First Chamber?

ChefChef Join Date: 2002-11-01 Member: 3031Members
I choose movement everytime because having 3rd level celerity as a skulks makes for much better survivability overall. Granted it leaves gorges/o-chambers in plain sight but I've found it much more useful than sensory chambers which require the marines to run into a specific ambush. With celerity you can even run at them down a hall and reach them quick enough to double chomp in the early game to get a quick kill.

Anyone else agree with me?

Comments

  • acer_r1acer_r1 Join Date: 2003-03-11 Member: 14397Banned
    scilence <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>celerity <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    edited August 2003
    I love movement and i think its a great choice first, especially when paired with lerks. Most people are stuck on the sens first formula right now but once comms start to realize that the obs kills sensory we will see alot mor movement and defense first.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    celerity pwns all.
  • ChefChef Join Date: 2002-11-01 Member: 3031Members
    Good to finally see some more people agreeing with me. Instead of "OMG CHEF YOU GOD DAMN NOOB! WTH IS YOUR PROBLEM!"
  • LigerLiger Join Date: 2003-07-08 Member: 18026Members
    I personally prefer SDM as the order, as I try my darndest to get hive two up not five min into the game, so that my res. nodes can be both cloaked and self healing.

    But I've seen people do some good stuff with movement... so... really it's matter of opinion... I just always try to get Defence as the second chamber.
  • TheRandomSinTheRandomSin Join Date: 2002-11-03 Member: 5571Members
    edited August 2003
    Eh... It's going to take a while for the marines to get to motion tracking though. But hey, I personally go defense first because of redemption for the fades/onoss... onus? onomocos? .... Anyway. Saves a little so you don't get killed... (as a gorge.) And 'faster' respawn...

    PS: With a Movement you'll get faster energy gain... (%15 when youre next to it.)
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Sensory is usually the preferred first chamber, but it's very rarely used properly. SCs are best used for their cloaking effects, not for their upgrades (which, let's be honest, are pretty crap compared to the other upgrade types). Unfortunately, few gorges actually go and drop SCs in strategic locations.

    I agree that the best first chamber, on the merits of its upgrades, is movement. Celerity and silence help skulks, adrenaline helps gorges and lerks, adrenaline and celerity help Fades. Defense is my preference for second chamber, so oni can redeem and fades can have carapace.

    But I agree that movement is highly under-used. Fades still need movement chambers more than any other evolution, and the difference adrenaline or celerity makes to a Fade is incredible.
  • WTFhakenspitWTFhakenspit Join Date: 2003-04-05 Member: 15231Members
    Um I dont thinkit really takes long for coms to realise motion eliminates cloaking, it did so last version and does so now, by leaving sense as last chamber (or even second chamber) you reduce the effectiveness of it as it means that only 2 of the upgrades are viable as most comms get motion early on in game and to have cloaking an option it needs to be used early
  • LigerLiger Join Date: 2003-07-08 Member: 18026Members
    Three things:

    Motion Tracking is countered by sensory cloaking: which inturn is countered by being within the range of a Obs (as all cloaking is)

    Sensory creeping takes skill, and alot of resources. I've been able to creep up entire hives because the marines didn't know that you have to have an Obs at a turret farm you intend to keep now.

    Onos is both plural and singular, like Fish or Sheep.
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    Here is my thing. Sensory is a life saver for 80% of the team. Why? Because the average pub player sucks at skulking, lurking, and gorging. Sensories give these people the crutch they need to survive.

    Its the same thing as Defense chambers in version 1. Too many people sucked for other options to work properly. I personally enjoy Motion first as I enjoy silence, but I drop sensories every time I gorge.

    Another thing to consider is the effect the chambers have on the Marines early game. I have as one gorge bottled a whole marine team with one sensory and an offensive tower. Why? Because they didnt know what else was out there and it took time for them to Ping the area with only one node. Even Vets have trouble with cloaked aliens. When they did ping the area they rushed me and my chamber and I was dead... but we had a second hive up and half the rez on the map.

    I have already had words with people who have a closed mind. I can't stand to hear people tell me that sensory is the only choice. I just find in a pub game its probibly the better choice.
  • LazerManeLazerMane Join Date: 2002-11-01 Member: 2135Members, Constellation
    Sensory for normal non-expirienced pub servers.

    Movement for those of us who know what we're doing <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I am perfectly fine with the default running speed of the Skulk and sometimes find it a bit too much... i can escape just fine in most maps. Silence is my bane, it is my defeating weapon. No one really understands that the marines typically hear you coming before they see you (coughcoughmotiontrackingwallhackingcoughcough) and thus, a silent Skulk munching on your buttplate when you dont hear him slip up on him is deadly.

