A Request To All New People!

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  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    edited August 2003
    Whoa. Calm down with the flaming.

    Anyways. Yes, ask your team what chamber they'd prefer when gorging. But more importantly than that, if the chamber that was placed first (or second, for that matter) was not the one you wanted, don't [female dog] about it. Adapt. In 2.0, there is no longer one chamber so much better than the others that it's broken.

    If sensory is dropped first make heavy use of the chambers themselves. Stick them within range of as much of the map as possible, in particular strategic areas like double res, high traffic corridors, and sige locations.

    If defense is dropped first make heavy use of OCs with DC backup. Set up as many outposts as possible to make life hard for marines and to give aliens places to heal.

    If movement is dropped first shift the emphasis to Lerks and Fades, who greatly benefit from movement upgrades. The combat capabilities of all classes are greatly increased with this chamber, but these two most of all. I hope I don't need to explain how much more effective Lerks are when they have adrenaline...

    In short: there is no one path to victory, and no longer a single best path. Play with the flow of the game, don't whine because the game isn't flowing your way.
  • PathPath Join Date: 2003-06-28 Member: 17745Members
    Thank you Soul, I think you just saved this post.

    About the game now. If my team wants sensory, that’s cool with me. I'll build the chambers in <i>hidden</i> spots. I'll try to put them in high traffic areas and contention points. The chamber is far more useful than the upgrades, except scent of fear. The only problem I have with sensory chambers is that they do not directly benefit your offensive capabilities.

    Defense chambers are relatively useless for skulks, because all benefits are paid out in percentages, and skulks have such low numbers in health and armor it is not worth it. Even so, defense chambers are very useful for the higher evolutions.

    And now for my favorite chamber, movement chambers. The movement chamber benefits all evolutions, even skulks. Movements pay off not in their abilities as a chamber, but in their <b>upgrades.</b> (in relation to skulks) Celerity can make you nearly invulnerable, because you can’t kill what you can’t track. Silence can greatly increase your ambushing capabilities. Well, adren doesn’t have too much skulky use in my opinion.

    The thing I can’t stand is when newbies freak out over a new chamber. One time comes to mind when after the noob heard I was going to put down movs, he went gorge before me and put down sensory. Luckily Lightning Blue wasn’t on at the time (I yelled a bit). I was able to put those sens chambers at forward outposts though, to finish off the game.

    That’s my take,
    Path
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