in all, I think cloaking effect sounds like an awesome use for the basically useless (in 1.0x anyways) chamber.
That is to say, I really don't want to be told "oh its 2500 or something units" but more like "could cloak half of EC in Eclipse" or "Could cloak horseshoe"
Also, does it has a vertical limit?
Personally I'd rather have Silence as a skulk than any of the new Sensory stuff...
I think you are biased simply because the 1.0x SC is near useless and almost certain suicide as 1st chamber upgrade.
In 2.0, the cloaking provided by random scattered SC's on the map (remember >1 gorge is now viable so you can get sensories up in key locations quickly) in conjunction with scent of fear (which detects all marines now) far outweighs the advantages of silence IMHO.
Whatever happened to D chambers though? Is the cara movement nerf really that bad? I understand that regen is gimped on early evolves(I really wish Flayra would set it to hardcoded numbers instead of percentages and improve it on Skulks/Lerks...), but how bad does level 3 cara actually slow you down?
It doesn't slow you down anymore. It provides less benefit instead (no longer completely nullifies ~30% of damage).
Personally I'd rather have Silence as a skulk than any of the new Sensory stuff...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well the selection of chambers is pretty random, we try basically everything, sensory is probably the most usefull because once you have about 5 spread around the map, they totally cloak you, the marines can't see it coming at all until you are right on them, pretty usefull.
And the sensory chambers are almost impossible to find with scans from the obs. They also help set up traps and ambushes, for example you can hide 5 ocs as a gorge and then bait the marines into them, always fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Personally I'd rather have Silence as a skulk than any of the new Sensory stuff...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well the selection of chambers is pretty random, we try basically everything, sensory is probably the most usefull because once you have about 5 spread around the map, they totally cloak you, the marines can't see it coming at all until you are right on them, pretty usefull.
And the sensory chambers are almost impossible to find with scans from the obs. They also help set up traps and ambushes, for example you can hide 5 ocs as a gorge and then bait the marines into them, always fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Kick **** post, and dead on. I love going gorge and just setting up traps with an SC and a couple OC's in choke points. Then I wait for my reliable and occasional 'MonsE *spiked* SilverFox'
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Plus it makes a good early warning system that the marines have a hard time avoiding. Gives you precious time to get over to that hive and clean out the unwanted human infestation...
Yes, all chambers have a radius just like a TF, which goes through walls.
I was confused as well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
When things uncloak they don't instantly uncloak they fade in.