Chamber Changes...
Savant
Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
<div class="IPBDescription">Enough to change your build order?</div> <!--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-->- Sensory chambers are now automatically cloaked, and they cloak other alien structures in range (including hives, resource towers, offensive chambers, etc.)
- Movement chambers now give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.
- Silence upgrade now silences movement and attacks (it's incredibly eerie) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While I MAY consider building movement first (for the new silence upgrade) I still find myself unimpressed with sensory to the extent that I would consider building it first. Had they made sensory defeat motion tracking if you chose cloaking then I would STILL be hesitant to choose it first. I think the only way I would consider choosing sensory first would be if cloaking kept you cloaked at ALL times unless you attacked.
Is the defense chamber just too damn good as a first choice?
Regards,
Savant
- Movement chambers now give aliens energy, like defensive chambers give health. Unsure if teleport ability will stay.
- Silence upgrade now silences movement and attacks (it's incredibly eerie) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
While I MAY consider building movement first (for the new silence upgrade) I still find myself unimpressed with sensory to the extent that I would consider building it first. Had they made sensory defeat motion tracking if you chose cloaking then I would STILL be hesitant to choose it first. I think the only way I would consider choosing sensory first would be if cloaking kept you cloaked at ALL times unless you attacked.
Is the defense chamber just too damn good as a first choice?
Regards,
Savant
Comments
MAYBE, just MAYBE I could see sensory chambers giving skulks invis while they were close by. Like within the range that they would extend to cloak buildings. Attacking makes you appear type o' thing. But that's still pretty damn good. Prob too strong unless marines got some major upgrades to help balance it out.
Carapace is just too useful. It simply cannot be substituted by something that effectively takes away a skulk's ability to survive up to 19 bullets (lvl 0 gun vs lvl 3 cara). Even if they don't see you, an uncarapaced skulk is all too easy to kill.
about the sensory...imagine putting it next to the hive right away...
(B) <b>This is conjecture only:</b> I believe we may experiment not only with having all classes available at one hive, but also having all upgrade structures available at one hive. It's only a possibility, and we may not try it at all. However, keep in mind that there's a lot about 1.1 that we still don't know.
ok...i can give a statement equally lacking in thought:
if you kill em a) before they know youre there or b) with more firepower, all the carapace in the world wont matter because by then...you = WEINAH!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'll certainly try SC first more often.
<li>Sensories cloak buildings, but it shouldn't matter cus you can hear the OCs attacking and run the other way.
<li>Sensory won't cloak you when you move or attack, I'd take carapace over that.
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I think skulks are too vulnerable in the beginning and too strong after 3 DCs, maybe find some thing in between?
If sensory was to defeat motion tracking, THEN I might agree with you. However, once marines get motion tracking it is a fairly easy matter to track alien movements, and thus eliminate any advantage cloaking might give you. (not to mention the other skills are not really useful)
I'm interested to see how silence plays out though. That's probably the only one I would try out first since it would be very interesting to see how a silenced skulk fairs against marines.
Regards,
Savant
Do you mean it'll remove the MT around surround skulks over a certain area?
And do sensories cloak aliens? Moving aliens? Attacking aliens?
<li>Sensories cloak buildings, but it shouldn't matter cus you can hear the OCs attacking and run the other way.
<li>Sensory won't cloak you when you move or attack, I'd take carapace over that.
</ul>
I think skulks are too vulnerable in the beginning and too strong after 3 DCs, maybe find some thing in between? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That'd be even more reason to use sensory - WoL's are about area denial...if you run away from an area with a cloaked WoL, then you're basically <b>letting the aliens have that area for free</b>
Regards,
Savant
U can move cloaked with a skulk + sens + 2 hive ability's, takes some practice, but it's real fun
dunno if it's an exploit or not, so i won't say it here (don't want all kinds of skulk moving around cloaked, do we?)
I've pwnd marines with cloak, u just gotta adapt from your fixed cara-minds
u don't need cara, just get a couple of cloaked skulks in the corridor (on walls, floor, ceiling) wait for couple of rines, and ambush. Just a matter of tactics.
but, then u can say u don't need cloak, u just get cara and run at them, or get celerity and floor-wall-ceiling-wall-floor dodge the bullets and charge them.
Goes for everything, thing is, u can't say that cara > cloak, it's just how u use those tools (if u use a + screwdriver with an - screw, it won't work, trust me)
So instead of arguing about what's best now, and what's best in v1.1 (wich is stil beeing developed), just go out and try different tactics.
b.t.w, I'll take cloak + celerity/silence over cara + adren anytime
Regards,
Savant <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You are assuming that the benefits of having sensories first is limited to 'hiding' walls. But that is in fact not true. The early game advantage of marines lies in the fact that they can basically pressure aliens - who have a hell of a time defending their early assets from coordinated marine LMG rushes - what happens now if you find an out-of-the-way resource nozzle and cap it...then cloak it? Basically you will have a RT that needs *much less* defense than it did before. The effects cascade from one simple modification - losing a res tower is devastating early game, and having the possibility of a "secure" RT will affect the gameplay greatly. Given this kind of advantage, I think that sensories will see more use - forcing comms to scan sweep ahead of fire squads, forcing him to expend resources and attention that he would have otherwise been able to use to tech or cap more res. This is just one example of why sensories could become a game-winner. Feel free to think from other points of view, not just the standard 'OMG NUB DONT BUILD SENS FIRST OMG!!11' stance. I believe Grendel told all of us to try new tactics before 1.1 hits - how about trying a new line of thinking?