    Thats basically it.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Silence...owns...all... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • ClintClint Join Date: 2003-08-03 Member: 18816Members
    Yes, it does. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Hida_TsuzuaHida_Tsuzua Lamarck&#39;s Heir Join Date: 2002-01-25 Member: 79Members, NS1 Playtester
    Movement and Sensory are equal in my opinion. Movement has a great ability and the best upgrades. While Sens has the worst upgrades (but never underestimate SoF), it has the greatest ability. So it's a toss up in my mind. That said Def makes for a nice showing (though it's better for Onos and gorges than the rest).
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I love silence and get flamed to death and called a noob for dropping movement first all the time.
  • NevermoreNevermore Join Date: 2003-08-09 Member: 19215Members
    there's a fundamental mistake being made by these assumptions.

    lets look at the facts: a chamber's effectiveness is based on three main things. first is the upgrades they provide. second is the abilities they themselves have. and third is the situation/map/status of the enemy(ok, so its more than 3).

    typically, you see SCs as the #1 because of cloaking. the arguement goes, once marines get MT, they lose their use. however, the utility of Scent of Fear is being overlooked. a skulk loaded with SoF, silence/celerity, and regen/carapace(depending on the move upgrade) is an extreemly dangerous hunter, capable of taking out HAs backed tightly in a narrow corridor. not to mention the use for the other evolutions.

    DCs tend to be last in 2.0. their healing is useful, but moves and senses are viewed as more versital(versitile? screw it. i dont spell). i would like to voice a complaint however. i feel redemption is both overused/"overpowered" and overrated. that being said... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> DCs can hold an enemy back, but they certainly cant turn the tide of a war.

    for MCs, ive noticed a hightened feeling to them. maybe i should rephraise that. in the servers, ive noticed players that prefer MCs (to SCs as #1) feel and act like they are better/more enlightened than those who stick to a simple and effective means of concealing your actions from the enemy (a vital part of guerilla combat). the movement ability and the energy regen are hardly worth it in the beginning stages of a game. however, it DOES have some of the best abilities available.

    in the end, i think it all comes down to preference. i feel all 3 choices, and all 6 chains of progression, are perfectly viable. that is, if they fit the situation. some maps dont exactly help the arguement for each chamber.

    i guess im just frustraited with people wanting the #1 absolute 2000% correct way of doing things. (not an attack at the thread or anyone in it. just venting). kudos to Flay and the gang for making my favorite mod that much better.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    Sensories placed in hard-to-reach locations near resource nodes usually annoy the hell out of most marines. Cloaking ensures your first bite will land on marine flesh, and that subsequent bites will be relatively easy to land. Therefore, IMO sensories are perfect for a game of both passive resource denial (the denial of the nodes themselves as opposed to the destruction of resource towers) and resource hoarding since both are affected by the defensive capability of the aliens.

    On the other hand, its upgrades aren't exactly the most useful ones avaliable. However, IMO the feasibility of each indivdual chamber type stands thus:
    <ul>
    <li>MC, useful upgrades but field effect only benefits certain lifeforms.
    <li>DC, both effect and upgrades are useful but not to a large extent.
    <li>SC, immensly useful effect (but one that can be nullified through scanner sweep) and weak upgrades. Effectivness depends largely on predictability.</ul>
  • ChefChef Join Date: 2002-11-01 Member: 3031Members
    I've tried silence but i guess it's just personal preference with celerity. I'll give it another go tonight though.
  • n4s7yn4s7y Join Date: 2003-04-18 Member: 15627Members
    Sensories can overpower any chamber if used correctly. For example, on ns caged, if you get to central processing, climb up to the pipes, morph and place a sensory, the marines will almost never find it. This means your skulks can continually attack cloaked and eventually retake processing. Sensories should NOT however be used near res towers, as OCs do a much better job. Sensories are not used to hide buildings, but as a means of ambushing the enemy in melee range, where marines find it very hard to hit you.

    Anyway, there is no real "starting chamber", but DCs are a must if you have onuses (yes, ONUSES) on your team.
  • morphzmorphz Join Date: 2003-04-19 Member: 15640Members, Constellation
    I prefer MCs, with celerity you can run rings around them.
    Sens are good if: You place them in the right place, i always go for mcs and when i do theres always someone who says "omg newb mcs suck", so we get 2nd hive up and he goes and builds one sens, so what use is that, u get lvl1 upgrade, you need sens all over the map in main places (like holoroom)

    I think all chambers are good if you use the right, but dcs arnt really needed now first as skulks <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> have enough health and can survive better, so for me it would be MCs first, then DCs (for onoz <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> n fade <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> ) then sens.

    SoF is good, but if you have headphones you can hear them anyway <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Just my opinion ^^ <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NefilimNefilim Join Date: 2003-08-09 Member: 19222Members, Constellation
    Sensory is good in maps that are typically open with few places to hide... but if a map has decent hiding spots, I put MC down.

