Sensories
BOBDolol
Join Date: 2003-10-04 Member: 21431Members
<div class="IPBDescription">2nd chamber</div> No really it could work now
Dc>sc>mc
DCs are a necessity(still) for fades and lerks, and its just too risky and takes too much time to wait for a 2nd hive. sensory 2nd could work because focus fades/lerks KICKASS, i prefer it over celerity and adren nowadays. anyways, so yeah. sensories 2nd. yes.
Dc>sc>mc
DCs are a necessity(still) for fades and lerks, and its just too risky and takes too much time to wait for a 2nd hive. sensory 2nd could work because focus fades/lerks KICKASS, i prefer it over celerity and adren nowadays. anyways, so yeah. sensories 2nd. yes.
Comments
Just an idea off the top of my head on why sensory can be used as a secondary chamber.
DSM is a weird build order , sensory is a first or last chamber usually. But it has its advantages (sensory network built faster thanks to the larger ressource pool midgame) and may surprise the marines. A smart gorge is more likely to build the cloaked last hive that way.
But imho if you can afford to drop sensory 2nd , you should have made it first. If all 3 hives are secure then SMD is the nicest build order for skulks and lerks (silently leaping focus skulks and celerity focus lerks , ouch)
In the long hall I would always prefer movement and defence over sensory. adren will keep your fades able to blink alot more and need it for hit and runs, and allow lerks to umbra more. imo that is much more important than any sc upgrade.
Only go sc if you have a team who knows what they are doing. Which is not usually the case in pubs.
I believe that it doesn't matter anymore in what order you build the chambers. MC is a dream for lerks, SC for skulks, DC for oni. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I believe that it doesn't matter anymore in what order you build the chambers. MC is a dream for lerks, SC for skulks, DC for oni. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
not true.
Fades need dc's.
Skulks don't need dc's
Lerks need dc's
Onos need dc's
HIVES NEED DC'S
OC"S NEED DC"S
RT"S NEED DC"S
catch my drift?
An anos with celerity does not need to fear the marines. Run up, destroy, continue on your merry way. SOF isn't very useful at all for an onos, doubly so when somebody competant is keeping tabs on marine movements (a skulk or fade usually). Focus isn't so grand either, because it doesn't really give them more killing power (generally takes same amount of time to kill somebody because of odd health levels compared to onos extra damage), and the only real benefit is that it's basically a poor-man's adrenaline upgrade.
Cloak, of course, is quite a joke for an onos.
The rest of your points are somewhat true, but I still wouldn't say sensory makes a better second chamber than movements. Even on no other point than allowing the support classes (lerk and gorge) to stay near the combat zone without running out of energy and being useless gives much more power than cloak (easily countered, not useful for everyone), focus (mixed blessing) and SOF (it's not like the marines aren't noisy).
DC gives out the best returns mid-late game. Onos are true tanks, and fades are real wrecking mahines thanks to regen/carapce. SC gives a small benefit to fades and onos, and MC. MC is nice for adren and celerity. But if you do not have DC for fades and onos, they will not be at full potential. Yes, they need DC.
So, IMO, SC is either the first chamber or the last. Either chamber can work first, but the DC needs to be either first or second. Versatile MC can be placed first, second, or third.
4hp/tick??
regen is neded.
I realize that dcs are almost a necessity, but does the same apply to mcs? Fades don't need adren, really they don't. Focus fades blink in, take one slash, and blink away. One slash won't require much energy, and if it does learn not to hold down the mouse button when you're using blink. Lerks are really godlike with focus also, adrenaline is nice but not completely necessary. Skulk... well focus skulks with leap are awesome. Gorges don't really benefit that much from scs, and neither do onos. But imo its all worth it.
4hp/tick??
regen is neded. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Firstly , the hive healing is likely to be fixed (x health + y% of the xenoform's health per tick) and secondly , skulks shouldn't waste time going back to the hive. Gorges can heal them in a heartbeat.
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Strongly disagree.
Cloaking gives you a totally free, certain-to-hit devour. Which rules in open spaces and long hallways, where a lvl3 HMG would shred an onos before he got a single gore in.
Furthermore, sensory are fairly weak at the early game. Quite strong at the beginning, but right after that, if you haven't won it, then you either need that 2nd hive up or you're screwed.
I do agree, however, that DC-MC-SC is just one of many combinations.
While you will most definatly need DC by the second hive, MC are a nice chamber to start with.
The primary fighter should be the lerk though. Gas and focus = lerk wins 1v1 fights easily. Without cara you need to be careful of more than one marine, obviously.
The thing is, you need MC second hive no matter what. Most second hive abilities take a lot of energy (umbra, stomp, bile) and onos without celerity is a joke, even if he has regen he's toast.
SC-MC-DC is a lot more risky than the traditional DMS or even MDS obviously, since you're betting it all that you can get the three hives up before they have a 20 mile line of heavies. If you control the early game long enough to get a second hive up at 3:30-4 minutes, though, you should have it in the bag; and plus it's a lot of fun to play.
Sensory second hive is stupid, worst idea ever. Third hive it doesn't even really matter, and first hive it has its greatest advantage.