Always Same Order
Juchel_Zero
Join Date: 2003-07-14 Member: 18155Members
<div class="IPBDescription">D-M-S :(</div> I don't know why but dms is comming back in force.
To you guys/girls that like it: explain to me why this is better than m-d-s or s-d-m.
I like movement first because it enhances you skulks, defense does very little for skulks.
I'm tired of defense first <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
To you guys/girls that like it: explain to me why this is better than m-d-s or s-d-m.
I like movement first because it enhances you skulks, defense does very little for skulks.
I'm tired of defense first <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->.
Comments
Essentially this is the common thought right now. Most players on pubs think that Defense chambers are the only way to protect themselves mid and late game. It also allows for early fades to have regen and for rez hoars to get there redeeming Onos.
I won't get into the first chamber arguement. Lets just say that right now, people think defense chambers are the ONLY way to go. I do not agree with them, but that is why you only see D-M-S build order.
Typically, this involves both movement and defense. Movement has big benefits for skulks, fades, and lerks, in addition to making it easy to rally guys for hive defense. D chambers allow newish players to better protect their evolution investments with redemption, and allows gorges to set up better point defenses. It really doesn't matter if you go with D or M first, as long as you get the other with the second hive.
Sensory, while potentially very powerful, takes a different playstyle than most players are used to running. This makes it a risky gamble for pub games as its very well possible this upgrade benefits only two players that know how to use it while hurting the other six that don't. Until the average pubber figures out how to best use cloak walk and counter sensor sweeps, sensory will remain the nice but not necessary third upgrade option.
how do you do that?
ill take it species by species
Skulk: cara is good, however cerlerity is better.
Fade: usually come out before 2nd hive, against people who can aim, fades very very much need extra defense.
Gorge: gorge with carapace is invincible. redept gorge good for permi gorge. Adren cool but really whats the point if a rine can kill you instantly.
Lerk: these critters take 18 bullets to kill(early game), Very easy to kill when leaving to heal. Even easier when you play against peeps who can aim. Adren is cool and deadly but whats the point if you can't live or spend 90% of the time trying to heal(which will most likely end in a failre trying to get back to hive). Lerks need either one of two things to survine, a dc upgrade of your choice (regen is your not a moron/uber poor) or SOF. Plus harassment from a vent is uber when you never have to leave it.
Onos: onos with regen or redempt are invincible, but bah onos hopefully you'll have second hive by then.
other stuff:
-things like adrenline useless if you don;t live long enough to make use of it
-dcs in vents are uber deadly and can make your offensive last longer.
-mcs good for getting to other hive, but hey what other hive??
Overall dcs benifit way more species and situations than mcs.
Summery:
DC AND MC are necesary chambers to brake the tuffest of tuff rines,
DCs has more benefits at 1 hive than MCs.
Best order DMS
I like your analysis <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
It's just a matter of taste: I like more of sneaking around cloaked as a fade or skulk, but most people prefer head-on attacks more. ATM.
since it always goes well
M can go even better, but it might require some TP
S aswell
Go gorge at the start and drop a different chamber, and call everyone who will inevitably whine at you close minded and boring.
it also depends on the players as well. i seem to get a mix of either dcs or mcs first, the occasional sc first.
but i leave it up to the other players. i don't personally care what upgrade comes first, since usually im gorging far away from the frontlines <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
i find value in any of the upgrades.
i do think though that d's first give you a better variety of options, for early fades and maybe even an onos if one guy is doing extremely well.
K, that's a server on my "to stay the hell away from" list. Thanks for the heads up tho.
MC first allows for very strong skulks/gorges but you need teamwork and a second hive quickly because the higher lifeforms need D's.
SC first is fun if you're playing a newbie COM or not-so-good Marines. If you don't win immediatly or get three hives you're not going to have any fun though.
So yes, DC is the safest bet. It is also by far the chamber of choice for rambos, someone who is only interested in going onos asap will not be asking for MC or SC first (which is a good a reason as any to drop one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ). MC makes for a fun and strong early game. MC gives a lot more for skulks then DC and more for gorges too, Lerks who can get a gorge to stick around are about 3 times as effective as with DC. SC gives you the ability of 'claoknig', which is totally uncounterable and will allow you to completely dominate the marine team who will constantly be walking into your ambush spot rather then take over the map. The only reason people don't use SC in clan games or on good pubs is because it is considered unsportsmanlike, since winning is practically guaranteed. Most often the Marines will just go "omg they have claoknig f4!" and the game will be over.
It is definately challenging to counter the walking-cloak based chaos that skulks can provide, but I wouldn't take it if you have doubts as to the competance of your team. SCs makes comebacks extremely difficult, since they are much more suited to halt expansion rather than assault a position.
DC allows for what he said-
MC helps with second hive, lerks, gorges, fades.
SC helps skulks tremendously, helps contain marines, helps prevent marines from capturing the map.
DC allows for what he said-
MC helps with second hive, lerks, gorges, fades.
SC helps skulks tremendously, helps contain marines, helps prevent marines from capturing the map. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
scannersweep owns sc's
:/
Sens has more requirements to be effective than the other 2 chambers
20 Games of sens>dc>mov
20 Games of dc>mov>sens = far more winning games