Who's Your Daddy?

CowswinCowswin Join Date: 2003-03-17 Member: 14623Banned, Constellation
<div class="IPBDescription">Which chamber will be the "best"?</div> Which chamber first now?

D towers?
Sensory?
Movement?

Which do you think will be the "ruling" first chamber? Do you think there WILL be a ruling first chamber? Or that they will now be sufficiently balanced so that any one of them can be usefull? My personal opinion is that movements might now be the first ruling class in that they can offer gorge rushes, get adrenaline, sit near movement chamber and spam gorge heal, no gorges die and one gorge goes off on his own and builds the whole map up...

What do you all think?

Comments

  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    I'm tempted to make a comment, but I think any speculation on what the best chamber would be sort of useless without experiencing the context of the changed game. Only time will tell...
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    SEnsory chambers... Cloaked WoLs would be lethal...
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Movement first ? No way !
    Gorges aren't supposed to fight in packs. If there are too many gorges they don't gather ressources fast enough to build anything... and skilled marines can kill a bunch of them even when they spam spray. If marines charge together it's GG.
    Movements can be usefull when skulks use Silence to rush and harass marines , effectively scaring them often.

    So far almost every match on pubs sees DCs first. Carapace is needed against LPBs... however , it's not necessary on certain maps where you can sneak and hide easily , like Tanith.

    I like this map because it promotes psychological strategies and general teamwork... many ambush and control points. I'd say it's a Kharaa map though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Sensory chamber first is an effective option , mostly against noobs... when you stand over the marine base entrances you can easily para marines , but not always kill them (they either see you or hear you drop on the floor)
    Mines quickly prevent you from invading the marine base once they successfully repel rushing skulks.
    That's where the Cloak ability becomes handy... marines are <i>forced</i> to go through 2 corridors after starting room , then can take 3 different paths (I think)
    Sure they will check for ambushing skulks after a while. Buf if you stand perfectly cloaked <b>right in the way</b> you will always surprise them. Repeat this a few times , hire a few skulk mates to harass them and this will completely terrorize them. Unless they are very well organized (with one marine randomly firing on corridors) this allows VERY EASY kills... run at choke point , sit down , eat marine , go elsewhere , sit down. This ability seems way more powerfull than carapace to kill rambos.
    Oh , and Kharaa can share Scent of Fear hivesight too. One parasiting skulk can greatly increase other's chances.
    Not sure about the enhanced hivesight , have to check its effects.
    Sensory first = win.
  • Trent_HawkinsTrent_Hawkins Join Date: 2003-03-25 Member: 14875Members
    Wasnt there something in the queue about changing the alien res tree so multiple gorges are feasable?

    anyway... I myself would do the cloaked WOL

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
    -Marine: come on guys, their hive is empty!
    -*Marines march in, guns blazing <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> , then suddenly... Blam! Blam!*
    -Aliens: suckers.
    -*skulks run after the marines that managed to escape* <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    But I suppose that could only work so many times before the marines figure out what's going on. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • H4nDC4PdH4nDC4Pd Join Date: 2002-12-24 Member: 11500Members
    somehow i dont think cloaked OC's in the hive will do much good. The comm will almost always ping it unless hes a noob. I think the most effective way to use the sens will be to place cloaked WoL in cooridors right outside their base far enough tho to where they cant siege, and in cooridors outside ur hive.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    yeah, DC are usually the best, but with 1.1 who knows, (well besides flayra and the playtesters and such) guess the mere mortals will anxiously await 1.1 (as if we already aren't)
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    It depends too much on information that hasn't been released yet.

    I'd love to see sensory or movement first as a commonplace thing, but who knows.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    this is great! hopefully it will encourage PUBs to play with sens first more, theres nothing from satisfying for the hardcore stealth fan than taking out a team of marines using cloaking and cunning, and chuckling manicly while doing so <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    also i think it would add alot to the game if the marines didnt excpect a certain order of upgrades, making for much more unpredictable games.

    im not convinced about the movement tho, static adrenaline just doesnt do anything for me, tho ill have to see how it plays really....
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    woot the changelog sounds gd!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> gd job dev team!
  • nnynny Join Date: 2002-11-06 Member: 7440Members
    i would really like to see sensory first and defense second become more viable. the 1.04 change on sensory

    i played a fantastic game on hera with sensory first, and it's just an incredible amount of fun. the dark, dark, dark winding hallway from marine start to maintenence is my favorite place to cling to the ceiling, there's nothing to get in the way and handy pipes to hide above. i can cling and shoot parasites into their base. with cloaking in 1.04, i can shoot a parasite and cloak again nearly instantly.

