New Use For Movement Chambers?

Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
<div class="IPBDescription">When locked down</div> So your team built movement chambers first and the marines easily locked down two hives. For some reason your celerity isn't fast enough, your silence is being tracked, and your adrenaline lerks can take hits.

Well, lets say the gorge does this, he has 100+ resources, runs into the locked down hive (siege nearby), and puts it up, well, the gorge is killed immediately but your team decided to be smart and camp the nearby movement chambers. So while the hive is dying, the team jumps into the movement chambers and boom, instant skulk army in the midst of things.

Now this could done WHILE saving for the hive and when those marines jump the gorge, he throws one up, and once again instant skulk army in the midst of things.

Just an idea... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
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Comments

  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    errrrr, you mean as the hiving is being built and being seiged they skulks jump into the movements and they are in the middle of it.

    i didn`t think the movement can zap you to unbuilt or building hives <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> i thought, dunno. gotta check.
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    Drunken point has.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Yes, exactly, I think that if your hive is under attack (built or unbuilt) then you get teleported to it.
  • DoADrunkMonkeyDoADrunkMonkey Join Date: 2003-01-05 Member: 11902Members
    interesting.
    unfortunatly i have never been in the situation.
  • Trevelyan_006Trevelyan_006 Join Date: 2002-11-02 Member: 3876Banned
    oh... so marines get insta teleport to their base with the CC when its under attack to?

    i think he ment when some Jetpack HMG guys are attacking, getting there as a rush will help stop/slow the killing of the hive...
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    eh well I thought of this idea too...problem is its near impossible to even try on pubs. while movement first is a good idea, pubs refuses to do anything if you dont build d first. People just dont realize how good celerity is with skulks especially early game...and the ability to have your whole team port into the hive being built if its under attack...
  • DWGuyDWGuy Join Date: 2003-01-26 Member: 12754Members
    Hmmm... I didn't know movements would teleport you to an attacked unbuilt hive. That's interesting.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    It doesn't, last time I checked.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Only if its under attack will it take you there, otherwise you have to run it.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    Sure its not some sort of server mod? Never happened to me tbh
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    I believe it works, when I was fade and our third hive was under attack, I used the movement chambers and was teleported to that hive, it was unbuilt also.

    Or perhaps its all in my head (too little of situations where this is necessary, so I get little testing done)
  • nothingnothing Join Date: 2002-11-18 Member: 9231Members
    If your hive is under construction, and it is under attack, movement chambers will take you there.

    I have experienced this twice. The first time was an accident, was trying to teleport to hive #2 from hive #1, hive #2 was closest to hive #3 which was under attack. Instead I popped out at hive #3.

    The second time, I saw that the hive was under attack, I told everyone to use the movement chamber to get there. 3 of us did it before the hive died.

    I'm not sure if this is intentional or a bug.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    And yet another loophole in 1.04. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> But sounds like a fun loophole. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    If it is a "loophole", I kinda like it. Its yet, another nice strategy. And it also helps prove the usefullness of the movement chambers.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    So my "strat" has some merit for movement as first chamber?
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Not exactly... Uncarapaced skulks get cut down if they are seen. using a movement chamber into the attacked hive plops you out in the open. Although it is a decent chance of working, and much better than just blindly rushing in, it would be better just to grab defense first anyways...
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    <!--QuoteBegin--Canadianmonk3y+Feb 14 2003, 07:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Feb 14 2003, 07:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Not exactly... Uncarapaced skulks get cut down if they are seen. using a movement chamber into the attacked hive plops you out in the open. Although it is a decent chance of working, and much better than just blindly rushing in, it would be better just to grab defense first anyways... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah one flaw here...marines that even half way know what they are doing would be watching the doors/vents...carapace would be of little help there as skulk so theres a lost hive. Though imagine the surprise when a full team of celerity skulks drops into various spots in the room. Besides if your good at doging celerity can be better then carapace. Goodness people are just so set on repeating same path over and over...try new things and have fun people. Yes ok we have found ways that work...now try to find some more.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Wildcard+Feb 14 2003, 10:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wildcard @ Feb 14 2003, 10:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah one flaw here...marines that even half way know what they are doing would be watching the doors/vents...carapace would be of little help there as skulk so theres a lost hive. Though imagine the surprise when a full team of celerity skulks drops into various spots in the room. Besides if your good at doging celerity can be better then carapace. Goodness people are just so set on repeating same path over and over...try new things and have fun people. Yes ok we have found ways that work...now try to find some more. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Celerity skulks are NEVER better than carapace ones.
    Celerity gives you a TINY bit faster movement. That is not going to make a decent player miss you much more than otherwise, and living twice as long is much better. If the marines have two hives, they are spread thinly. A carapaced skulk rush can overwhelm the 1-3 defenders (normal sized, 12-16 player server), and munch any that come through the phase gate.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Tiny incease, not exactly, the increase is like triple the marine speed, or the marine aiming speed, its the turrets and the five marines that will kill one skulk that isn't jumping. Of course, skulks will die because they will run straight at marines thinking their high speed will win...then they are dead before they know what hit them.

