Sensory Chambers

FilaFila Join Date: 2003-09-26 Member: 21237Members
For those of you who havent played this game for more than a few months, dont reply it has nothign to do with you. Holy **** devs, you feel that sensory chambers are never used as starting chambers, they are too weak, and they arent worth it till last hive. Then you totally make them the most dominating chamber in the game. All i can say is you go play YOUR 3.0 FINAL and have a "skilled" player go aliens with cloaking and you get motion tracking and tell me how everything goes. Better yet play a combat game with over 12 players in it and do the same thing. Not to mention clan play with organized teams using sensory chambers. You can never spot the skulks cloaked even when bunny hopping, you cant do anything for the first minute and a half because of it unless you build 3 observatories for scans (and even then you still have to upgrade motion tracking which is still the most pathetic counter of anythign i have ever seen). How about you morons play test your own **** before releasing it, you would realize you just made the game even worse. I dont think you guys realize but 1.04, people were satisfied but anxious for new builds. Now your game blows and people are anxious for new builds. What is better.

And with that i quit ns till you guys actually listen to those people with brains, not just every idiot who throws out an idea (and there is about 2000 of them every day).
«1345678

Comments

  • motsewmotsew Join Date: 2003-10-26 Member: 22001Members
    Skulks bhopping or even standard running are extremely easy to spot, crouch and look carefully and you can see a walking skulk.

    Opinion .. Fila get some skills.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    edited March 2005
    cloaking is fine as is. skilled constellation commanders still counter them effectively during testing, as with previous builds. and as with previous builds, within a couple of days some elitists come on the forums to whine a few days after release, without allowing pub marine commanders time to adjust. if you are so leet you should adapt instead of complain when things don't go your way
  • motsewmotsew Join Date: 2003-10-26 Member: 22001Members
    edited March 2005
    <span style='color:white'>Related post deleted.</span>
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    edited March 2005
    Fila, independently from your opinion regarding the game, there is no need to belittle other members.
    All I can recommend at this very early point is to take your time and see how the game's dynamics develop. Our changes to the SC were the most profillic of the version, it is thus to be expected that they'd be the first to leave an impression. You will soon see strategies relying on anti-cloaking tools such as scans, obs ranges, or (to an extent) MT develop. It is well possible that the SC will remain above the crop even then, but a hectic change right now won't help anyone.
    In the end, this game's called Natural Selection - adapt, or die.
  • calthaercalthaer Join Date: 2005-02-24 Member: 42341Members
    So...now marines have to actually expand carefully and cautiously instead of running around the whole map dominating in packs for the first five minutes of the game. And this is a problem...how?
  • tanathostanathos Join Date: 2002-11-02 Member: 4949Members
    The chambers are more balanced now then ever. It has come to the point where I don't really care what chambers is put, I just adapt my strategy depending on which one is put down.

    Sensory is only really powerfull when the gorges know where to place them to make effective choke point. And the counter is simple, scan before letting the marine in the place. THere is a reason the scan cost was lowered.
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    <!--QuoteBegin-calthaer+Mar 8 2005, 03:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (calthaer @ Mar 8 2005, 03:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So...now marines have to actually expand carefully and cautiously instead of running around the whole map dominating in packs for the first five minutes of the game. And this is a problem...how? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    B3c4use all th3 1337 players c4n't ramb0!!!!1111oneeleven
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    2 obs ftw.
    Scan ftw.
    ftw ftw.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-motsew+Mar 7 2005, 08:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (motsew @ Mar 7 2005, 08:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulks bhopping or even standard running are extremely easy to spot, crouch and look carefully and you can see a walking skulk.

    Opinion .. Fila get some skills. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you can see a walking skulk in 3.0F you are hacking. In 3.0F walking/nonmoving skulks are 100% cloaked, not 95% the way they used to be.
  • flintlockflintlock Join Date: 2004-06-15 Member: 29320Members
    edited March 2005
    i like the new chambers, i was playing games of co where it timed out, that hasn't happened in a long time, very well fought.

    invisagorge ftw

    edit:
    wait, was it nolsinker i was healspray rushing with(in classic)?
    (play under name of whatsim)
  • MrGunnerMrGunner Join Date: 2003-01-03 Member: 11757Members, Constellation
    Swiftspear you are so wrong. Walking/standing skulks are still only 90% cloaked and skulks are still easy to pick out walking towards you if you are looking for them.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    <!--QuoteBegin-MrGunner+Mar 7 2005, 09:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Mar 7 2005, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Swiftspear you are so wrong. Walking/standing skulks are still only 90% cloaked and skulks are still easy to pick out walking towards you if you are looking for them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The man doesn't lie. Walking/standing still skulks are now MORE visible than before.
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    <!--QuoteBegin-Tyrain+Mar 7 2005, 09:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tyrain @ Mar 7 2005, 09:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-calthaer+Mar 8 2005, 03:11 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (calthaer @ Mar 8 2005, 03:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So...now marines have to actually expand carefully and cautiously instead of running around the whole map dominating in packs for the first five minutes of the game. And this is a problem...how? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    B3c4use all th3 1337 players c4n't ramb0!!!!1111oneeleven <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    "OMGZORZ YOU RUINED TEH NS!!11oneoneone"


    "Oh the humanity."


