A Vets Advice
Insomnia
Join Date: 2003-06-10 Member: 17179Members
<div class="IPBDescription">Using Movement or Sensory first.</div> I'm sure many of you rely on defense as your first chamber. Its great. Your skulks have carapace and your fades have regen. If they have electric nodes your fades with regen would just laugh as they take it down. But with the coming of 3.0 comes the possiblity of movement or sense first. So heres some tips for using them.
Movement:
First as always get your gorges and drop res nodes etc. Now always drop movements far away from the hive, preferably in a vent. For example, on ns_eclipse: If your hive is maintenance drop the movement chambers in the comp core vent, the triad vent and the station access vent.Now as a skulk, get celerity. If your on a more advanced pub server silence is also a good option. Secondly, movement changes the main focus of the aliens. Now instead of getting regen fades some people must go celerity or andrenaline lerk. Many of you are probably thinking that lerk is not strong enough to slow down marines. That is not the case. It is just a matter of skill. When 2.0 came out, some pub players stepped up to learn and be good fades. Now with 3.0 some pub players should also learn to be good lerks. You people must learn that biting is not always the best option. A combination of sporing + bite will be just as effective as killing those marines with a fade. Many of you are probably wondering what you would do if your hurt and wanna heal. If you placed your movements far out then just go to the nearest movement chamber and press use on it. You'll go to the hive and heal and be ready to fight again.
Sensory:
Like always get your gorges to drop the res nodes and such. Now sense changes the focus the aliens just like movement. Defense helps fades a lot. Movement helps lerk. So sense helps the skulk. That means all those ppl that should be fading/ lerking should instead put sense around the map. Try putting sense in vents so marines cant find them. Attempt to contain the marines and attack them when they get close. As a skulk with cloaking never just assume your safe just because your cloaked. You never know when a scan from the commander can come and ruin your day. So even when your cloaked, approach marines from unorthodox positions. So instead of walking cloaked straight at them, walk cloaked behind them, or walk cloaked on the ceiling and drop on them. With sense the team must make it a priority to defend a hve area and drop a second hive as soon as possible.
These strategies hopefully will be a good experience to learn that movement and sense can be placed as the first chamber. It may be a bit much to ask for you pubbers out there, but hopefully you alien players out there could try something new and win with something besides defense.
Movement:
First as always get your gorges and drop res nodes etc. Now always drop movements far away from the hive, preferably in a vent. For example, on ns_eclipse: If your hive is maintenance drop the movement chambers in the comp core vent, the triad vent and the station access vent.Now as a skulk, get celerity. If your on a more advanced pub server silence is also a good option. Secondly, movement changes the main focus of the aliens. Now instead of getting regen fades some people must go celerity or andrenaline lerk. Many of you are probably thinking that lerk is not strong enough to slow down marines. That is not the case. It is just a matter of skill. When 2.0 came out, some pub players stepped up to learn and be good fades. Now with 3.0 some pub players should also learn to be good lerks. You people must learn that biting is not always the best option. A combination of sporing + bite will be just as effective as killing those marines with a fade. Many of you are probably wondering what you would do if your hurt and wanna heal. If you placed your movements far out then just go to the nearest movement chamber and press use on it. You'll go to the hive and heal and be ready to fight again.
Sensory:
Like always get your gorges to drop the res nodes and such. Now sense changes the focus the aliens just like movement. Defense helps fades a lot. Movement helps lerk. So sense helps the skulk. That means all those ppl that should be fading/ lerking should instead put sense around the map. Try putting sense in vents so marines cant find them. Attempt to contain the marines and attack them when they get close. As a skulk with cloaking never just assume your safe just because your cloaked. You never know when a scan from the commander can come and ruin your day. So even when your cloaked, approach marines from unorthodox positions. So instead of walking cloaked straight at them, walk cloaked behind them, or walk cloaked on the ceiling and drop on them. With sense the team must make it a priority to defend a hve area and drop a second hive as soon as possible.
These strategies hopefully will be a good experience to learn that movement and sense can be placed as the first chamber. It may be a bit much to ask for you pubbers out there, but hopefully you alien players out there could try something new and win with something besides defense.
Comments
oh wait everyones a vet...
impy smells funny, that's why <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
That said, I prefer movement followed by D chambers. Sense is cool and all, but still isn't as good as M or D so far in my experience.
oh wait everyones a vet... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
now thats funny.
