Brain Dead Gorges And There Sensory Chambers

ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
I am getting really sick of ppl making Sensory chambers when you get 2nd hive, its even worse when the marines have one of your hives defended. When will ppl relise that Movment is alot more important for Fades and Lerks oh and gorges them selfs.

IMO Adrenaline is the best Movement chamber upgrade it helps lerk to fly and attack without having to fall to the floor so quick, fade can bombard buildings and ppl with acidrockets and gorges can heal alot more often keeping their buildings alive and their team.

Cloak is ok but adrenaline is 10x better for survival, and when ya need ya last hive and some fool makes sensory chambers it takes alot longer to claim it when ya aint got adrenaline for Fades and what not.

Another thing i dont get is alot of ppl think cloak is really good for Fade, EH blink has a better effect. You run along see an enemy blink behind him kill him, alot quicker than standing there waiting for the slow arse marine to come up to ya.

Can we quit with the Sensory chambers, it would be better if they actualy used the chamber as well, but they neva do they allways put them sitting at ya hive or somin.

Last game i had iw as playin gorge abit and got the second hive but i died just before it was built, i tried to get gorge back knowing the fate of the aliens with **obscenity** cloak and they had are 3rd hvie completely blocked, the second i went to build movment bloody sensory poped up next to the hive. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> i would have loved FF to be on the server <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
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Comments

  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    What I find funny is that the PTs rarely built sensory chambers to start, they almost always built def chambers first. In pub servers though, everyone likes cloaking so much so they build sensory....always! I agree, how about some diversity here!

    I don't think I've even seen people use the movement chamber to their advantage. Does everyone know that you can "+use" a movement chamber to teleport instantly to the farthest active hive?
  • UnitUnit Join Date: 2002-08-26 Member: 1230Members
    LoL SHHHHHHHHHHH Flayra they don't KNOW! Shhhhh keep the secrets away from the illiterate!
  • OR-GOR-G Join Date: 2002-11-07 Member: 7643Members
    <!--QuoteBegin--Flayra+Nov 13 2002, 08:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2002, 08:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What I find funny is that the PTs rarely built sensory chambers to start, they almost always built def chambers first. In pub servers though, everyone likes cloaking so much so they build sensory....always! I agree, how about some diversity here!

    I don't think I've even seen people use the movement chamber to their advantage. Does everyone know that you can "+use" a movement chamber to teleport instantly to the farthest active hive?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I always build 1 movement in every hive, if I'm gorge... you can get places FAST!
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    I use Advanced Sight mostly on Sensory. Nightvision is always useful in dark maps, especially if you're going to hide. As onf of them big things it'll probably be cloaking.

    As a gorge, Sensory Chambers are last priority.
    Healing is more important than "The enemy is approaching".
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    That movement chamber thing is kind of annoying when you end up only being able to go between 2 hives, when you have 3 online. (It also so happens that, every time, the hive I CAN'T teleport to is the one I need to be at!! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->)

    I think adv. hive sight should be made a little better to merit its usage, aliens can see marines in the dark quite fine already. Make the aliens be able to see marines (as if they were parasited) within a certain radius, even thru walls.
  • MeowMixMeowMix Join Date: 2002-11-02 Member: 4500Members
    In my personal experience of lots of play time on pubs deffence chambers always go first.
    However with the second hive I sometimes ask for sensory because cloaking can be better than 2-3 extra shoots sometimes, especially when you follow certain strategies.

    Level 3 cloaking can be just as good, if not better than adrenaline. I usually like to take a shot at some marines then run around the corner and cloak and wait for them to run after me then just I slash them.

    Or attack an undeffended sturture long enough to attract attention , cloak, then kill whoever their commander sends.


    Open your mind, extra sleath > extra spam.
  • TheScapegoatTheScapegoat Join Date: 2002-11-09 Member: 7870Members
    I dont mind poeple going for sensorys fast to get cloack as i dont need movments until hive 3, unless we plan on going for a 2hive victory.

