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| Natural Selection - Tactics and Mod Discussions Discussion about Natural Selection tactics, maps, and mods. |
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#16 (permalink) | ||||||
![]() ![]() Join Date: Jul 2004
Posts: 899
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Re: 3.0 Upgrades
Hey Karrd, thanks for following through and posting your thoughts on chamber order... I agree for the most part. Here are my comments:
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On a related topic, during the UK/Finland match, I was quite surprised to see the chamber order of MC/SC/DC employed. I forget which team used it but if I recall they did end up winning. It seems to me that the justification was that at the time that SCs (and second hive) were dropped their fades were their primary attackers and, of course, at two hives could heal quite effectively with metabolism. The combination of either adren or celerity with focus made for a deadly offense.
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#17 (permalink) |
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Join Date: Mar 2005
Location: Central Florida, USA
Posts: 191
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Re: 3.0 Upgrades
What I posted was a general analysis of the chambers and upgrades. There are of course different tactics that can amplify or negate most of thier effects, what I posted was the basic effect that everything is built on.
The TG server has it's own little differences: - For coordination, both teams generally work together well. - Generally, the kharaa dedicate a player to dropping a hive, and generally give that person help in getting a hive. - Early marine relocations are semi-frequent. That's the obvious differences, there are also all the little differences in the way everyone plays. And what I meant about MCs being the best if you're low on RTs is this: place 1 MC in first hive, one in second hive as it goes up, and another to finish the upgrades. You now have taken advantage of maybe 90% of the usefulness of MCs. For SCs, with only 3 chambers, no matter how well placed, you can only get maybe 40% of the potential out of them. DCs are the worst, as 3 DCs could only have maybe 30% of it's total potential. |
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#18 (permalink) | |
![]() ![]() ![]() ![]() ![]() Join Date: May 2003
Location: MD, USA
Age: 30
Posts: 5,786
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Re: 3.0 Upgrades
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I'll go with the thought that most of MC's usefulness is in teleporting between hives. The upgrades that they give are handy, but generally don't make or break the game. I'll have to disagree about the potential usefulness of the others, though, particularly now that sensories light up nearby marines and upgrades come free. Three well-placed sensory chambers and a full-strength SoF scout can make a world of difference, I think. Defense chambers, on the other hand, are primarily about the upgrades they offer. I'll agree that if it weren't for the alien upgrades they provide, your assessment would be correct in that the chambers themselves are most useful in the order you have given.
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