As for your comment on not having DC's, I'm just speculating but there is still the chance that Flay will make all chambers available(not mutually exclusive) at hive 1.
You assert that it would be 'easy pickings' for a marine to down a WoL..but that's what the WoL is for - to slow you down, prevent access to an area. Given a good WoL placement this kind of tactic is much harder in any case.
Anyway, having said all that, voicing your concerns about balance is fine but I'm sure you realize that the playtest team is not a group of nubcaeks out to ruin your day. It's not quite as simple as you think Savant, no matter how much you think you do. I don't pretend to know every outcome - only extensive playtesting and aggressive searching for 'exploits' will tell what effects the new upgrades will have.
having silence to stop marines from hearing you attack makes it VERY WELL worth wild
Silence + Cloak + Redemption or carapace would completely OWN to have.
Scent of fear and adv. hivesight.. those two really need some big changes.
<!--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--> what happens now if you find an out-of-the-way resource nozzle and cap it...then cloak it? Basically you will have a RT that needs *much less* defense than it did before. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Meh.
As a marine with the new build, I simply walk up to the res node. If it exists I can't walk through it. Big deal. I still knife it to death the same way I can now. The sensory chamber doesn't heal it like a D chamber does. If a D chamber was there I would have to take out the D chamber so the res node wouldn't heal it as I knifed it. There is also the telltake 'smoke' that comes up from open res nodes.
<!--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-->As for your comment on not having DC's, I'm just speculating but there is still the chance that Flay will make all chambers available(not mutually exclusive) at hive 1. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Actually this post is entirely conjecture, and I believe that most people read it at that. I'm fully away that any changes will need playtesting, and I mentioned this in another thread.
<!--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-->I'm sure you realize that the playtest team is not a group of nubcaeks out to ruin your day.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Yes I'm quite aware of that thanks.
<!--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-->only extensive playtesting and aggressive searching for 'exploits' will tell what effects the new upgrades will have. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
True, and only time will tell. Like I said, this is all conjecture, and I don't see anything wrong with speculating so long as no one gets 'hung up' on any particular aspect of the discussion. Frankly, debating aspects of the game is one of the few things that keeps me interested between patches.
Regards,
Savant
Also the smoke always comes out of the RN's whether theres a RT there or not.
They should hide all buildings around it, even WHEN it's scanned.
Scanning should still show the sensories around that area, but perhaps the other buildings should still be cloaked?
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
also, sometimes nodes won't have smoke after an RT has been destroyed... usually happends on marine base on ECLIPSE.. but it seems random, a bit
fade in hive /w scent of fear standing in range of a sc= motion tracking and invisible,
Let me point out two things.
1) A skulk without carapace can only stand 9 LMG bullets, and much less to pistol rounds.
2) You've no offensive abilities; only a defensive wait-in-position ambush ability.
I somehow think that no matter how good of an ambusher your team is, there will be one time where the marine team will slip by. It's not even that hard... have the pointman go well ahead, and have him clear rooms. Frankly, if uncarapaced skulk mess up an ambush, they become vapourized with little effort. Secondly, a lvl 1 armour marine can easily twitch aim upon the first "chomp" noise and have time to jump out of the way and effortlessly shoot down skulks. 9 LMG rounds take less than a second.
And say 2 marines slip by and hold a hive. No matter how much silence/cloaking/celerity you have, you're not going to be able to take down a pair of entrenched marines unless they're terribly lagged, cannot aim for beans, or bad at finding a defensible location (ie: not below a vent for starters).
However, since I've yet to see you play, I'd welcome seeing a 1-hive movement/sensory chamber game. There'd have to be some magic involved if no carapace (with no remote healing station) can somehow outkill a half-organized team with half-decent aim. It's rather ludicrous and very difficult to believe.
reasons:
the marine comm has to think.....
do i put 45 res into MT which, if the aliens build SC, could be almost worthless....., OR do the aliens have carapace? i should go with weapon upgrade? OR do the aliens have an ability to increase their damage? (i am just speculating) should i go with armor upgrades?
do the aliens have (X) chamber? what things counter those upgrades best?
sort of a Rock Paper Scissors deal, which is what the most BASIC RTS has.
EDIT: (this is my personal view) please dont make clocking or silence upgrade defeat MT, then those upgrade become to powerful. make players think of what they want to counter or have an advantage in before they upgrade instead of everyone getting one upgrade becuase it has all the advantages
And do sensories cloak aliens? Moving aliens? Attacking aliens? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I reiterate, what do you all mean by sensory negating MT??
Don't build an OC's, plenty of SC's tucked in a corner (so no marines blunder into them) in range of the hive, some DC's under it, then build the hive. Voila, a hive going up, and the marines can't even see it doing it.
<img src='http://watmm.com/forum/html/emoticons/rdjgrin.gif' border='0' alt='user posted image'>
Yeah, Sensory would be even more frightening if they affect the aliens within range too. Imagine planting a few SC's outside marine spawn..... just outside Obs range. W00t. You saying THAT wouldn't be better than cara? You can't kill what you never get to see.