    But what i dont like is poeple only build 3 sensorys for the upgrade thats it! They dont even use the builings for what there for, INCREASING THE PLACES YOU HAVE ACTIVE HIVE SIGHT!

    Man i spam these things like they are going out of style for mulitple reasons:

    1. Now yo have hive sight EVERYWHERE! You see EVERYTHING!
    2. If marines attack em you know right where the marines are moving,very useful. And they are cheaper then other chambers. PLus i dont like spamming defense turrets or offense, i put them all together in a spot that needs defending.
    3. If a marine decideds to knife it like an idiot you got more paraisted marines running around.

    BUT THE MOST UMPORTANT REASON is 1 + 2 combined. Most people just attack bases or defend hives, me i like to control the map by taking out marines everywhere. Especialy after they load up on HMGs welders and other expensive gear.

    Spamming movment chambers is good to if you need that adreneline fast, same effect as long as the marines attack the chambers when they see em, and they usualy do.
  • NubiNubi Join Date: 2002-11-10 Member: 8026Members
    Flayra: finally Thank you for telling everyone that

    I would have but I figured everyone already knew

    When I play as aliens the marines always wonder/ed how I got into the hive to bite them down so quickly...

    people need to study the "pop-up help" and manual more....
  • OR-GOR-G Join Date: 2002-11-07 Member: 7643Members
    edited November 2002
    <!--QuoteBegin--MeowMix+Nov 13 2002, 08:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeowMix @ Nov 13 2002, 08:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->In my personal experience of lots of play time on pubs deffence chambers always go first.
    However with the second hive I sometimes ask for sensory because cloaking can be better than 2-3 extra shoots sometimes, especially when you follow certain strategies.

    Level 3 cloaking can be just as good, if not better than adrenaline. I usually like to take a shot at some marines then run around the corner and cloak and wait for them to run after me then just I slash them.

    Or attack an undeffended sturture long enough to attract attention , cloak, then kill whoever their commander sends.


    Open your mind,   extra sleath > extra  spam.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You're not thinking of the bases. Well lets start off. You get 5 shots or 6 with adren, 2-3 without. If you have 2-3 marines bunched up, you can get out there, fire all your shots, you'll usually kill 1, then shoot one more time and they are all dead. Run back to a defense chamber, heal really quick, rinse and repeat.

    Now onto the bases. If you don't have adren then you will run out of slash power and will eventually take too long to slash. Being able to run into a base, shoot the non-HA guys, kill them, now you should be almost out of power, and being able to continue slashing at a sustained rate at a TF is very very important. Ok I might die when it's at yellow, but then I get back to fade right away and run back in and do the same thing, now the TF dies, I yell on Voice Chat, TF at Horseshoe taken out, Need backup.

    Usually once the TF is gone others show up... but they don't show up before that hrmm... So then others show up, finish the job, I run back and heal. Then rinse and repeat.

    Sorry... I'm all about speed and finishing the game ASAP, because we all know the marines have end game, and you better know that aliens have mid.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Defense, Movement, then Sensory is NOT the only order in which a team can use to win the game. Try using other combinations.
  • Lord_FrodoLord_Frodo Join Date: 2002-09-26 Member: 1333Members
    I've had exactly the opposite experience as most of you, I've NEVER seen a gorge place sensory chambers as the second chamber. I definitely like playing better when we get sensory upgrades second, because cloaking IMO is a much more useful asset when you have two hives than when you have three. At three hives I don't worry about stealth at all, I just evolve to onos, lerk, or fade and let 'em have it with my most powerful abilities. At two hives, though, it can actually serve a tactical purpose.
  • ryleryle Join Date: 2002-11-08 Member: 7783Members
    2 hives, skulk + leap + adren = crazy skulk that flies all over the place chomping on people

    I do crazy rushes into horseshoe, eat a lone marine and fly out with leaps. you cant do that without adrenaline
  • Lt_WarhoundLt_Warhound Join Date: 2002-11-07 Member: 7654Members
    Cloak is cute, but its not very useful for _attacking entrenched defenses, such as when marines place 15 turrets in the third hive.

