Author Topic: Movement Start  (Read 6751 times)

December 19, 2004, 01:57:56 PM
Read 6751 times

SuicidaL MonkeY

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More often i see MC's dropped at the start instead of the ritual DC always start. I wonder everyones thought on it, as i see others still wanting DC. Everyone knows defense chambers still have more reliability, but for a second hive just dropped under attack its helps ONE HEY HEY OF ALOT. Just wondering what everyone thinks about the MC starts, or what they like to see start instead ?

December 19, 2004, 02:50:53 PM
Reply #1

CorvusX

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MCs win. <3

December 19, 2004, 03:21:18 PM
Reply #2

breakfastsausages

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I credit friendlyfire for the mcs first being viable.  The fact that the gorge who built the hive can hang around and spit it every few seconds gives a huge bonus for aliens to get to the key areas they need to defend in time to actually make a difference..  You really don't see this strategy with any reliability on non-ff servers because any marine team with half a brain will hold off attacking the unbuilt hive untill they have enough firepower in the area to guarantee success, which pretty much makes the mcs a waste of money.

December 19, 2004, 03:25:42 PM
Reply #3

Dark

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though gorge spit doesn't always make the hive flash red

but i am fine with mcs as a starting chamber instead of dcs just sc takes a more dedicated team to make it work
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

December 19, 2004, 04:16:14 PM
Reply #4

Clashen

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It's nice to see that pubs discover the power of MC first. Mah clan has been using  it for ages and it makes the early Lerk pretty much unkillable and can often save you if you get a crappy startinghive.
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December 19, 2004, 04:18:06 PM
Reply #5

Isamil

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MCs first rules for skulks, and as long as you get a second hive fairly soon fades can deal with it.

December 19, 2004, 04:18:21 PM
Reply #6

TheAdj

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DCs rely on fades to work, so if you do something that doensn't emphasis immediate fades MCs work just fine.  Lerks are the choice for MC strats.  DCs are really the least useful chamber except for fades and onos.  If you focus on using lerks and skulks effectively, the other two chambers win out easily.

December 19, 2004, 04:36:18 PM
Reply #7

Dark

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as true as that is Adj it is hard to find people to agree on using any chamber other than dc on most pubs
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

December 19, 2004, 04:44:42 PM
Reply #8

Mr.Ben

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It depends on the players.

<3 BenjamiN/Benny/MrBen - Washed up clanner, ex-contributor and forum troll.
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December 19, 2004, 05:28:34 PM
Reply #9

Necrosis

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All hail the MC.

Celerity is fun for aggressive skulks, rushes, and counterrushes.

Adren awesome for bitespammers, sporesuppression lerks, or healspammers.

Silence great for any ambush players.



Silence gets special mention because it really throws people off - most players are listening for the enemy more than anything else. NS is a pretty dark game so most players with average gamma is going to be rather shocked to be on the receiving end of bitespam from nowhere.


Second, MC means hive teleports, which is very VERY good for hive defence, and hive defence is certainly important when most marine players will blindly go for hive lockdowns. For an aggressive earlygame, MC wins. The problem is if you switch to the defensive, you'll get slaughtered.
Necrosis killed Holy_Devil with pistol
Holy_Devil: cheater

December 19, 2004, 06:50:42 PM
Reply #10

Malevolent

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Like stated, movements work well for skulks. And being that skulks are the majority of what the players are, it's a good thing to get first. People just need to learn to utilize them better. It sounds like b6 will help with people becoming better with all of the chambers.
It's twice as clear as heaven and twice as loud as reason.

December 19, 2004, 07:13:56 PM
Reply #11

Necrosis

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Hopefully it'll even out the skill levels of the playerbase, which should make subsequent patches less major changes and more minor tweaks.

I think the more even the skill level becomes, the better the patches will be. Much MUCH easier to gauge changes based on a uniform skill level as opposed to a widely differing one.


Not that I'm saying thats the case at the moment, but I would say most of us have to agree that there's a fairly lethal skill curve at the moment.
Necrosis killed Holy_Devil with pistol
Holy_Devil: cheater

December 19, 2004, 07:48:29 PM
Reply #12

rad4Christ

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To me, DC's are a crutch that we use b/c the aliens have to rely on that one fade to counter balance everything. With DC's and one good fade, aliens don't really have that much to worry about teamwork. With MC's, although personally I don't think the aliens have to come together all that much more, since it's a newer strat on the pub aliens tend to react faster, and respond to calls quickly, knowing it'll take a bit of work to make this work.

Overall, I like it, unless, there are viable reasons for another chamber.
tim
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December 20, 2004, 12:53:05 AM
Reply #13

fatty

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mcs in every cal match ftw.

December 20, 2004, 06:41:45 AM
Reply #14

Malevolent

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Also, mcs mean that the comm will usually have to get mt (if the skulks are using silence a lot). This is good for the aliens since it's 40 res he could of spent elsewhere.

EDIT: But then the marines make up for it with killing everything that moves. :p
« Last Edit: December 20, 2004, 06:42:35 AM by Malevolent »
It's twice as clear as heaven and twice as loud as reason.

December 20, 2004, 07:04:55 AM
Reply #15

tankefugl (in a tent)

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MCs in vents around the map FTW. Makes MC fading and lerking so much easier, since they can go back to hive for heal in no time. Or back up that building hive.

December 20, 2004, 07:27:21 AM
Reply #16

Mr.Bill

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I think sc, mc, dc, strats work great, any strat does, it just depends on the team, it always does. any mc strat could just be countered by a good marine team and what not.

But mcs help with ninja hives  :ph34r:

 
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For the win

December 20, 2004, 11:49:54 PM
Reply #17

SwiftSpear

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<3 Silence.

Almost always a confirmed kill unless the marines are traveling in # greater than two, also makes ambushing a breeze even without a dark corner to jump out of.  No sound = no chance.
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December 21, 2004, 12:00:22 AM
Reply #18

Dark

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well rines can always counter silence with an early MT upgrade by the cornmender

other that i would love to see some more mc first games ^_^
Quote
er.. which doohickey is the capacitor? and not a FLUX capacitor right?!? cuz then i'd have to put it in my Dolorian..
[/b]

December 21, 2004, 12:22:48 AM
Reply #19

Asal

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Silence screws my aim, I can't hit a silenced skulk for some deranged reason.
If I'm marine, I hate movement first.

If I'm alien (read, if I'm gorge) I love it, because as soon as the second hive drops, it's defended.  I am always able to get out of a hot spot (I'm a celerity whore) and it is, overall, tactically a better choice.  The aliens thrive on manueverability and speed.  Nothing is faster than pressing 'use'.

And for those wondering, yes my influx of posts means I'm gonna be playing a bit more.
Asal 'The Unforgiving'
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