Chambers.
PaaDii
Join Date: 2003-08-20 Member: 20027Members
<div class="IPBDescription">What counters What ?</div> Already know that MT counters sens. But. What counters what.
If anyone could make a list or something it would be great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
If anyone could make a list or something it would be great. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Defence counters heavy weapons...
hmm
now that I think about it...it's a combo, not one chamber counters any one thing...
word.
If they get sensory well you will soon come to love shotguns and motion tracking (unless you are attempting a hive assualt, in which case you'll need a knife and a jp).
And with movement... Generally motion tracking and better armour usually works out well.
(mt owns silence and helps a little with celerity, better armour helps you live longer against all 3, which these upgrades help them either get the first shot in or let's them attack for longer...)
Agreed, but let's try not to start a chamber war on this thread - there is at least one other thread active right now that exists specifically for that purpose.
Anyways, let's see...
Defense counters Marines with bad aim <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (Regeneration). On a more serious note, Movement (ie Celerity) <i>makes</i> Marines with bad aim. Both Defense and Movement counter big guns, in their own ways: Defense simply allows you to hack more, making it perhaps better for brute force, while Movement favours the cunning (though you don't really need cunning with a Celerity Skulk, you just need to know how to dodge).
Defense is also a weak counter to turret farms and siege, for obvious reasons.
Sensory chambers are good counters against marine rushes.
Movement chambers are good when most of the rines are ramboing -fun! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Movement chambers counter vanilla marines and JPs (theoratically), and are many a gorge gang's best friend.
Sensory chambers, after 2 months of 2.0, are the weakest chamber. They counter marines who cannot afford observatories and shotguns and/or commanders who suffer from a low neuron count.
Personally, I <b>think </b>D-M-S is the best order.
For example.. sensory + scan sweep. Yes this will counter cloaking, but you cant use it CONSTANTLY. and if aliens are doing there jobs right, they should get there kills befor a marine can scream 'OMG com scan me quickly *in posistion**in posistion**in posistion**in posistion*'
Motiontracking works, but your forgetting aliens have an even better MT with sensory - SOF. Unlike motion tracking, SOF doesnt need the enemy to move to spot them. This makes setting up ambush's VS MT alittle easyer.
Thats about all i can spew out atm, i need some coffee <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
anyway, i think dc are best, but i like mc more <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
as far as other counters- ive found sensory is good against rushes and good for taking down early marine expos. Movement is good for taking out split up marines- eg when you need to defend res nodes all over the map. Defensive is good for the most common gameplay- decent sized groups of marines walking around and attacking alien structures.
defence= primary counter, advanced weaponry.
carapace= definatly countered by upgrading weapons, it lets you survive long enouph to get to the enemy
regen= this is dife evelution to evelution, in smaller evelutions it will not help much to win a battle, it will however help you win the next battle. In biger evelutions you absolutly need biger guns, and/or upgrade to handle it (or for a fade, and for an ono)
redemtion= as always countered by my favorite gun of all time (short of a flame thrower) the shotgun
Sensory= primary counter, observatory
cloaking= countered by very observant marnines (i have seen the shadows more than once, though usaly a cloak gets by me), scans, or a nearby obs
SoF= There is no counter, exept being behind the alien. Knoledge is power.
pherimones= No counter neaded, cus it sucks and blows, like the mega made.
Movement= primary counter variable
celerity= gun upgrades help, becaus your acuracy is guna go down so each hit has to count, shotguns work especialy well, and armor is a good idea, cus there very little chance the alien wont make it to you.
silence= MT to a degree, though its efects the marines head when the alein atacks without making a sound. its like psych:ops because physical wounds heal.
Adren= alows them to use abilites longer than they would normaly be able to, the only realy counter is kill (or to die) before the batle goes on long enouph for it to have any efect.