    Adren is _much better for assaulting, you can't 'lure' a turret into chasing you, and killing marines while not breaking into the 3rd hive just means you rack up frags while the marines tech on toward heavy armor.

    Cloak is great for _defending, but why are you defending, when you need the third hive?
  • FinaFina Join Date: 2002-11-01 Member: 3267Members
    It really ticks me off when someone makes sensory the second, or even worse, first upgrade. When we are fighting for the third hive, it's a whole lot easier when you have Defense and Movement. Defense and Cloaking isn't going to help you clear the place out one bit. With level 3 Addren, I can get a Umbra up every ~6 seconds, while our Fades beat the crap outta everything in the area. Without Addren, it takes like 15 seconds to Umbra, and it only lasts 10 seconds. Not to mention every time you flap your wings, it takes away a seconds worth of energy.

    Defense > Movement > Sensory
  • HaydukeHayduke Join Date: 2002-11-02 Member: 5048Members
    edited November 2002
    I agree.

    I was just in a game where a gorge went 2nd hive sensory and the marines took over our 3rd hive. If we had adrenaline we could've easily eradicated them from the hive spot. However without adrenaline it took forever, probably 45 mins longer. Sensory just isnt useful for attacking, with the exception of scent of fear perhaps. Adrenaline is just so much more important.

    Besides, if you want to be stealthy you can always get the silence upgrade.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Defense > Movement > Sensory. <----Notice the period.
  • VisserVisser Join Date: 2002-11-03 Member: 6613Members
    EVERY GAME i play its always def first (not so great for skulks but i agree the building is needed) and they sensory, leaving me trying to fade stuff with NO ENERGY and i really HATE it. Sometimes i try going gorge to drop movment before someone else does sensory but it just doesnt work.
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    Sooooooo........basically what many of you are saying is that Defense, Movement, Sensory is written in stone and should NEVER be deviated from. Well......that goes against what the team developed. They developed this game to be flexable and adaptable to the needs of the players and thier defensive/offensive needs. What you are inferring with such a strict approach is that you know better than the game designers and that any such deviation from such rules(your rules, not the teams) is ineffiecent, foolish and possibly downright stupid. What you are doing is taking away some of the dynamic of this game. Applying hard, never to be broken rules that apply equally to any and all situations at any time.


    I know this subject has been brought up before and I know the team has responded to it before but it would be nice if they responded to this particular thread. Perhaps this subject and the teams explanation/position of the subject should be "stickied/pinned" so they wont have to go about explaining over and over the benefits and virtues of doing things differently, of being able to adapt to the situation at hand.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Teufel Eldritch+Nov 13 2002, 05:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teufel Eldritch @ Nov 13 2002, 05:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sooooooo........basically what many of you are saying is that Defense, Movement, Sensory is written in stone and should NEVER be deviated from. Well......that goes against what the team developed. They developed this game to be flexable and adaptable to the needs of the players and thier defensive/offensive needs. What you are inferring with such a strict approach is that you know better than the game designers and that any such deviation from such rules(your rules, not the teams) is ineffiecent, foolish and possibly downright stupid. What you are doing is taking away some of the dynamic of this game. Applying hard, never to be broken rules that apply equally to any and all situations at any time.


    I know this subject has been brought up before and I know the team has responded to it before but it would be nice if they responded to this particular thread. Perhaps this subject and the teams explanation/position of the subject should be "stickied/pinned" so they wont have to go about explaining over and over the benefits and virtues of doing things differently, of being able to adapt to the situation at hand.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You wanna explain to us all then how build order could be different and be advantagous at the same time?
  • ShadowDrgnShadowDrgn Join Date: 2002-11-01 Member: 2230Members
    We have a huge thread about this already in the Kharaa Strategy forum.