    Celerity skulks NEVER better then carapace ones, I beg to differ. Its all a matter of skill ratios and playing styles. Consider the player that blindly rushes targets, carapace is for him (ie. most pub games). Now consider the skulk that moves all around, up and down, side to side, celerity would be most efficient.

    You will live twice as long IF you get hit (with carapace), but you will also live twice as long if dodging with celerity. Its all playing style.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    edited February 2003
    <!--QuoteBegin--+Hozart++Feb 14 2003, 11:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (+Hozart @ +Feb 14 2003, 11:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Celerity skulks NEVER better then carapace ones, I beg to differ. Its all a matter of skill ratios and playing styles. Consider the player that blindly rushes targets, carapace is for him (ie. most pub games). Now consider the skulk that moves all around, up and down, side to side, celerity would be most efficient.

    You will live twice as long IF you get hit (with carapace), but you will also live twice as long if dodging with celerity. Its all playing style. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I hate having to explain this so much.

    Thing is, it is <b><i><u><span style='font-size:21pt;line-height:100%'>NOT</span></u></i></b> a playing style. The <b><i><u><span style='font-size:21pt;line-height:100%'>TINY</span></u></i></b> bit of extra speed <b><i><u><span style='font-size:21pt;line-height:100%'>WILL NOT</span></u></i></b> make a marine miss. The increase is almost inconsequential. Dodging and hopping all over the place will not help. Carapace <b><i><u><span style='font-size:21pt;line-height:100%'>IS</span></u></i></b> better than celerity for skulks. Point blank and flat out fact.
  • woshoofoowoshoofoo Join Date: 2002-11-04 Member: 6934Members
    Then perhaps you need more practice with celerity.

    The problem is that most people (like you) think celerity is to help you get TO and AWAY from the marines. It's NOT- THAT is what carapace is for.

    Once you get up close, celerity helps you jump circles around them, and THAT is what increases your lifespan. Up close, the marines have a hard time finding you, especially if they're blindly firing everywhere- their muzzle flash alone is probably enough to make them miss you. Add in the constant, unpredictable jumping around, and celerity really DOES help you live longer.
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    Well Hozart I agree with you...and movement first certainly has its benefits, but the problem is people are so set in their ways it will be hard to use on pubs. All I can say though is this will probably change in 1.1(hopefully). I mean its just silly how people refuse to try new things/styles. Certainly at this point defense is a must by 2 hives, but it doesnt have to be first. Now before people jump in saying you need defense first to heal oc's...you shouldnt be building oc's till second hive is dropped.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--woshoofoo+Feb 15 2003, 01:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (woshoofoo @ Feb 15 2003, 01:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Then perhaps you need more practice with celerity.

    The problem is that most people (like you) think celerity is to help you get TO and AWAY from the marines. It's NOT- THAT is what carapace is for.

