Chamber Strength

Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
edited August 2003 in NS General Discussion
<div class="IPBDescription">movements got the shaft</div> anyone who has played <span style='color:green'>1.0x </span>knows that the <span style='color:green'>chamber order was always defence-movement-sensory</span>. no one ever deviated from this short of accident, noob behavior or llamaism. <span style='color:green'>why? because the chambers built first has abilities that are distinctly better than the next.</span>

in <span style='color:green'>2.0</span> so far, i feel that <span style='color:green'>defence and sensories are balanced quite well. why? because they both give a FREE PASSIVE ability that is USEFUL for keeping your team alive</span>. movements on the other hand, teleports you to the farthest hive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> . <span style='color:green'>building defence and sensories all over the map helps you assert control over those areas because they give your units AND strutures a combat edge. no one will go gorge and build movements all over the map because they plain suck wastewater. all you need is 1 movement at each hive. 3 at the most.</span>

<span style='color:green'>i almost always see movement last</span>. if sensories go first then its almost always movements last cause you need that defence to deal with teched up marines. if defence went first then movements might come second but still rarely. <span style='color:green'>the root of the problem is that the passive area of effect of the defence and sensories are useful enough that you don't need to spend 2 res to upgrade to recieve a good benefit of that chamber. this is especially important for skulks because they still die rather quickly. with the new very very slow res system for aliens now, its just not worth spending 2 res to upgrade everytime you die like you did in 1.0x, especially now that the res is so slow.</span>

i've played games where <span style='color:green'>movements went first and it was a disaster </span>because first of all there is no passive combat bonus and secondly <span style='color:green'>everyone spent their res on celerity and had no res to transform into higher lifeforms.</span>

i think the solution to balance the chambers so that they're all viable first (given the new resource system preventing regular skulk upgrades) is to <span style='color:green'>replace the movement passive ability to something more useful</span>. i remember reading in the beta forums of movements that gave adrenaline to aliens and faster atatck speed for offence chambers. something along those lines need to be brought back. i think that the most important beneficiaries of chamber abilities are the skulks, and that adrenaline is quite useless for them. i<span style='color:green'> suggest that the movement teleport be replaced with celerity for nearby aliens and increased attack speed for offence chambers. this way, all chambers give good passive abilities to both lifeforms and structures.</span> since movements can't be spammed across the map like sensories because they're not cloaked, i suggest that the area of effect of the celerity be quite large as well.

i know that this is quite a long read, so i highlighted some points i wanted to get across the most in <span style='color:green'>green</span>.

thx for reading. i'd like to see some movement improvements in a 2.0x patch so lets hear some more ideas! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

Comments

  • SemperFi1SemperFi1 Join Date: 2003-02-14 Member: 13559Members
    They do have a passive ability, but the idea of speeding up oc's and giving nearby units celerity is much much more useful and i think its a great idea.
  • MilkyPMilkyP Join Date: 2003-04-25 Member: 15841Members
    it increases your energy recovery rate when you are near one.....
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    (1) The green/blue text is bad, yo. Makes it very hard to read.

    (2) You seem to be missing the point of movs, somewhat.
    -(a) silence and celerity are <i>very</i> useful early-game abilities
    -(b) the adrenaline boost from well-placed MCs is incredibly useful - a gorge wants to BB a base - if he drops two MCs, he can bilebomb <i>constantly</i> with no need to regenerate energy.
    -© the improved RoF MCs give to OCs makes a little chamber pod into a Ninja Pod of Dewm™
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    <!--QuoteBegin--MilkyP+Aug 9 2003, 05:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MilkyP @ Aug 9 2003, 05:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it increases your energy recovery rate when you are near one..... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1) like i said their passive ability (teleport to farthest hive) sucks in comparision to FREE REGEN and FREE CLOAK

    2) free adrenaline was taken out sometime in beta
  • KaiserRollKaiserRoll Join Date: 2003-02-24 Member: 13902Members, Constellation
    I would love to see movements give passive silence instead of adrenalin. Silence is like cloaking, in the fact it has a noticable effect... the adrenaline thing you really wouldn't notice unless you were paying attention.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin--Big Chief Brown Bottom+Aug 9 2003, 11:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Chief Brown Bottom @ Aug 9 2003, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2) free adrenaline was taken out sometime in beta <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nope its still there, try it, youll love it, and the order consistantly now (unless the alien team wants a drawn out game) is MC DC SC.

    Celerity really is needed for onos, especially the onos who like redemption, otherwise they cant even get a devour without redeeming.

