Any One Notice...
napi
Join Date: 2003-03-01 Member: 14172Members, Constellation
<div class="IPBDescription">no one moans about MT any more</div> i remember pre-ns2 the S&I forum was full of ideas for sensory and requests for "anti-MT upgrade" etc...
any one noticed how now that aliens get SoF, no one cares about MT? they both work practically the same...
just thought i'd point this out lol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
any one noticed how now that aliens get SoF, no one cares about MT? they both work practically the same...
just thought i'd point this out lol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
From what I can tell, if it cloaks an alien, it blocks MT, but the alien's also have personal cloaking, which doesn't seem to prevent MT.
-JohnnySmash
it puts a blue circle in the rough location of any moving alien on the marine view. (the alien doesnt have to be in the marine view, that last bit was unclear)
Sensory = Counter
Have you ever noticed how there's no 'hard' counters for anything in NS?
?
Really? Despite the name, I've seen MT circles around cloaked aliens.
<!--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--> MT = Sex
Sensory = Counter<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yeah, that's quite the counter. <b>In that it almost completely nullifies something which at one point might have been useful!</b>
I wish some of the nerfs in the current beta patches were as good of "counters" as that thing.
it puts a blue circle in the rough location of any moving alien on the marine view. (the alien doesnt have to be in the marine view, that last bit was unclear) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
So does the comm do this or is it automatic? b/c I remember there was a hallway with aliens attacking from it and there were dozens of blue circles. I said "Damn can't see anything because of those blue circles" and a second later they were gone.
??
-JohnnySmash
There is something of a lag behind it, it shows where they are every second or so, and it stays in the same position until the next "sweep" (like in radar). It's only supposed to give you an idea that they are nearby, a bigger circle means an alien is just around the corner, it's something researched at that sensory tower (I forget the name of the damn thing...)
It costs 45 res, which is so expensive by the time you get it that unless you rushed it (which isn't likely) the aliens pretty much always have a fade into play, or skulks with carapace. What good is MT if the aliens are at the point of rushing you head on when you start to use it?
MT was overpowered back in 1.04 because back then the only way a skulk could kill a good marine was if the skulk got the jump on the marine. With MT, skulks would never get the jump on marines. Also, keep in mind, that in 2.0 MT is still really good against skulks... but that's just about it. In 1.04, you were always a skulk. MT doesn't help you spot that hidden gorge that makes all sorts of squishy noises whenever it walks, or the lerk that makes big flapping noises.
MT went from too useful, to useless.
A possible solution would be to make it so MT is cheaper, like at 20 res, but make it also around as effective as lv. 2 scent of fear.
Edit:
<!--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--> Being cloaked from the upgrade does nothing for MT. However, to be cloaked you have to stand still, and after standing still for a second or two MT won't show you anymore.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->You're SURE, right? You're not just guessing? I'd like to know.
So I blasted it off the wall. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Even the new minimap is even better than MT!
MT sux for the commander now. Plus, why research MT when you can drop 4 shotguns and 2 medpacks? Just let the jumpy marines blast whatever that startles them. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It helps the marines keep an eye on where the aliens are moving towards so they can keep a lookout, instead of the comm trying to do that as well as his other duties. That way marines can save res towers and control hives before the comm has to tell them to do so.
And as far as the head on rushing from the aliens..its nice to know that you are going to get rushed by a fade rather than notice when your partner falls to the ground.
MT is very useful. Both tactically and strategically. It raises the Marine survivability and lets you keep track of Alien activity somewhat (They're gathering outside base, Com!).
I also find that most Marines can take down a solo skulk. I know I can most of the time. The balance on the races are now such that a Marine is a good position will take down the skulk and a skulk in a good position will take down a Marine. This is good.
MT is right after armor lvl 1 on my list (I usually get weps first though since I already have an armslab and it costs less)
I still think that "phermones" should be replaced by something that blocks MT and makes the alien seem "blurred" when moving.
Yeah, 1 on 1 usually turns out a little more than 50/50 for the marine... but a marine by himself is certain to die to anything more than 1 skulk. And like I said before: Turn that into 3 on 3, and what do you get? Slaughter. That's what. You don't all shoot a different skulk, that's almost a given, right? On the incredibly tiny chance you do, you don't all manage to keep shooting the same one when they start to move around. That's for damn sure. If you're good, two die, but now you're clips are empty, aren't they? Then that last one has closed the distance and is chomping through your legs before you can reload. You might end up with one marine left, if you're lucky. See above.
MT is very useful. Both tactically and strategically. It raises the Marine survivability and lets you keep track of Alien activity somewhat (They're gathering outside base, Com!).
I also find that most Marines can take down a solo skulk. I know I can most of the time. The balance on the races are now such that a Marine is a good position will take down the skulk and a skulk in a good position will take down a Marine. This is good.