    Once you get up close, celerity helps you jump circles around them, and THAT is what increases your lifespan. Up close, the marines have a hard time finding you, especially if they're blindly firing everywhere- their muzzle flash alone is probably enough to make them miss you. Add in the constant, unpredictable jumping around, and celerity really DOES help you live longer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ...ONLY IF THE MARINES SUCK.
    CELERITY DOES NEXT TO NOTHING. Being in the middle of marines does not extend your life any longer. That is unless the marines have to drag and lift their mouse five times to turn around.
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    Ok so your just saying skulks are SOL canadianmonkey? all carapace does is make it so a skulk can take 2 more pistol shots...thats not a big difference.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Wildcard+Feb 15 2003, 02:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wildcard @ Feb 15 2003, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok so your just saying skulks are SOL canadianmonkey? all carapace does is make it so a skulk can take 2 more pistol shots...thats not a big difference. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Carapace <b><i><u><span style='font-size:21pt;line-height:100%'>DOUBLES </span></u></i></b> the lifespan of a skulk. That is taking 18, up from 9 lmg shots, and 8-9 (not completely sure) up from 5 pistol shots. That is a HUGE increase, and when compared to celerity causing maybe 2-3 shots which would have hit a normal skulk to miss, the celerity skulk still dies faster.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Celerity really does help, especially with bunny hopping marines who seem to be able to jump just out of your reach when you bite them. It also helps you dodge turret fire, or HMG fire from a distance.

    As for movement to teleport to a secured hive location, sometimes easier just to rush it as a group, the large number of skulks makes it harder for the turrets to lock on anyone and spreads out the damage. Anyway, once the gorge drops the Hive, all the turrets will begin firing at the building hive, meaning that the skulks can go in safely without taking any damage.

    Ideally, you want to get a Gorge in there to drop a few chambers next to the seige, so it destroys itself.
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    actually if i remember lmg damage correctly you go from being able to take 9 bullets to 13 from a lmg. From the pistol side you go from being able to take 5 to 7 bullets. As you can see it doesnt exactly double anything...its all a mental thing. I dont understand why but people think armor and getting hit more=good while dodging and not getting hit=bad/impossible. I mean lets face facts here skulk was NOT meant to be a head on rusher unit....this should be very clear. Whether you add more armor or not its going to die easily in a head on rush...celerity,cloaking, and silence all add to the skulks strong points in a battle, surprise and speed. While I wont go into sensory first because its easily countered unless you know what your doing....movement first most certainly has its merits.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    <!--QuoteBegin--Wildcard+Feb 15 2003, 05:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wildcard @ Feb 15 2003, 05:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> actually if i remember lmg damage correctly you go from being able to take 9 bullets to 13 from a lmg. From the pistol side you go from being able to take 5 to 7 bullets. As you can see it doesnt exactly double anything...its all a mental thing. I dont understand why but people think armor and getting hit more=good while dodging and not getting hit=bad/impossible. I mean lets face facts here skulk was NOT meant to be a head on rusher unit....this should be very clear. Whether you add more armor or not its going to die easily in a head on rush...celerity,cloaking, and silence all add to the skulks strong points in a battle, surprise and speed. While I wont go into sensory first because its easily countered unless you know what your doing....movement first most certainly has its merits. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    First off, it IS 18, up from 9.
    18-9=9
    That means it DOUBLED the skulk's hitpoints.
  • WildcardWildcard Join Date: 2002-11-08 Member: 7787Members
    edited February 2003
    Ok its been brought to my attention that 13 is not the correct amount of bullets for lmg at full carapace(i imagine due to rounding)...from what im told the correct number is actually 16.
  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    Wildcard, and others, prepare for a shock. It's <b><u>19</u></b>.

    Basically, you need carapace or you will die, as a skulk.

    See Kitsune's numbercrunching results:
    <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>http://www.geocities.com/kitsune/104stats.htm</a>
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