    I really prefer Movement -> Defense -> Sensory. You have to have movement and defense if the marines take your third hive, which they usually do. Unless you're reasonably guaranteed to have all 3, leave sensory for last. What I *hate* is when we have one hive up, hardly any resources coming in, and I see 2 gorges on the team loading the map up with offensive and defensive towers. Get the second hive up fast for umbra and fades, then make defense. There's no point in defending your starting hive heavily - the marines won't get there any time soon, and if they do, it's where you spawn for easy defense.
  • AcrobadAcrobad Join Date: 2002-10-31 Member: 1779Members
    Let me try to clear a thing or two here.

    Most good games I have, and have the aliens winning, goes in the order of Def > Mvt > Sen

    However there are times when Sensories go second (Def is first 99% of the time)

    While Sensories have their advantages, these luxuries are not what Aliens can afford in the battle for the last hive. Like Hayduke said, if you wanted stealth, Mvt Chambers can be easily used with the Silence upgrade. Wow it's not that hard to figure out.

    All in all, sensories are somewhat more applicable to the offence side.... while Mvt and Def is what you would aim for defence. In the case of one of your hive being attacked, you can travel to one with incredible speed (faster than light) using hte Mvt chamber. With sensories you're somewhat acknowledged of the obviously incoming army of marines... which... well, is pretty useless.

    I can't urge this enough. Use your ears. I've been able to wipe out a whole bunch of marines by simply hearing their footstep instead of using the oh-so-fancy hive sight... in one way it is clearer to know where they are exactly, but after all you <b>do</b> know they're incoming anyways.

    Without Andrenline though, that very important Leap->Bite->Bite->Leap away combo is gone. That even more important AcidRocket x 6 is gone too. That Lerk/Fade combo is rendered useless too. Everything because there is not enough Andrenline for the aliens to express their Destruction urge properly.

    If you aim to win, Def>mvt>sen is the best way to go.

    In some maps, sensories do make useful cloaking uses... however, what's the use of hiding? aren't you supposed to be aggressively attacking for the 3rd hive by then? what are you doing hiding out of the marines base while they can probably spot you with Motion tracking or Observatory already?

    While there are certain variable combinations for these three chambers, Def>Mvt>Sen seems to bring victory to the aliens 99% of the time.

    Else the game either loses as alien, or it takes incredibly long.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    well i just came from a game that went sens, def, mvt and we won with little struggle. i complained when the guy put up a sens chamber first but fortunetly it didnt make too much of a difference. i just like putting up defence chambers first because skulks can really use that extra armor and %absorb damage when battling lmg marines.

    what i hate to see is when we have all 3 hives and people use cloaking, if you have all 3 hives you pretty much control the map so cloaking and waiting is kinda lame. im starting to really like sense of fear or whatever its called. its like parasiting someone whos hurt. i just cant find any use for that enhanced hive sight or whatever its called.
  • Rice-RocketeerRice-Rocketeer Join Date: 2002-11-01 Member: 2674Members
    Personally, I prefer the defense chamber as the first structure up, because it allows you to *STAY ALIVE*. Then movement (hopping from one hive to the other is *very* important to maintain the alien's base of power), then sensory chambers. That's when the fun can start.

    I've found that team players like the defense, movement, then sensory structure order, because it promotes teamwork rather than lonewolf-type play.

    Just my two cents. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • saint0zsaint0z Join Date: 2002-10-16 Member: 1505Members, Constellation
    <!--QuoteBegin--Forlorn+Nov 13 2002, 05:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Nov 13 2002, 05:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Defense > Movement > Sensory. <----Notice the period.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I must disagree. Playing extensively on EC's server were all the cool pts hang( <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ) Def>Move>Sens is a predominant build order. But after some persuasion by Cyanide, swapping Sense for Def early is not a bad idea. There is no better containment than hanging right outside of a marine base cloaked right ouside the door way.

    I must say though that Sense should <b>NEVER</b> be the second upgrade chamber because adrenaline basically makes the 2 hive base destroying possible[fade+umbra].

