Foucs And I

AmbrosekAmbrosek Join Date: 2003-12-06 Member: 24018Members
edited March 2004 in Frontiersmen Strategy
<div class="IPBDescription">replied more pls.....</div> " God damnit command, foucs, is foucs! " "they got sc! They got foucs !" "Oh ****! One-Hit-kill again......damnit"

These are some tags from my loyal rines while facing foucs.
At the beginning of the game, Alliens usually set up sc. There are two benefit for them. (1) Invisble (2) Foucs. I start to make questions to the ns programmer
" Why These GOD DAMN ALLIENS CAN GET BOTH INVISBLE AND FOUCS AT THE SAME TIME ?" To some Elite command, Sc is tough at the beginning of the game.
Ambushed and quick fade and onos are usual stuff made by sc. If rines are facing a group of pro alliens with teamwork, win is not possible.
And now, while alliens got sc, they got foucs, only 1 bit for a full health rine. This is my exp. One time while i am commanding my rines , some guys told me they got sc. At first i set up obs and upgrade mt, i think it will be work, but it was not!
In a sec, 6- 9 sulk rush my base with foucs, 2 st was down and all my rines were hunted down within a minute. ****....


Foucs is too suck, sulks are really tough already and now if they get a sc start..........wt can it be? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->

Comments

  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    level 1 armor > focus.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    true that sc first can be very powerful, but sc's drawback is that 2 of the upgrades it gives can be nullified easily. mt & obs > cloak, armor1 > focus. if aliens go sc first i would suggest building an obs in your outposts and maybe electrify some crucial nodes. because sc first will denie them from the regeneration upgrade for at least 7 minutes. this means that early fades are almost useless, therefore they will most likely not appear in the game at all. use this advantage to push on the aliens.


    maybe this is all wrong because i haven't played that many sc first games as a marine in 3.0.
  • Sentinel1Sentinel1 Join Date: 2002-11-06 Member: 7356Members
    edited March 2004
    nah ambrosek your exactly right.. having the sense to set up an Obs is crucial.. A lot of the time, SC is the second or last chamber to go up so you can have your armour up to lvl1, even 2 by that time. Fades with focus are useless early in the game unless they are facing a sucky group of 'rines with LMGs and a lack of teamwork.
  • jammnojammno Join Date: 2004-01-31 Member: 25832Members
    Turn your gamma all the way up if the cloaking is bothering you. You should see a small transparent skulk when your gamma is all the way up. Or is it just my crappy intergrated graphics card?

    SC first is the best. Fades don't need regen when they can simply use fellow gorges. If you're talking pubs, SC first is bad.

    Gorges + Fade = Elec node is useless, also = No need for defensive.

    The scout skulk usually gets scent instead of focus, and relies on nearby SC's to cloak.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    hahaha sens.
    i pity da fools who think sensory pwns
  • rknZrknZ Join Date: 2003-10-23 Member: 21885Members
    SC first with an organised team will pwn most maps <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    2nd hive up within 4 mins, then a focus cara fade to own your team <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Smooth you nubbins, put sc's next time we play on opposite teams while i go comm <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • jammnojammno Join Date: 2004-01-31 Member: 25832Members
    Sens first is not for pub games. Scrims only ^^;
  • PrecludePreclude Join Date: 2004-02-14 Member: 26536Members
    Has anyone ever tried sens first, then movement for the second hive? If very organized and done corrrectly it owns. The idea is to stay away from onos, but if you have to i usually go cloak, and cel with it or cloak adren if they arent well upgraded.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Uh, Celerity Onos has a lot greater life expectancy than Regen only ones. It might just be annoying to bust bases without DCs, but you got bilebomb at that point anyway.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    back when 2.0 first came out, Sensory was all the rage with it's area cloaking effect and all powerfull scent of fear that now even saw unhurt[!] marines. Sensory chamber 1st would tear things apart, and that is <b>before</b> focus. Sensory first can be easily done, but naturally it takes teamwork
  • ShesekShesek Join Date: 2003-06-22 Member: 17617Members
    sc was and will remain a defensive chamber
    i'm not saying it's necessarily good or bad
    but it's harder to expand with sc early
  • Special_KSpecial_K Join Date: 2003-04-19 Member: 15637Members, Constellation
    <!--QuoteBegin-Shesek+Mar 26 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shesek @ Mar 26 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sc was and will remain a defensive chamber
    i'm not saying it's necessarily good or bad
    but it's harder to expand with sc early <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sensory is the best chamber to end the game in the first 3 minutes. I don't think you can accurately call it defensive.
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    <!--QuoteBegin-Special K+Mar 26 2004, 05:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Special K @ Mar 26 2004, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Shesek+Mar 26 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shesek @ Mar 26 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sc was and will remain a defensive chamber
    i'm not saying it's necessarily good or bad
    but it's harder to expand with sc early <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Sensory is the best chamber to end the game in the first 3 minutes. I don't think you can accurately call it defensive. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sensory is the counter to marine agression. It rewards defensive play, but it does not necessarily require it.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    I think the key to beating sensory is the observatory, duh. But not just 1 obs, by the end of the match with sens if it doesn't end very quickly i end up with about 3-5 obs for scanning infront of my marines, ping hives, generally seeing what is going on all over the map etc. Electricity and phase gates to avoid long treks through the map are also very important.

    At second hive aliens will still be slightly crippled. Granted you don't NEED MC or DC to be a good onos/fade but it helps a lot. Onos with no celerity = in a lot a **** load, fade with no regen/cara = in trouble etc etc. Sens is nice but i'd not swap it for a DC or MC ability.
  • KobayashiKobayashi Join Date: 2003-07-05 Member: 17956Members
    sc? then go elec rts and plant PGs next to them. Escpecially in thier hives. if your marines don't have to run around the map as much to get places, chances are they'll avoid all those pesky cloaked skulks. And non-regen fades take much longer to take down elec rts. (i.e. they have to run away to heal), byt which time your marines can get there and weld it up or something.

    If you can get elec rts and pgs in the other 2 hives, you should win, as teh aliens don't really have a way to bust bases with sc and 1 hive. Just make sure you plant the tf and turrets later, after you get MT.
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