    BTW, anybody notice that matches are lasting longer? teehee <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    While sensory is a strong chamber, it is a risky chamber.

    Going with sensory first will give aliens a strong start. They will be better able to restrict marine expansion, and pick off rambos.

    However, there is a caveat. The longer the game goes on, the greater the negative impact SC first will have. Remember, when you go SC first you have to choose your second chamber now. In most cases you have a hard choice.

    You can go with Movement which gives you inter-hive transport and adrenaline for lerks, or you can go with Defense which gives you lasting power for your fade/onos.

    If you choose defense second, you lose the chance to save a second hive that might be under attack. You also gimp the lerk. However, if you choose movement, your fade/onos will be more at risk to die from the increasingly deadly marine weapons.

    So sensory may be powerful, but that power comes at a price. If an alien team goes sensory first, they need to be <b>VERY</b> aggressive and restrict marine expansion, as well as remove their remote res nodes. If you have an alien team that is not co-ordinated, then SC isn't going to help you.

    Regards,

    Savant
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited March 2005
    All chambers come at prices, Savant, but you pointed out great flaws. Defense hardly does anything for lower lifeforms, which is why its usually a bad choice these days for beginning games. It really only benefits fades and onos with its upgrades, but with the innate regen a focus fade can really, really be devistating.

    All chambers have their ups and downs. As its stands from what I've seen in 3.0, chamber order no longer matters and its just the task of breaking that DMS mindset of the players.




    edit: I'm loving the new sensory. Not only is it awesome to be cloaked by a nearby chamber in the beginning game as a focus skulk, just when that unlucky, lonely rambo marine decides to take a stroll. <i>Chomp.</i> It also forces a different play style out of marines for a more slow expansion, as well as divide up the map into marine territory where the obs stands, and alien territory, where all the sensoy is. I'm enjoying it!
  • Cj_the_DjCj_the_Dj Join Date: 2004-03-18 Member: 27398Members
    chambers are fine.

    grow up fila
  • mavericknmmavericknm Join Date: 2005-01-08 Member: 33953Members
    I dunno. Ever since I started using the cloaking Ive gotten away with alot. For example I was able to parasite an entire lockdown with marines patrolling. Not only that I was a ble to walk among them as they phased in an out even though they have several turrets and elec.

    And then theres the uber stalking. The poor marine doesnt know im following him right next to him against the wall. even with his two buddies I guarantee myself one kill and a chance for another if they play dumb.

    Then theres goge cloaking. I had alot of fun with this. First I slipped across the map past patrolling guys and a lockdown. Then a put up a sens just before some guy comes into the room so he dosent see me. Then I oc the room with d chanb and res node. Then I sens a hive with ocs and res. The poor marines were so occupied elsewhere they never thought to scan even though a squad of 3 rines walked right by me as a finished the sc. They even had their rt up before I put my ocs up and called for reinforcements. Without the new sens I dont think I could have gotten away with such maneuvers just because walking and standing now have the same cloaking ablility which is near invisible if you stay away from bright objects.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    Savant loved your quick and dirty analysis of first hive sensory. Cheers.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Right, if the marines are able to hold out against early game sensory aliens(and it's very possible with armor 1 and intelligent scanning), they can exploit the alien's choice between DCs and MCs. Without MCs, aliens are extremely vulnerable to a hive rush of any sort, although the sensory SoF can partially make up for that weakness. Without DCs, Fades suffer somewhat and marines basically won't have to worry about Onoses. Either way, sensory starts to become less desirable later in the game thanks to the sacrifice it requires, and if the aliens aren't able to stop marine expansion in the early game then their chamber choice will work against them.
  • HashinshinHashinshin Join Date: 2004-09-06 Member: 31427Members
    uh... i just had to post this

    using meta and innate regen i dont really notice a massive downtime that everyone is speaking of. and since theres sc everywhere, theres more likely a gorge up on the front lines. using sc also planted on the entrances to hives tells aliens when to pack up and run to mommy hive.

    movement can save a hive thats under siege for its ability to give gorges adren, and skulks the ability to get there MUCH faster. as well as a slight early game advantage of silence. also, silence followed up by sc leads to a powerful combination here.