    Def is good first off just because giving that carapace really does make a huge difference in lmg absorbing power, not that you should be getting hit anyway, but it eventually happens.

    /me huggles his carapace
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--Flayra+Nov 13 2002, 01:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Nov 13 2002, 01:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What I find funny is that the PTs rarely built sensory chambers to start, they almost always built def chambers first. In pub servers though, everyone likes cloaking so much so they build sensory....always! I agree, how about some diversity here!

    I don't think I've even seen people use the movement chamber to their advantage. Does everyone know that you can "+use" a movement chamber to teleport instantly to the farthest active hive?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Agreed... sometimes if people build a sensory chamber first i just leave.
  • TempestTempest Join Date: 2002-11-10 Member: 8083Members
    I really hate it when sensory is built first. Generally, if I end up with a team that builds sensory first I will just leave or change sides. Cloaking is nice, it's very nice, however, it's not what you're supposed to be doing. Anyone defending cloaking saying it's a great skill has to think about what they use it for? To deathmatch? To collect massive kills camping marine base or something? That's not the point of the game you know. Early on alien harassment is great to prevent marine expansion while aliens expand, but after that the 3rd hive should be your priority, not a deathmatch. And what good does cloak do you to capture the 3rd hive? Nothing, absolutely nothing.... What good does cloak do you to take out the marine main base or their resource nodes? Well, nothing for taking out the main base. (dont tell me I just run back and cloak, because any marine with half a brain will look at his tracking motion to see where you stopped and shoot there, or just shoot randomly till he finds you) Taking out resource nodes however it can be usefull, if you get discovered while attacking it you could cloak (Only if you know on beforehand when they're close and you have to cloak), but even then adren would make it much easier.

    With Adren however, it's a lot easier. Fades fight better, and have energy to blink out of a nasty situation if needed. You can use umbra/fade combo, or just go solo with umbra as lerk. (A lot of commanders build only one turret, if any, to protect the back side of a tfac, so just fly there dodging turrets and then umbra/bite till tfac is gone) Without adren this is completely impossible. Fades and lerks really need adren (especially lerks IMO), as lerk with adren I can umbra and then just stand there while a guy shoots at me with a HMG (ok, my health still goes down reasonable fast, but a lot slower then half a second death it would normally be). I love taking out guys with HMG as lerk with umbra, just umbra and shoot at them, half the ppl out there are stupid enough to stand still shooting at you (not knowing the effect of umbra).

    When assaulting a base, adren >>>> cloaking, and assaulting a base is what aliens should be doing. If you let marines research and collect resources to equip HA and HMG's, and you dont have the 3rd hive, it's looking ugly for the aliens. A team of marines with full upgrades, motion sensors, welders, HA, HMG > fades with cloak. Besides, cloak is so good it costs a commander 2 RP's (could be 1, forgot cost) to make those nice shiney blue rings appear near you as 3 marines proceed to rape you. (I am, of course, talking about scanner sweep. Scanner sweep reveals any nearby cloaked aliens and has quite a big range)
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Movement chambers work good. It's only good you must place them wisely to get to all 3 hives and not just build it below hive.. It would be too good for aliens if chambers would work like phase gates, imagine single onos covering all 3 hives without problem constantly teleporting and healing ..
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    I play gorge mostly, and Im gonna build whatever is gonna help me and the team the most. 2nd phase is when aliens are most likely fortifying the 2nd hive and preparing the invasion. WIth little skirmashes here and there, they need def chambers. So thats what Im gonna build. End
  • bigbadbunnybigbadbunny Join Date: 2002-11-05 Member: 7142Members
    i think witch chamber depends of the situation ,

    if the marines are freelancing around their base , cloaking first is really funny , if u can wait for them outside their base .
    when the marines are really agressive ( 2+ respoints in 5 min ) . u can slow them with defense chambers .
    adrenaline is a must with fades , also carpace when the gores are at offense.

    ok publics ........


    hmm i mostly play 4on4 or 5on5 , so there are max 2 gores at the beginning .
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