This strategy doesn't work on pubs at all, because one alien just can't put 3 SCs quickly. The whole team would have to move together to block of the marines early on and THEN put up RTs. NS seems to be two different games when played in public servers and in clans.
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The idea is to have 3 people go gorge and put sensories in 3 important, yet hardly accessable places, then go back skulk and defend. Have the whole team, but maybe 2 gorges keep the marines in a small area not leaving them out.
If marines build observatory andstart scanning, get focus and kill the lvl0 marines. If the commander chooses to get armor instead, let them come to the cloaked area, then him them from all sides (especially ceiling and behind) at once.
Meanwhile, have a couple of players, who did not put up sensory, go gorge and put RTs. As soon as one of the skulks gets 50 rez, put up hive. One skulk should probably save for onos so he could counter an HA train (worst nightmare of SC). Its very important to be aggressive in the beginning and not let the marines get any rez.
1) New wave of nubs flooding NS : You know this. Love it or not, they'll be here, and they might think 'OMG drop Sens first so we can cloakz0rs!!' without actually knowing what to upgrades, let alone how.
2) Severely cripples inexperienced players who are higher lifeforms. This is especially true for Oni. If you have Regen and Cloaking instead of Regen and Celerity, it would be harder for an Onos to run away from fire. Make that an inexperienced Onos, and it gets even worse.
3) Defensive Chamber benefits WAY beat other structures.
DC : - Heals nearby structures and players, 10 HP per tick.
- Carapace increase amunt of armor. Not that it is that effective, but when that second hive does, its effects become obvious.
- Regeneration regenerates health. Hugely benefits higher lifeforms.
- Redemption helps protect your big investment
MC : - Regenerates around 30% of your energy.
- Allows movement between hives.
- Celerity heavily benefits all lifeforms.
- Silence gives great benefits to fast and noisy lifeforms.
- Adrenaline is a big benefit for lifeforms that eat up a lot of energy, namely the Lerk.
SC : - Cloaks nearby structures and players. Decloaks itself if in range of an Obs.
- Cloaking benefits small lifeforms.
- Scent of Fear tremendously helps in scouting and ambush tactics.
- Focus helps increase damage done, but sacrifices attack speed.
Which gives the most effective benefits? The DC. Although the MC has the most amount of benefits, one of them is negated until the second hive is up. DCs on the other hand increases your survival rate.
I don't think people still loathe SC as a gg like they did in 2.01, however people still don't want to use them, because people just want to drop 3 for full upgrades, not use the actual chamber in the map. Since sc cost the same as the other two chambers, they get to be quite expensive to set them up into a good network of cloaking around the map. If people could get them set up around the map good, then skulks can just get focus and use the cloaking from the chambers. This can be devastating to marines in their high traffic areas, but people just don't want to set them up. People don't want to risk losing their SC if they get busted settting it up. Sure you could spend 20 res to get one up in a good area, by setting one up near it first, then cloaking in to the place you want the new one, and setting it up.
I like a good SC first game, but like 2.01 theres just too much of a margin for loss on the SC first. You either stop marine expansion or you don't. Simple as that. If you don't marines start electrifying res, and you are pretty much SOL unless you want to waste 2 to 3 people to gorge + skulks the electric nodes, which will only work in the marines favor by having 3 less people to worry about for a little bit.
One time this guy decided to drop a sensory in horseshoe, and told the people that yelled at him to "watch and learn". Then he went back to skulk and ambushed 2 or 3 marines before getting killed. The sensories hurt us in the long run, it led to the marine team electrifying every node, and taking down our 2nd hive since we were unable to defend it well, and we couldn't do **** about it. Please don't be <i>that</i> guy, please don't drop sensories without first asking your team if they want it.
Since is great to, liek they said, get sent of fear as a skulk, and just stand around the sensory chambers. now you can hide just about anywhere, and always know where they are. even easier to ambush now.
and thats right sensory fist means:
its real easy to keep em in their base, and do ambushes but if you dont. and they acutaly secure somethign with an opost and an observitoyr
YOUR SCREWED (well just about)
Also, sensory chambers work much better on certain maps than others. Maps like eclipse aren't as good as origin or nothing to use sensory chambers on.