Using The Sensory Chamber
Demented
Join Date: 2003-07-30 Member: 18573Members
The sensory chamber has experienced a quantam leap from being the most useless chamber in 1.04 to supposedly phreaking cool in 2.0. While the sensory continues its reign as the most popular chamber in 2.0, I would like to point out some commonly-made mistakes in the use of the sensory chamber.
Firstly, I feel that the last thing you should do is to place the first sensory in your STARTING HIVE. IMO, this does not give you any advantage in combat since the marines will most probably refrain from charging your hive in the early game due to res for kills. Hiding your hive also is pretty much a useless tactic, since its pretty easy to figure out where the aliens originate from (the commander can listen). Therefore, the 10 res is better spent doing placing the sensory somewhere else. Which is my next point.
The marines will almost always attempt to cap their nearest resource node or a potential hotspot (e.g. a double res node). This is common sense. Therefore, I find that getting skulks to camp near a sensory chamber which has been placed in a nearby res node will usually ensure some very dead marines. If you run as quickly as you can to the rt near Marine start , go gorge and get the sensory up, chances are the marines will still be building up their base before you can get the sensory up. If you can get the skulks camping there (assuming tyour team is coordinated enough) to attack AFTER the commander places the rt, chances are you just made the commander waste 20 res and made the day for those skulks.
The placement of the sensory chamber is also another point I would like to point out. IMO, it is imperiative that the sensory stays hidden at least until the commander uses scanner sweep since it prolongs the life of the chamber and keeps your cloaking advantage on for a longer period of time. Keeping the sensory hidden in some hard-to-reach corner will not only ensure that it does not get revealed by stray bullets but also keep you (the gorge) hidden as marines past by without knocking into anything that suggests that a hapless fatty is nearby. The lowered portion/trench of topographical analysis (Ns_Veil) is one example of a hard to reach location.
Last, do place your sensory chambers in a network that allows your team to move from one vital location to another without being seen. This may cost you all the res you can muster for a good portion of the game, but IMO it seems to be worth it. Nothing beats the feeling of sitting down as an onos or a skulk and waiting as two unsuspecting marines walk right up to you for some free res.
Oh yeah, do add your own opinions about sensory placement.
Flames, anyone?
Firstly, I feel that the last thing you should do is to place the first sensory in your STARTING HIVE. IMO, this does not give you any advantage in combat since the marines will most probably refrain from charging your hive in the early game due to res for kills. Hiding your hive also is pretty much a useless tactic, since its pretty easy to figure out where the aliens originate from (the commander can listen). Therefore, the 10 res is better spent doing placing the sensory somewhere else. Which is my next point.
The marines will almost always attempt to cap their nearest resource node or a potential hotspot (e.g. a double res node). This is common sense. Therefore, I find that getting skulks to camp near a sensory chamber which has been placed in a nearby res node will usually ensure some very dead marines. If you run as quickly as you can to the rt near Marine start , go gorge and get the sensory up, chances are the marines will still be building up their base before you can get the sensory up. If you can get the skulks camping there (assuming tyour team is coordinated enough) to attack AFTER the commander places the rt, chances are you just made the commander waste 20 res and made the day for those skulks.
The placement of the sensory chamber is also another point I would like to point out. IMO, it is imperiative that the sensory stays hidden at least until the commander uses scanner sweep since it prolongs the life of the chamber and keeps your cloaking advantage on for a longer period of time. Keeping the sensory hidden in some hard-to-reach corner will not only ensure that it does not get revealed by stray bullets but also keep you (the gorge) hidden as marines past by without knocking into anything that suggests that a hapless fatty is nearby. The lowered portion/trench of topographical analysis (Ns_Veil) is one example of a hard to reach location.
Last, do place your sensory chambers in a network that allows your team to move from one vital location to another without being seen. This may cost you all the res you can muster for a good portion of the game, but IMO it seems to be worth it. Nothing beats the feeling of sitting down as an onos or a skulk and waiting as two unsuspecting marines walk right up to you for some free res.
Oh yeah, do add your own opinions about sensory placement.
Flames, anyone?
Comments
Oh ya, it's also important to place sensories where they can't be found, just some random odd spot. Don't place them where marines will look first.