    Although, a cloaked skulk outside of a marine entrance does wonders, too. Marine walks by you with back turned and he's all yours.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    I would say SC/DC/MC if there wasn´t 1 big Problem: 2 hive lockdowns. If the marines go straight for 2 hives you have no chance to get em back even with onos. The only chamber that makes it possible to take a hive back is DC. I can go redemption and run in as an onos taking down 1-2 turrets every time then respawn. Without DC onos just die and fades are useless without carpace. So i say the best order is DC/MC/SC. Why not SC 2. you ask? Simply. By the time the 2. hive is up you dont need cloaking anymore since you should have at least some fades an an onos. And those 2 classes need adrenaline and celerity to be effective. And if you want a lerk to umbra you he wont do much good without adrenaline either.

    Sensory Chambers are extremly powerful in the beginning of the game. On hera entrance they can keep the marines in the base if placed properly. I think that scanning as a comm will not be very used simply because of the difficulty of the scan. I commed some games and scanning is done horrible. First you must select you observatory to be able to scan and that takes some time if you havent it bound to a group key. Then you must jump back to where you want to scan. If finally your´re there you notice you cant scan because your researching phase tech and you havent the cash to afford multiple observatories. The next problem is that scanning costs 25 energy and energy recharges very slowly giving you max. 4 scans every few minutes before you have to change to another obs. In that time your squad is already chomped down by the skulks. Scanning definatley needs to be looked at since actually its too time consuming stopping the comm from doing other tasks like building and upgrading. energy should go into a energy pool that has a max. amount of 100*obs. And then you should be able to simply scan with a hotkey. Further normal scans should only cost 10 energy to allow more of them. To prevent instant sieging of hives a special siege scan is kept that costs like the actual scan and cant be bound to a hotkey to keep the comm busy selecting his various obs.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Yeah scan does need to have a hotkey, i agree 100%, it's too much work atm to scan an area so most comms just don't bother.

    As for which chamber to go for first, all of them are really viable.

    The best one on a public server with a lot of new players is SC because even an invisible newbie skulk can get kills if placed well by good gorges. The upgrades on SC aren't that great. SoF is good but sound is just as good really if you use it well.

    If your playing with good players that know what they are doing MC is probably the best choice. With silence you can take out whole squads because you approach them from behind and they hardly ever check their backs if they don't hear anything coming = <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> lots of kills for you. MC in a PCW would probably be the first choice. I've started to see MC as a first choice increase in popularity recently and when i ask players what they want, quite a few often say MC.

    I don't know about DC as a first chamber, because i don't see it used much. It's definatly not the battle winner it was in 1.x but as a first chamber it could be interesting. Maybe i should place some to the annoyance of my team, most probably, next time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    SC is cancelled by MT to an extent and so is silence, but silence is good because even with MT they can't see or hear you coming from behind them. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I'd say my prefered order would be MC then DC and if you havn't won already SC.
  • SuBSuB AusNS Forum Admin Join Date: 2003-02-18 Member: 13723Members
    Movement first is my favourite.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    Movement imo is the best first chamber as it gives great abilitys to every single class and its ability to teleport you (well this used to be true <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> 2.01c) lets you help newly built hives if they ever become sieged.
  • NOAPNOAP Join Date: 2003-08-09 Member: 19240Members
    edited August 2003
    SENSORY, DEFENSE, MOVEMENT IS THE ONLY WAY IT SHOULD BE DONE. ANYONE WHO DOES IT DIFFERENTLY IS GIZAY.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    <!--QuoteBegin--NOAP+Aug 9 2003, 02:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NOAP @ Aug 9 2003, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SENSORY, DEFENSE, MOVEMENT IS THE ONLY WAY IT SHOULD BE DONE. ANYONE WHO DOES IT DIFFERENTLY IS GIZAY. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Great 1. post man. You will make a lot of friends here. Can we say NOOB?
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    Remarkably, the NS team succeeded in making any of the three chambers quite viable as openers.

    Yes, you may see some more than others, but there is no real counterargument to suggesting Defense first, other than providing me with a litany of the benefits of the other chambers.
    Yes, I realise what you can do with them, but the chambers all have opening strategies which can be succesfully mounted around them successfully against even the most competant marines.

    And the same goes for M and S - the strategic and tactical options available to the alien team has not merely trebled, it is 10-X

    However, I still cannot see how in any serious game ANY choice but defense for 2nd chamber, if it was not first, is workable. This is the only serious limitation of the alien abilities, as they stand in 2.0 - except pheromones which I really can't seem to make work for me in any real sense.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Agree, all the chambers as a first choice are viable, but you have to really go with defence as your second chamber.
  • ChefChef Join Date: 2002-11-01 Member: 3031Members
    I agree that defense needs to be part of the first two combos or else your onos are screwed.
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