MT is right after armor lvl 1 on my list (I usually get weps first though since I already have an armslab and it costs less)
I still think that "phermones" should be replaced by something that blocks MT and makes the alien seem "blurred" when moving. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
45 res wasted on MT could have been used on 2 arms lab upgrades or the armory upgrade and a shotty and welder...
Come on it's too much.
If the marine team is playing a good alien team, they need the res spent on upgrades to cope with larger lifeforms, esp. an early fade.
The only time I find MT useful is if the aliens are all getting silence, or if they got sensory chambers. Yes, sensory chambers.
Like I predicted before 2.0 was released, MT is very useful at finding exactly where the cloaking fields are. Also, aliens don't immediatly go off MT once they are cloaked. What happens is that as they cloak, they continue showing off the blue ring, untill they are completely invisible. By this time, I'm already shooting at them.
A simple way to make motion tracking more viable is to make it work all the time, even if aliens are near sensory chambers... it would still be hard to kill all the cloaked aliens because as was already mentioned the motion tracking circle does not track aliens exactly, only their general position. Holding still would also still be a easy counter too it if you were cloaked. Motion tracking circles also disapear if you are within a certain range/same room as the enemy (I believe) while scent of fear circles stay on marines untill you are right on top of them.
Currently the only way to counter a sensory chamber is to build an observatory near it in order to make all the enemys visible, however, in order to do this oftentimes your marines will be under heavy attack by invisible skulks while they are building, and even if they get the ob up they will most often be killed off all the same. You have then just lost the 25 res that you spent on a observatory.
The alien is not moving.
The alien is cloaked.
The alien is within Line-of-Sight of any marine. (MT is kind of a moot point here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> )
Since everyone seems to be running some form of gamma-hack in NS, MT/SoF is usually a moot point once they're in LOS, yes. Personally though, I prefer to play the game a bit darker (ie. not full-bright), and I find it damn hard to see anything at all. Ironically enough, for Kharaa I find the hive-rooms be the hardest to defend, since I can't see ****.
Why, oh why, did they remove enhanced sight for Kharaa? I know it was a bit underpowered (according to most, since they're cheating gamma-lamers <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->), but couldn't you have made it part of one of the other abilities? *sniff* Give me back my vision!
Chamooze
Yes but you can't really reason like that (and it's not two arms lab upgrades by the way). You'll need to upgrade the armory no matter what, but that is more of a long term investment, MT will come online quick and boost your Marines significantly (I would say as much as Armor 1). People can claim that the minimap negates it how much they want, it's simply not true because the minimap doesn't have the range, and a LOT of players (including me) don't check it all the time. Big blue circles on the wall however, are hard to miss.
I'd rather have 1/1 upgrades and MT then 2/1 upgrades without MT (which is a fair comparison since lvl2 costs 40 res), and I *know* this makes my Marines more efficient.
Hmm, not sure I agree with this.
On one game (with, I might add, a particularly terrible comm), I managed to hold off an area for 15 minutes, single handed, with a lv0 lmg, and no support. I took down plenty of skulks, sometimes alone, sometimes in pairs. They weren't very good aliens... but then, I'm not a very good shot as a marine. I'm above average for pubs, but not fantastic.
The aliens had held the section for ages, using a combination of skulks and spores, and when we eventually took it over, only I was left to defend against their attempts to take it back. I have no idea what the rest of the team was doing, and as I said, the comm was an idiot... My cries of 'the res node here is ready to be capped, and by the way, why do we have 200 res?' were ignored. I stayed there as long as I could, taking down every enemy before it even got close, until I ran out of ammo. Then, as I was running back there with full clips behind marines that had *finally* decided to come and guard the second entrance to the base, skulks ran out and wasted them both, leaving me to retake it yet again. (I think we swapped comms at this point, because I actually got some backup, the res tower, and some orders afterwards.)
This isn't a 'look at me, I'm so great!' post... I had a good point to attack from, and I was lucky. If more than two skulks had come at once, or if a Fade, Onos, or skilled Lerk had come my way, I'd have been finished.
Point is, one marine CAN take on multiple or powerful enemies, but he needs a lot of luck, and a lot of bravery. But in an ideal world, you'll never have marines in the situation where they need to do that anyway.
the fact that it seems like most players DO have some kinda gamma hack is annoying though. I hate being an alien right next to a sensory chamber, and having a marine blast me as if he could see me plain as day...
MT is and always will be a 'heads up' for what is around the corner. It lets you know that SOMETHING is coming towards you, unless a SC is hanging around. I can't recall how many times I've prevailed in a one-on-one because I knew a silenced skulk was just around the corner.
err, i think you can hit the falshlight key to help the problem somewhat...