The SC's abilities were completely redesigned for NS2, and unfortunately the para feature was lost. Despite that loss, the cloaking feature great, and as such the SC is more often seen in the early game rather than the standard 3rd hive cap.
im glad it was removed. the parasiting made it the only upgrade chamber you had to shoot, instead of knifing. Cloaking everything is much more useful than parasting a marine.
I think it should be put back in. If the marines discover it, then they can knife it (getting parasited) or shoot it (not parasited). Its a great way for the chamber to "defend" itself, and make marines waste their ammo on the chamber.
Indeed. When "Sporify" plugin is added to the main game I will be happy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
PhaseEQ too. MAN that rocks. At last Marines can get health THEMSELVES! Still, exploitable. Heal armoury is better. But we digress...
Still mentions the parasite in the in-game help too, which doesn't make it any less confusing. You may want to take the in-game help as more of a general guide than the gospel truth. It still mentions the alien communications and a few other dated things as well.
I miss the showing marines you could see on the hivesight. That was good. Shame its gone.
Well at least it SEEMS to be gone, you can see them on the map if you press c, but its not really the same. Should put them back on hivesight. (Aliens "know" this info from hivemind, maries have to look at their little PipBoy to see it so it makes sence marines have it on map and aliens to have it on hivesight as well as map.)
I thought marines DID show up when they were near an SC. When was this changed?
SC is terribly underused, esp in pub games. Removing simple things like that ^ seems somewhat pointless. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--Ha.ze+Dec 30 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Dec 30 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it should be put back in. If the marines discover it, then they can knife it (getting parasited) or shoot it (not parasited). Its a great way for the chamber to "defend" itself, and make marines waste their ammo on the chamber. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> We have a problem though.
First off, what ways do we have to detect SCs?
1) H4x0ring, but that's a one-way ticket to bansville 2) Scanning, but there's a chance the comm is busy doing something else as well 3) Touching it
but now here is the problem. IF the parasiting feature is added back, then if the marine bumps into it without even knowing, well....you know how that can be overpowered in a sense.
BTW, it did sense marines in a radius around it. But it was removed because well.... Cloaking+SoF in a rather large radius = overpowering chamber of doom
Hmm 1 parasite on a single rine versus the loss of a 10 res chamber? Fair deal i figure.
If rines wanna go bouncing into sense chambers feel free, you can only get a max of 1 parasite per rine (doesnt cause damage), plus you get the location of the chamber to kill it.
This is also balanced in the fact that if aliens really wanna spot rines well the same chamber that could parasite also gives an upgrade that gives rine locations much more effectively eg: sof.
**********************
The sc used to make the same parasite sound from memory but it was only if you touched it, not that it shot parasites or nothin.
Was really annoying in the fact that if a SC was near a rine encampment it highlighted all buildings without touching them. And just to top it off the annoying msg of rines being nearby was a killer.
<!--QuoteBegin--RaVe+Jan 4 2004, 02:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RaVe @ Jan 4 2004, 02:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Ha.ze+Dec 30 2003, 05:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Dec 30 2003, 05:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it should be put back in. If the marines discover it, then they can knife it (getting parasited) or shoot it (not parasited). Its a great way for the chamber to "defend" itself, and make marines waste their ammo on the chamber. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> We have a problem though.
First off, what ways do we have to detect SCs?
1) H4x0ring, but that's a one-way ticket to bansville 2) Scanning, but there's a chance the comm is busy doing something else as well 3) Touching it
[snip]
BTW, it did sense marines in a radius around it. But it was removed because well.... Cloaking+SoF in a rather large radius = overpowering chamber of doom <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> ...4) Spraying some ammo into it?
I have done this when attacking a skulk. It is inevitable that you miss with SOME bullets, and if they happen to hit an SC, woohoo.
Chamber of doom? Despite being a great chamber, it is still left to Hive 3. This annoys me, becuase as far as I am concerned, it should be number 1 almost all the time. I've even won a game going SC/MC/DC, as the silent cloaked skulks could amble past turrets and easily hunt down marines.
I think that an SC that detects marines but does nto play "The enemy is approaching" sound all the time would be a welcome change to the system.
Comments
When "Sporify" plugin is added to the main game I will be happy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
PhaseEQ too. MAN that rocks. At last Marines can get health THEMSELVES! Still, exploitable. Heal armoury is better. But we digress...
Well at least it SEEMS to be gone, you can see them on the map if you press c, but its not really the same. Should put them back on hivesight. (Aliens "know" this info from hivemind, maries have to look at their little PipBoy to see it so it makes sence marines have it on map and aliens to have it on hivesight as well as map.)
SC is terribly underused, esp in pub games. Removing simple things like that ^ seems somewhat pointless. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
We have a problem though.
First off, what ways do we have to detect SCs?
1) H4x0ring, but that's a one-way ticket to bansville
2) Scanning, but there's a chance the comm is busy doing something else as well
3) Touching it
but now here is the problem. IF the parasiting feature is added back, then if the marine bumps into it without even knowing, well....you know how that can be overpowered in a sense.
BTW, it did sense marines in a radius around it. But it was removed because well.... Cloaking+SoF in a rather large radius = overpowering chamber of doom
If rines wanna go bouncing into sense chambers feel free, you can only get a max of 1 parasite per rine (doesnt cause damage), plus you get the location of the chamber to kill it.
This is also balanced in the fact that if aliens really wanna spot rines well the same chamber that could parasite also gives an upgrade that gives rine locations much more effectively eg: sof.
**********************
The sc used to make the same parasite sound from memory but it was only if you touched it, not that it shot parasites or nothin.
Was really annoying in the fact that if a SC was near a rine encampment it highlighted all buildings without touching them. And just to top it off the annoying msg of rines being nearby was a killer.
- RD
We have a problem though.
First off, what ways do we have to detect SCs?
1) H4x0ring, but that's a one-way ticket to bansville
2) Scanning, but there's a chance the comm is busy doing something else as well
3) Touching it
[snip]
BTW, it did sense marines in a radius around it. But it was removed because well.... Cloaking+SoF in a rather large radius = overpowering chamber of doom <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
...4) Spraying some ammo into it?
I have done this when attacking a skulk. It is inevitable that you miss with SOME bullets, and if they happen to hit an SC, woohoo.
Chamber of doom? Despite being a great chamber, it is still left to Hive 3. This annoys me, becuase as far as I am concerned, it should be number 1 almost all the time. I've even won a game going SC/MC/DC, as the silent cloaked skulks could amble past turrets and easily hunt down marines.
I think that an SC that detects marines but does nto play "The enemy is approaching" sound all the time would be a welcome change to the system.