    and a marine goes out to explore. shoots the floor, shoots the walls, turns on his flashlight and slowly... creeps... down the ramp from his start. once they know you have cloaking, they really do slow down and try to look everywhere. even with his flashlight, he walked.. rather he very very slowly walked past me and i bit his head off.

    later, in the marine's second or third attempt to control processing, i was a fade chasing an annoying jetpacker. they had a little phase base on the 'second' level of processing, near holo, just under the corridor that runs into the upper level of holoroom. i parked myself to watch this phase base, and sure enough the jetpacker landed for a moment at the little phase base, with a comrade and a couple of turrets for cover. four acid rocket volleys, perfectly aimed, at medium range, was all it took. the light machine gunner standing guard next to him never saw me until he fell.

    different strategies, different structures, different tools for different tasks, but cloaked aliens are just too much fun.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    erm.....

    from what ive read in the suggestions and ideas forums (which i goto most)
    you will be able to have all 3 upgrades at hive 1 but only at lvl 1.

    or theres an idea where you can have just 1 chamber type per hive (like now) but can choose multiple upgrades such as lvl1 carapace and lvl 2 regen or any combination of the 3.

    if there is only 1 type of chamber per hive ho i sitll beleive DCs mwill be the superior for healling and defenses. also unless they change cloaking back to 100% then WoLs will be easy to spot "hmm whats that huge semi transparant thing 20 foot away from me".

    if sensorys made structures 100 % cloaked then i aggree sensroys could be very powerfull and i would use them my self (as i love cloaking) but if not then i couldnt see experienced players running into these semi-cloaked WoLs more then once of twice.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Not seeing anything yet that puts MCs as a first chamber though. I think we're just going to see a lot more DMC in 1.1 anyway. It might change in 1.2 though.

    Think about it, hive two play right now is all about the Fades. The unlimited energy that MCs can now provide pretty much cements them in as a second hive chamber. And do you think that the majority of players are going to be willing to play Fades which can be taken down by a couple marines because of a lack of Carapace?

    Too much addiction to the style of play that Carapace provides. You want to knock DCs out of first spot you're going to have to do something about that ability.
  • deaths_handdeaths_hand Join Date: 2003-01-23 Member: 12615Members
    well i always get regen on fades anyway...

    anyway like i said, flayra is doing or is thinking of making it so you can make all 3 types of chambers at any time but need extra hives for lvl 1, 2 and 3.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    edited March 2003
    I can hear the screams of "OMG U NOB! U DIDNT BULD 3 DCS FIRST!?! WE DED F4F4F4F4F4F4F4F4." now.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    The only problem with Sens first now is people aren't willing enough to learn how to play w/o carapace.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    <!--QuoteBegin--deaths_hand+Mar 27 2003, 12:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (deaths_hand @ Mar 27 2003, 12:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm.....

    from what ive read in the suggestions and ideas forums (which i goto most)
    you will be able to have all 3 upgrades at hive 1 but only at lvl 1.

    or theres an idea where you can have just 1 chamber type per hive (like now) but can choose multiple upgrades such as lvl1 carapace and lvl 2 regen or any combination of the 3.

    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ouch. all the more reason to use dcs. lvl 2 carapace and lvl 1 redemtion. omg haxorz. lvl 2 cara is almost identicle to 3 anyways. lvl 2 regen and lvl 1 redem = fade that cant die. lvl 2 cara lvl 1 regen = very irritating lerk. nope i dun think it will be fair.
  • WoLLyBoYWoLLyBoY Join Date: 2002-11-15 Member: 8687Members
    well, you know, even witht he change, unless cara and adren go away (and the thing with move giving adren might mean bye bye adren <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> ) on a pub its still gonna be DC/MC/SC period. its a pub game, no real stratagy involved, just the sorta stratagy you get in a situation where you dont know what your buddies may or may not be doing. its to bad because clocked skulks pwn early game, and with DC second, fades pwn to, not as MUCH, but maybe 1.1 will see walls of MC's keeping the fades dropping acid rockets like it was TFC pyro rockets...
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    problem is atm dc is only option as if the marines lock a hive then if u dont have cara its very unlikley the aliens will be able to bring down the mini base.

