Mc First?
Ballisto
Join Date: 2003-05-19 Member: 16503Members
<div class="IPBDescription">never see it</div> you never seem to see movement chambers first. defense first is the most common one, and sens gets flamed and debated over. but movements kind of untouched... noone ever gets it first (it IS a standard second after sens), and noone debates over it.
let's see what you guys think. how would mc first win a game?
let's see what you guys think. how would mc first win a game?
Comments
MC is a very aggressive choice that would require players of at least average skill. DC can be used by anyone, and SC as it stands demands the highest standard of players.
Wasn't the point of 2.0 to have variety ?
It shouldn't matter too much, though. It doesn't take all that long to get a second hive up. First 2 chambers are more important than which one of those comes first.
Other chambers are way better for skulks , but not good enough for fades and onos. The adrenaline upgrade lets a gorge heal an elec munching skulk forever , but this requires a high level of teamplay. Elec nodes can't be taken out if your team just has sensory chambers.
Movement chambers are horribly effective for the 3 first life forms. Silent skulks , frantically healspraying gorges , spore spamming or silent spiking lerks. That's more than enough to terrorize the marine team so they aren't likely to visit your hive room.
Johnny Cage- that makes no sense whatsoever, if you let the marines GET two hives locked down, you already seriously **** up. An analogy in football- thats like saying that the 2-point conversion is ALWAYS better than going for the extra point, because if you're down by 2, the extra point will always lose.
A couple benefits of going movement first:
- Encourages and protects fast second hive expansion
- "Super sizes" gorges; making them excellent all around- attacking and defending- unlimited healspray kekekekekkek^^
- Makes early lerks deadly with adrenaline.
- Silence and celerity are both EXCELLENT skulk upgrades.
- As with sc, discourages res whoring, encourages teamwork and a fast second hive for DCs.
Taboofires- you're one of the smart ones here- if teamwork is actually used, the first chamber really doesnt matter relative to the second, because you'll get the second hive up real soon-HOPEFULLLY BEFORE ANY HIGHER LIFE FORMS. Of course, this isnt a perfect world, and the people that scream and **** when any chamber other than dc is dropped first are the same that go straight for one hive fades and lerks EVERYGAME without ever dropping rts, chambers, or hives. Its ironic really- because their greed sacrifices their input into the decision they hate so much (chamber type).
^^^^^^^^^^^^^Im speaking about pub games here.
Just think, if in every pub game the first guy to 50 threw up a second hive- then another threw up 3 chambers once it was done, the first chamber choice would only restrict activity in the first 7 or so minutes of the game. And, in most pub games, a fade rush doesnt even do **** for the team, just gets you a couple kills. Therefore, why not just wait till the second hive is up?
This brings me to my next point. Since ive already established that you can have DCs when you get fades, why would you need them any earlier. I, for one, never upgrade my skulk with dc abilities. Carapace is FAR from a guarantee of the 2 kills required for a net gain in res, and regen, redemp are pointless as skulk. THEREFORE, WHY not get MC or SC; chambers which greatly benefit skulks, as the first chamber? It seems ridiculously simple when you think about it- scs and mcs help skulks, (large units too), and DCs help advanced units. SO GET THE MC or SC first. Easy as pie.
Plus, I think celerity and silence take expert players to really get the full benefit for skulks. SCS are great for skulks but relatively worthless for fades and onoses, just because DCs and MCs are sooo important for them.
I think I will try MC first more often now.
But just think about this- and theres no right answer- im asking you in your personal experience- is it harder to get 1 kill without carapace or 2 kills with carapace- keeping in mind that if you DONT get the kills with carapace, your at a loss, whereas without the upgrade, you break even with no kills.
Nothing ticks off the marines more than having a perfect bead on a skulk and not getting the RFK. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Redeem is also very good if you're playing the base defender.
That being said, my order of choice is MSD -- a cloaked and silenced gorge is just a blast to play. Look! There go the marines down the hall toward the rest of my team.. time to put up an OC to cover their retreat. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
also, the person can gorge before 50 res- say 46, then put the hive up at exactly 50....
nice i'll have to try that
its sometimes fun to go sdm. the early sensory gives you control of the map until rines get an obs (they can't kill what they can't see, so they often turtle), but by then you have a second hive, and every alien will have sof to counter mt.
also, the person can gorge before 50 res- say 46, then put the hive up at exactly 50.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Many of the same type of ideas can be converted from clan to pub play. There are minor differences due to the team size difference but alot of stuff is still applicable.
Yes, but I was talking about the MSD order suggested earlier, which would leave you without DCs at all. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
but also imo, an organised team using SC/MC first hive is more fun than DC
-always- try get get dc when your team is a bunch of one-man-armies without mics though...
and i think the main difference between clan and pub isn't the number of ppl, but the skill and teamwork of the players. but im not a clanner... so i wouldnt know... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I went around celerity, most of there res got chomped befor it could pay for itself or get elec, cus we were there, we were everywere. we didnt set up potrals or anything but it sorta hapend. one or 2 used silence with their skulks, im not the greatest with silence but its fun.
lerks get adren and lay down the cover fire unending. if i remmber right our gorges decide they liked celerty beter than adren cus the could avoid the marines better.
all of that was fine and dandy, you can take the early game easy with movement, it helps your early units godly amounts. though i knew mid game would come. Which is why movement is desighned to be fast, and to get the next hive fast. our best killer, one of the people who i convenced to the movement stratagy, put a hive as soon as he got the res (i almost had as much res as he, cus i love my celerty and it love me). soon as it was up i put down the d chambers, and then some of the others (who hadnt built anything grr...) got there big bad onos which now had defence and movement working together
cus thats the thing D and M synergise much beter than S & M or D & M. D gives a mid game punch, M gives a early game punch, and the 2 of them together with 2 hive abilities can break any hive "lockdown" that could be set up in the time it takes to get there.
So I try to convense people of M first, everynow and then i manage to get though to them, and when they get it, its great.
we continued (selecting same teams, and remeber before this we had been takein a whoopin) to defeat the marines in the several games after with the same blitzcreig m-d-s style, at least till i had to go, and that server learned and used it after.
^^^^^^^^^^^^^Im speaking about pub games here.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Congrats, you caught the answer. It's pubs.
DC is popular in pubs because pubs are public. Meaning you'll find all sorts of people. When you have so many people with carying styles, the obvious thing is to get the most versatile chamber. And which chamber is that? The DC. The ability to regen allows you to:
-Stay on the offense, one of the key things that makes Defense Chambers offensive
-Sustain more damage in battle (You regen during battle, making the marines have to hit you more)
-Protect a location without need of healing aid constantly
Basically, the bottom line of Regen: It covers offense for the Kharaa better than anything else can. Staying in the front lines for 10 minutes with regen is way better than staying in the front lines for 30 seconds and doing 30% more damage. And large life forms are strong. You want them to stay in the front. If they have to constantly hunt for a Gorge or go back to Hive to heal, they are not attacking for over 50% of the time. A big waste of an Onos, don't you think?