Movement Chambers First...
HoT_Ho11oW_PoiNT
Join Date: 2002-11-04 Member: 6888Members
<div class="IPBDescription">Why do so many people complain?</div> I've gotten into the habit or rushing to a hive at the begining of a game (instead of rushing the marines spawn).
I usually go gorge, and get the team to cover me while I put up a couple of res towers around that second hive. Time to build some chambers, and this is where the 'stuff' hits the fan: I build movement first! :o
For the next 10 minutes I hear nothing but complaining from at least one skulk on my team, but is it really so bad?
As long as the gorge knows what he is doing with those movement chambers, then the team will do well, and in fact of *all* the games I have gorged and put movement up first, the team has not lost.
You jsut have to change your strategies a little, and instead of being a little rambo skulk going out with carapice trying to kill as many marines to boost your K:D ratio, stay in the 2nd hive with the gorge instead. Make sure no one is coming to that second hive, and as long as you keep him alive, you will have your defense chambers in 5 minutes! Now, you say "Leave the first hive undefended?!?" YES!!!! Leave only one skulk there to do the recon work, and parasite any marines. If the hive comes under attack, you are right near the movement chamber in the second hive anyways, just 'use' it, and your back at the first one ready to bite marines.
If the gorge transposts back with you, it will be a quick run if they choose celerity. Even if they get adreniline instead, that gorge can now have UNLIMITED healing!
Basically what I'm asking is if you see a gorge put up a movement first, save your 'noobie' judgement until you see how said gorge placed the movement, and if they bother helping the team by telling them how to use it properly. IMHO, a movement chamber first Kharaa team is just as good as a DC team if the gorge and team are properly informed on the use of it.
I usually go gorge, and get the team to cover me while I put up a couple of res towers around that second hive. Time to build some chambers, and this is where the 'stuff' hits the fan: I build movement first! :o
For the next 10 minutes I hear nothing but complaining from at least one skulk on my team, but is it really so bad?
As long as the gorge knows what he is doing with those movement chambers, then the team will do well, and in fact of *all* the games I have gorged and put movement up first, the team has not lost.
You jsut have to change your strategies a little, and instead of being a little rambo skulk going out with carapice trying to kill as many marines to boost your K:D ratio, stay in the 2nd hive with the gorge instead. Make sure no one is coming to that second hive, and as long as you keep him alive, you will have your defense chambers in 5 minutes! Now, you say "Leave the first hive undefended?!?" YES!!!! Leave only one skulk there to do the recon work, and parasite any marines. If the hive comes under attack, you are right near the movement chamber in the second hive anyways, just 'use' it, and your back at the first one ready to bite marines.
If the gorge transposts back with you, it will be a quick run if they choose celerity. Even if they get adreniline instead, that gorge can now have UNLIMITED healing!
Basically what I'm asking is if you see a gorge put up a movement first, save your 'noobie' judgement until you see how said gorge placed the movement, and if they bother helping the team by telling them how to use it properly. IMHO, a movement chamber first Kharaa team is just as good as a DC team if the gorge and team are properly informed on the use of it.
Comments
Sensory is more fun, but movement is best.
Mentioning celerity is pointless, as the tiny bit of added speed WILL NOT make the marines miss more. They can still track you faster than you move.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->instead of being a little rambo skulk going out with carapice <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
man! marines rambo, aliens are meant to be individual aliens doing whatever they want unless they want to team up, marines HAVE to team up.
i still like def first man, the gorges shouldn`t be so selfish (no offence), but yeah celerity does rock! however Adrenaline is only use to gorge and not to the rest of the team, and silence well silence you can say. sneaky up on em without them noticing, just about useless if they have motion anyway, but u may want to make yourself more of a presence around the marines to give more of a the fear and Physiological effect on them.
P.S. i don`t know about you, but i am yet to experience a game with mov first, mabye its cos i play on diffrent times, in UK around 7ish, and its usually def-mov-sen.
mabye UK just got used to the standard.?!
P.P.S. also keep in mind, if things go horribly wrong then the only ways to heal would be to run all the way back to hive or bug <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> to heal ya.
also, healing oc`s, they would go down very quickly unless your there, and lets face it you probably wouldn`t be.
No def chambers under hive eather so if they just group up and rush the first hive repeatedly its gonna be messy.
BlueGhost
you rush 2nd hive
leave first undefended
after you put up some token res towers and movements in 2nd hive, your gorge just waits for 80 res and 2nd hive
this is the alien equivilent of a tech rush- and will only work if you don't have your entire skulk team rushing the marine base trying to turn it into a 2 minute game. as long as the skulks protect the gorge in 2nd hive and know how to use a movement chamber (ie, get back to the first hive) then you're golden.
I think this strategy also forces you to expand more, since you can move faster, and want that second hive for defense *sooo* bad. I usually don't bother with Offensive Towers until the second hive is up, unless an emergency arises (and I will agree to the fact that a OT sucks without a DT beside it).
I could think of adren being useful to a lerk after 10 minutes of the game, since it means unlimited spikes, and spikes while flying.
Those times that you won with movement first were all hallucinations.
The only thing to counter motion tracking is cloaking because of the way it works - you stand still - motion tracking does not show your position. Silence and carapace do not help against motion tracking. Marines see you coming and are ready to kick your ****. Only few lucky skulks ever get close to me even with their godlike carapace when I know where they are.
Oh no, invisible skulks awaiting for the marines at their base exit are really dangerous for them.
Those times that you won with movement first were all hallucinations.
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No they were verus newbies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
And movement is for moving between hive, which sucks at 1st hive. And truly rebo is right. U won't be able to assault without carapace and they will get PG near ur 1st hive with siege up in not time. and then when u re all occupied with trying to take down that PG with silencved skulks marines will take 4 res nodes and that will be enough to get JPers in ur 1st hive before u have second up. And no healing for hive if they rush. In all clan games I have seen alines go for def first. Silence is good(MT makes it ****) cloaking is good but u NEED that def towers and carapace no matter what will u do.
AHAHA...
That is the NORMAL alien build order for any veteran player.
Also, Rebo is right.
Movement AND sensory are still not as good as defense. It is a proven fact, and saying that it is a matter of opinion is POINTLESS because it IS NOT.
first of... all these posts about sensory forget one thing, namely lvl 3 celerity = skulks on speed = shortend response time and very easy to close distance with those marines.
and not to mention that speed also helps you rush that mini base in building before it becomes Simturret?
and what about MT i hear you scream? well for starters... MT only "bings" every so often so that means that a speeding skulk will be far from whre the last "blip" pointed it.
just my own opinion, could be wrong though.......
Erh, you ever played a game of NS? Cloaked skulk outside the marine base = dead skulk who didn't notice the observatory strip the cloak off him, and just sat there wondering how the marines knew exactly where he was....
Observatories mean no cloaking outside a base.
Phase gates mean no marines running solo from main base to the base they built in the third hive.
Move first or Sens first wins = newb marines, or marines just screwing around. Sure, if the commander never builds a phase gate or observatory or motion tracking, cloak rocks, cloak kicks ****, hell, you could all just be cloaked gorges and leave the heal spray at home and still win.
first of... all these posts about sensory forget one thing, namely lvl 3 celerity = skulks on speed = shortend response time and very easy to close distance with those marines.
and not to mention that speed also helps you rush that mini base in building before it becomes Simturret?
and what about MT i hear you scream? well for starters... MT only "bings" every so often so that means that a speeding skulk will be far from whre the last "blip" pointed it.
just my own opinion, could be wrong though....... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Celerity sucks. It really does. Moving is just a tiny bit faster, and sure as hell not fast enough to dodge bullets.