    Silence can actually win a game, seen it many times.
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    1) i havent' noticed that free adrenaline is there (maybe because its so crappy and movements are never anywhere but in the hive)

    2) it'll take you ages to go onos if you spent 2 res to upgrade to silence celerity every life. you'd have to kill a marine each life just to break even and you won't kill a marine with each life. upgrading skulks = lose
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited August 2003
    Wouldnt know, as i usually build a couple of RTs and a hive, maybe some chambers, then go lerk, and umbra, and dont care to go the biggest thing in the game, and believe me when i lerk i like to be near a couple of MCs so my umbra never stops flowing to help the team endlessly.

    Sometimes i fade, and the celerity means i dont die before taking out a guy.

    about the upgrades... upgrade silence kill a few guys, silence payed for and more res for your precious thing that is big and nasty, but dies fast and redeemes faster, as you didnt help your team out, and went straight to onos i wouldnt umbra u and would hope the gorges wouldnt heal u in the attack either.
  • ChefChef Join Date: 2002-11-01 Member: 3031Members
    Upgraded skulks with celerity or silence allows the skulk to get 3-4 kills per death as opposed to one or two without it. Celerity allows you to literally run circles around the marines. I've done it and I've had it done to me. Cloaking doesn't get you much because after that first bite the SC's usefulness has been overlived. Also SC's must be positioned in a proper way to be used most effectively while if you just have 3 MC's you're good to go anywhere.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    what differnace is upgradeing celerity everytime you die.. compared to evolving carapace every time you die. killing 1 marine for every time you die shows that your usefull to the team, and if you cant .. then its not a problem with the chamber ... its a problem with YOU.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited August 2003
    Nightcrawler.... since when did u make sensible posts anywhere <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    U must be an imposter!
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    <!--QuoteBegin--DarkFrost+Aug 9 2003, 05:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Aug 9 2003, 05:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wouldnt know, as i usually build a couple of RTs and a hive, maybe some chambers, then go lerk, and umbra, and dont care to go the biggest thing in the game, and believe me when i lerk i like to be near a couple of MCs so my umbra never stops flowing to help the team endlessly.

    Sometimes i fade, and the celerity means i dont die before taking out a guy.

    about the upgrades... upgrade silence kill a few guys, silence payed for and more res for your precious thing that is big and nasty, but dies fast and redeemes faster, as you didnt help your team out, and went straight to onos i wouldnt umbra u and would hope the gorges wouldnt heal u in the attack either. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    once motion is up your silence effectiveness is also much reduced. and secondly, i do very well as an unupgraded skulk thank you, and i notice that a team that went movement first spends a hella lot more res and dies a hella lot more. you dont' need adrenaline to be able to spam umbra either. umbra lasts 3 seconds or so and dont' stack. you dont' need to pump it out like mad. as for your remarks about not helping the guy that goes onos first? i hope never to be on your team cause you're obviously a selfish sh*t
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    on 1.04 sens first was a huge advantage when skulks knew to use it right.
    In 2.0 movement first is the same.

    Its nothing for publics but the best chpice with ppl that know the game.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited August 2003
    rofl, no if i know u didnt place an RT, if i know u just saved for onos at the start, disregarding the concequenses, i will not help anyone who does that, and i would say umbra that never ends is more important than 3 seconds (witch if u try it it lasts less than that), also u bet u think spores dont stack.... well try marine get someone to spore u, u will get constantly hurt with 3 spore clouds in play, there is no proof umbra doesnt stack, all i know is contant umbra > shotguns, and thats all i need to know.