    marines are very strong as they dont have to rely on getting a hive up before they can start getting powerful weaps
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    ok, first off, make the regular armor that aliens spawn with absorb 40% instead of 30%, and give each alien a bit mroe armor to begin with. 2nd, make carapace an upgrade that takes 10 res to use. That way, late in the game when everypone has lots of res already the skulks can still have base-cracking power, but early in the game the alien team won't rely on it too much. It's either that or remove carapace all together, and make the effectively and amount of alien armor dependant on how many hives you have.
  • Red_GhostRed_Ghost Join Date: 2003-03-29 Member: 15007Members
    edited March 2003
    my favourite ever sensory chamber incident was when i was a skulk with cara/adre/cloak outside marine base.... my friend wanted to see an onos so i ran round a corner and began evolving..
    "i hope some marines don't come round the corner" i said
    as i said it 2 marines ran round the corner and into me
    "oh crap i thought"
    ha they were n00b mariners and they just stood there trying to jump past untill all of a sudden in a happy explosion of blood and marine legs...................

    <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Which one <i>will</i> be the best... as in in 1.1? I don't think enough's been done to mitigate the dominance of defense chambers. But then again, they might be fiddling with the availability of alien upgrades...

    Even then, my money's on DCs. Healing is just too powerful an upgrade to pass up (especially with MCs not affecting OCs).
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--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-->Movement chambers now give aliens energy, like defensive chambers give health.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'm thinking (on pubs at least) we're stuck with our old friend D->M->S.

    A fade, with carapace and adrenaline, standing in the middle of 3 MCs and 3 DCs, will probably make a highly effective spam turret.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    How about a fade with Carapace and Silence? Attack noises are silenced too now, after all... and if the adren can be obtained by chambers...

    But I'm just going to wait and see what more developments occure first. Some of the suggestions I've read in the S&I forum have provided things that would make me switch to Sens first, and those were submitted to Flayra in the official 1.1 suggestion thread.... so you never know. We haven't been told everything, I bet.
  • ripped0ffripped0ff Join Date: 2003-03-15 Member: 14554Members
    D chambers will still be considered the generic most helpful chamber online. The defensive upgrades are so much more helpful then sensory ones, and they are more helpful in the early game as part of a defensive attack, or a fade assault.

    However, I have NO doubt that sensory chambers will prove useful in clan matches and LAN. Although it may prove to be risky, I'm sure we'll see some interesting 1st hive sensory strategies. For instance, I can already imagine gorges building on the otherside of the weldable door to the marine base on hera. Slowly, skulks sneak into to the marine base by way of the vent and wait for all the marines to leave. As soon as they do, 10 skulks come out from cloaking and chomp away the marine IPs in two seconds flat.

    I've already discussed such strategies on LAN games.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    even with the sens changes in 1.1, D/M/S would still mainly function in pubs because for one, no pubbie would be willing to change tactics. not to mention dcs seriously boost the lives of basically everything on the alien team (hives, chambers, skulks, gorges blah blah blah) while sens and moves only do so fairly indirectly.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    <!--QuoteBegin--Twisted Master+Mar 26 2003, 07:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Twisted Master @ Mar 26 2003, 07:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Which chamber first now?

    D towers?
    Sensory?
    Movement?

    Which do you think will be the "ruling" first chamber? Do you think there WILL be a ruling first chamber? Or that they will now be sufficiently balanced so that any one of them can be usefull? My personal opinion is that movements might now be the first ruling class in that they can offer gorge rushes, get adrenaline, sit near movement chamber and spam gorge heal, no gorges die and one gorge goes off on his own and builds the whole map up...

    What do you all think? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Depending on how they tweak marines... But!! i would think dc's r still the 1st chamber...
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Hopefully unupgraded skulks and other aliens will have better armor or something and they nerf carapace. Then you will probably see the other chambers used more often.
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    Probably not. Too many people (including me i must say) are used to running back to the nearest WOL for quick healing. Too many people are used to having 4 dcs under the hive for healing between jet rushes. The BASE ability of the dc (heals stuff) is still better than the other 2, even with the sens buff
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