you say good teams use SC? what kinda good team needs SC? a good player can ambush marines without cloak (seeing as high gamma can make spotting cloaked aliens pretty easy) and a good player can sink 2 good bites into a marine before it starts shooting (so you don't need focus)
get MCs, celerity skulks can really hurt marines bad when they get moving fast
If you build SC as first chamber you just lack on Regen and thats the main reason. Regen allows you to stay alive and in field not forced to return to the hive for healing. If you place SC first you wont have the early fades able to kill the electified RT's. So you wont be able to break the current map control of the Rines. It's hard to archiv a area sometimes but if you got it you can defend it easily.
The key is surly to place the sensories properly at places the commander is forced to scan (vents for example) and getting a hive up asap. But some maps dont have such possibilities.
If the 2nd hive is up fades can easily operate without MC's because of Metabolize.
I would like to see more SC as first chamber as their possiblies are so "sexy". The problem is that MT/AU1 negates the effect of SC.
As the counter is so easy you face the problem that Rines are gathering territory and you can't do anything about it.
Also in the late game Onos are much weaker as they benefit alot from MC.
I wuould like to see that you have a "hive 0 ability" with delivers a regen so they way is open for all other chambers. But balancing this will be hell'o'playtesters <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
I think there was this one time when (i don't what to name names) but mr X, who had one of those yellow badges and is a respected player by many NS players, called some guy a "dumb@$$" for dropping sc first. We all had agreed, within the first minute of the game, to drop SCs.
Despite his comment, we ended up winning that game...but mainly because the marine com didn't know how to respond to the sensory chamber threat.
You see, everybody on the alien team got focus and we F***ed them up big time. Even though they got armor 1, shotties, and all those other goodies we still pwned them (not to mention, they had a few good players too). Right after the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> dropped the sensory chamber, everyone just started working together with what we had and eventually we got all the hives up, which led to the doom of the marine team. That was the best teamwork in a pub that I have ever seen...
So..um..yah..it's all about teamwork after everyone decides on what chamber to drop. If it's not really planned out, there's gonna be more yelling on the alien team then playing.
The key to sensory first strategies is to surpress marines. If you allow marines to get res nodes up, commanders will electrify them. You can't allow them to do this. Sensories allow you to do this two ways: Focus and cloaking. With these tools in your arsenals, it is much easier to surpress them.
Marines are also at a disadvantage. They must spend an enormous amount of res to get motion tracking and armor upgrades very quickly, or risk having a dead team very quickly. This severely hinders res that could of been funneled towards resnodes or an upgraded armory.
If you've surpressed them correctly, by the time the sensories have outlived their usefulness, you should already have a second hive up with DCs down, so those fades will have a fighting chance.
Furthermore, 2 focus bites,swipes,gores will take down ANY marine armor level (except heavy armor, of course). It doesn't matter if they have armor 1, or armor 3. A skulk can kill an armor 1 marine just as fast as an armor 3 marine. The only change is the amount of armor/life that is left over on the first bite. The lerk can also take down any marine armor level with two focus bites with the exception of armor 3, which allows them to take a third focused lerkbite. And so what? After two bites with armor 3, you're left with 28 life and 1 armor point. Thats three parasites.
Many say that sensories first is for advanced players only because its true. The level of res/marine surpression needed to pull off a successful sensory first game surpasses that of your average pub.
well said man...yea don't go sensory first unless you are sure what the heck your team is gonna do. That electrification + hive lockdown w/ static defense is going to murder you if your team doesn't get a second hive up fast enough.
Sensory is for lower skilled players against a lower skilled com, sensory just plain sucks compared to mcs or dcs for my style of play and to counter the best marines and com... sensory could be good if the full map is cloaked, thats it.
woah thx for all the opinions <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> now i kind of have no faith in sc first.. haha
btw what's all this "chain (and unchain) the chambers!" thing?
Because we all know low skilled players can use focus properly. And all low skilled players can use sens to sneak past MT. And low skilled players also know to use a spotter with SoF.
Yeah, those low skilled players, they're so low skilled.
Comments
get MCs, celerity skulks can really hurt marines bad when they get moving fast
silence is WAY better for ambushes then cloak
and adren will benefit fades really well
SC first is for morons, not good players
The key is surly to place the sensories properly at places the commander is forced to scan (vents for example) and getting a hive up asap. But some maps dont have such possibilities.
If the 2nd hive is up fades can easily operate without MC's because of Metabolize.
I would like to see more SC as first chamber as their possiblies are so "sexy". The problem is that MT/AU1 negates the effect of SC.
As the counter is so easy you face the problem that Rines are gathering territory and you can't do anything about it.
Also in the late game Onos are much weaker as they benefit alot from MC.
I wuould like to see that you have a "hive 0 ability" with delivers a regen so they way is open for all other chambers. But balancing this will be hell'o'playtesters <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Despite his comment, we ended up winning that game...but mainly because the marine com didn't know how to respond to the sensory chamber threat.
You see, everybody on the alien team got focus and we F***ed them up big time. Even though they got armor 1, shotties, and all those other goodies we still pwned them (not to mention, they had a few good players too). Right after the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo--> dropped the sensory chamber, everyone just started working together with what we had and eventually we got all the hives up, which led to the doom of the marine team. That was the best teamwork in a pub that I have ever seen...
So..um..yah..it's all about teamwork after everyone decides on what chamber to drop. If it's not really planned out, there's gonna be more yelling on the alien team then playing.
Marines are also at a disadvantage. They must spend an enormous amount of res to get motion tracking and armor upgrades very quickly, or risk having a dead team very quickly. This severely hinders res that could of been funneled towards resnodes or an upgraded armory.
If you've surpressed them correctly, by the time the sensories have outlived their usefulness, you should already have a second hive up with DCs down, so those fades will have a fighting chance.
Furthermore, 2 focus bites,swipes,gores will take down ANY marine armor level (except heavy armor, of course). It doesn't matter if they have armor 1, or armor 3. A skulk can kill an armor 1 marine just as fast as an armor 3 marine. The only change is the amount of armor/life that is left over on the first bite. The lerk can also take down any marine armor level with two focus bites with the exception of armor 3, which allows them to take a third focused lerkbite. And so what? After two bites with armor 3, you're left with 28 life and 1 armor point. Thats three parasites.
Many say that sensories first is for advanced players only because its true. The level of res/marine surpression needed to pull off a successful sensory first game surpasses that of your average pub.
sensory could be good if the full map is cloaked, thats it.
btw what's all this "chain (and unchain) the chambers!" thing?
Yeah, those low skilled players, they're so low skilled.
ROFLCAKES.