Reading a thread on the I&S forums made me want to get some chamber discussion going on
TG.
http://www.unknownworlds.com/forums/...owtopic=100740
I don't want direct replies to that thread, but I do want peoples opinions on 3.2 specifically in regards to chamber balance.
I want people talking about the benefits and drawbacks of each chamber, in as many situations as possible, when concerning an individual lifeforms role and the teams role.
For example, I argue that SC is a great first chamber for skulks who are focusing on hitting RTs , and possibly map control due to SoF. For the team, you lose the speed of response that MCs usually provide. For the early fade, you are not so much the uber-agressive map denier, so much as the scalpel for the surgery of your team (promotes communication, etc).
Now obviously there can be 3x the analysis on JUST the first chamber being SC and skulk / lerk / fade / gorge roles and benefits. You can talk about map control, res control, pace control, ambushes, response and denial, individual 1v1 or 2v1 field fights, etc. And as the game progresses (usually signified by a1/w1 followed by 30-60 seconds later hive2) the discussion grows exponentially. But you understand the context I am trying to outline. So post away!
p.s. My current view: All three chambers are balanced and viable in any order of the game, the only requirement is a bit of planning and teamwork and individual restraint (part of teamwork) to prove the balance. I like this because it shows the potential of a very varied game while still being balanced, kinda reminds me a bit of the dynamicism of 2.01, but without the need for teamstacks to make it an even game.