    It is however obvious who is stuck to his own mind and shall not budge, the only chamber that is really not very good, is infact sensory, it is the easiest to counter, and only one upgrade has proven to be any good. People chose from all three of the MC and DC upgrades, as they are all very useful, people now dont use cloak much and take SoF as it gives the single alien the benefit of what the 1.0x sensory chamber used to give the entire team, esentially parasiting every marine in range as it shows them as motion tracking would, I wasnt a fan of 1.0 sensory but the 1.0 chamber > the 2.0 chamber in benefits to the offence of the team, as now, altho later a gorge can get a chamber close to base and have cloaked aliens running about in there, it is primarily a defencive structure, in which case id chose DC over it, as the OCs and the Hive live longer with DCs about and the effect isnt overruled by a sensor sweep of the area, DC helps in defence and offence, MC also helps vastly in defence and offence, sensory sadly doesnt have what it takes still and is therefore (not in public games where the game lasts 2+ hours) comes at hive 3 for many people.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    you seem stuck on the idea that movements suck, despite repeatedly being told that they don't. They have an areaeffect that is just as useful as that of sensory or defence if used correctly. You don't see alot of movement chambers littered around the map not due to it's percieved crappieness, but due to the fact that most gorges just don't think to put them around. I personally have sat in a high place with 2 D, 1 sens, and 3-4 movements..... add a few OCs, as a gorge and non-stop bilebombed 3 elec TF, 2 elec nodes, and 10+ sentries. I emphasize the NON-STOP. as said before, a fade or a lerk or a gorge sitting on one using a ranged attack is deadly. Besides, with the new beta trend of having no redemption as an onos if you're devouring someone, you can grab a marine, run up to a nearby cloaked movement chamber, and finish off that HA+GL in the peaceful environment of your own hive.
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    <!--QuoteBegin--DarkFrost+Aug 9 2003, 06:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkFrost @ Aug 9 2003, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> rofl, no if i know u didnt place an RT, if i know u just saved for onos at the start, disregarding the concequenses, i will not help anyone who does that, and i would say umbra that never ends is more important than 3 seconds (witch if u try it it lasts less than that), also u bet u think spores dont stack.... well try marine get someone to spore u, u will get constantly hurt with 3 spore clouds in play, there is no proof umbra doesnt stack, all i know is contant umbra > shotguns, and thats all i need to know. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you're wasting your energy. spore does not stack umbra does not stack. the dev team can verify this. i believe spores DO stack if the spores came from DIFFERENT lerks. ie, your own spores dont' stack with each other
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    I am not one of the in game aliens, i have enough energy to fight forever <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    oh, I forgot to add..... I ALWAYS upgrade all the things I can. That means getting scent of fear..... or carapace/regen/redemption...... or adren. It gives you that advantage unless it's all HA, or unless you're just a few off of that upper lifeform you want. with scent of fear and silence, I always get 2-3 kills. If you don't, you're probably unlucky or you need practice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    The question of movement first or sens first is a question of attacking vrs defending. While def chambers are "locked in" as the 2nd hive chamber (because onos regen/redemp is so powerful) and it can be assumed that marines will build turrets in one of the hive rooms you wont be able to get both movements and sens until you have already won a huge advantage over the marines.

    Both movement and sens chambers have a equal benefit on skulks. Silence means that marines can't use their ears to track skulks, cloak means that marines can't use their eyes.

    In the mid game is where the really question of movement/sens first is put. If you have sens chambers you can cloak your buildings and any people on guard duty. Thus increasing the power of your defenders. However, if you instead get movement chambers, you will increase the power of your attackers. Gorges next to movements can bile bomb much faster. Onos with adren or cel can attack more often or do more damage. However, movements also have a defensive bonus, the ability to spawn at any hive, even a building one (that is under attack).

    As a final note, I have been seen people in this thread make comments like
    "Upgraded skulks with celerity or silence allows the skulk to get 3-4 kills per death"
    and
    "upgraded skulks = lose"
    I just wanted to say that these kinds of statements arn't good statements to use in a debate, since they are based on opinion, not fact. In NS there is a variable to everything called "skill". Comments like this only tend to encourage more opinions passed off as facts, which is not a good thing.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    You are 100% right on that final note, im sorry
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    I wish the accelerated ocs stayed...that was the other half of my suggestion that brought us the adren regen area of effect. I have no idea why it was taken out in the beta. Right now, all three chambers benefit players, yet only defence and sensory benefit structures.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--Umbraed Monkey+Aug 10 2003, 01:41 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Umbraed Monkey @ Aug 10 2003, 01:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I wish the accelerated ocs stayed...that was the other half of my suggestion that brought us the adren regen area of effect. I have no idea why it was taken out in the beta. Right now, all three chambers benefit players, yet only defence and sensory benefit structures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I wondered whether it was worth plopping an MC down next to your OCs to increase the firing rate, as opposed to just getting an extra OC. Sadly, I never got a chance to find out. I really liked the idea of MCs increasing the hive spawn rate, that seemed a highly useful ability. Marines can always outspawn aliens if necessary (and sometimes I see four or five IPs in those ridiculously long endgames).
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    edited August 2003
    Every critter in the radius of the MC should be silenced.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--Big Chief Brown Bottom+Aug 9 2003, 11:53 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Big Chief Brown Bottom @ Aug 9 2003, 11:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) i havent' noticed that free adrenaline is there (maybe because its so crappy and movements are never anywhere but in the hive) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You (or the people you play with) seem to be thinking in terms of 1.04 still. Y'all need to get away from that.

    (oh, and I'm a killing machine with a silenced skulk. it's not a useless upgrade - it just might not suit your playing style)
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