    dc is basicly ur basic chamber tbh. its the second most helpful on the field (sc > dc > mc) and dc allows u to fight the battles. however dc doesnt offer protection against rushing a hive, and only makes the skulks 40 life bigger targets.

    so its all what are u gonna get. i still think getting dc first hive is a completly valid choice because of carapace, mc gives u celerity or silence, sc gives u a veil of intelligence and cloak (u know... sensory).

    also, if any admins are reading this. was silence made to be so easily countered?
  • SquishyOneSquishyOne Join Date: 2005-01-11 Member: 34963Members
    edited March 2005
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and if the aliens aren't able to stop marine expansion <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Fortunately the whole point of getting sensory is to do this. So if you can't stop rine expansion, dont go sensory because its to weak for your early game and your late..
  • GrahfGrahf Join Date: 2004-01-21 Member: 25558Members
    Sc does not limit a good fade at all in this version...
    DCs are useless at first hive:
    -Cara is useful but almost nothing in comparison to cele, sil, and focus
    -Rgn is pointless and I hope I dont need to tell you why
    -Redeption...yep...

    MCs are good(my fav chamber in b5) but cele and sil dont match up to a rgn focus fades and cloaking skulks that sense will allow you. Even though the mc allows you to save hives easier the sc will make it extremely difficult for the marines to even attack a hive.

    I havent played it enough to complain yet but every scrim I have been in was an alien tie with little contest then a slow death in ms(waiting for 2nd hive to get that extra push). Also, all the scrims I played in were against top tier clans(exigent, terror, reflect, ect.).
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    it is possible to just barely see the cloaked aliens. i've done it under normal and **** graphics conditions. i don't know if it is setup dependent
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    edited March 2005
    <!--QuoteBegin-NolSinkler+Mar 7 2005, 10:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NolSinkler @ Mar 7 2005, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MrGunner+Mar 7 2005, 09:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Mar 7 2005, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Swiftspear you are so wrong.  Walking/standing skulks are still only 90% cloaked and skulks are still easy to pick out walking towards you if you are looking for them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The man doesn't lie. Walking/standing still skulks are now MORE visible than before. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Negative.
    Completely invisible.
    Tbh I'd remove cloaking and mt, due to the inherent anti-skill nature of such.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-Minstrel Knight+Mar 8 2005, 02:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minstrel Knight @ Mar 8 2005, 02:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NolSinkler+Mar 7 2005, 10:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NolSinkler @ Mar 7 2005, 10:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-MrGunner+Mar 7 2005, 09:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrGunner @ Mar 7 2005, 09:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Swiftspear you are so wrong.  Walking/standing skulks are still only 90% cloaked and skulks are still easy to pick out walking towards you if you are looking for them. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The man doesn't lie. Walking/standing still skulks are now MORE visible than before. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Negative.
    Completely invisible.
    Tbh I'd remove cloaking and mt, due to the inherent anti-skill nature of such. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Cloaking and MT reduce the reliance on individual skill, but they increase the reliance on teamwork, tactics and strategy, which is a worthwhile tradeoff.
  • DrummerDrummer Join Date: 2004-02-18 Member: 26654Members
    omg, wth are people saying that cloaking is 100%<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->? ITS NOT. CLOAKING MAXES AT 95%!!! RTFM!!! im not gonna give the link, you can all go find it yourself
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--QuoteBegin-Nemesis Zero+Mar 8 2005, 04:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ Mar 8 2005, 04:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In the end, this game's called Natural Selection - adapt, or die. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Quoted for truth
  • SukitSukit Join Date: 2005-01-08 Member: 33712Members
    Questions related to Sensory chambers and Cloaking
    Q: How exactly does the new cloaking work?
    A: If you are stationary or walking (+walk) you are 10% visible. If you are at normal running speed you are 30% visible, and if you go above normal running speed (bunnyhopping, wall strafing, etc) you will be at 40%

    From the hands of flayra or another DEV.

    Sukit.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--QuoteBegin-Swiftspear+Mar 7 2005, 06:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 7 2005, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-motsew+Mar 7 2005, 08:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (motsew @ Mar 7 2005, 08:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulks bhopping or even standard running are extremely easy to spot, crouch and look carefully and you can see a walking skulk.

    Opinion .. Fila get some skills. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If you can see a walking skulk in 3.0F you are hacking. In 3.0F walking/nonmoving skulks are 100% cloaked, not 95% the way they used to be. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In the old version you were 100% wrong, you still are.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    cloaking is horrible anyway but luckily sc is still generally weaker as a first chamber than dc or mc so it doesnt matter much. the changes in 3.0 final have put me off playing public for a while though.
Sign In or Register to comment.