QUOTE(measles @ Mar 30 2007, 02:02 PM) [snapback]1617905[/snapback]
Now would you like to give the reasons why it wouldn't be as helpful to get DEFENCE chamber at 1st? Sensory chamber at 1st?
Alright, I'll indulge you a little more.
The sensory chamber is generally relegated to the final chamber slot because it's abilities as an upgrade provider are limited at best. Sure, SoF is a wonderful tactical advantage, but if it's the only upgrade you have, you only have a intelligence advantage, which can be minor in the scale of things.
Focus is nice, somewhat. It increases single shot damage, but also slows the attack rate. (It only makes a difference at fade, allowing swipe to OHK a vanilla marine. (And unless the aliens are very good, and the marines equally bad, a fade isn't likely to be going up against a vanilla marine often or for long.)
And I personally love cloaking. It levels the alien-side playing field more towards my skill level, but it is too easily counterable by MT and even Obs spamming...
Defense, with the shifting of the movement chamber '+use' ability to the area beneath the hive, is a viable first chamber, although it often gets stilted because two of the three abilities are generally only useful to the higher lifeforms. (Since the early game is about 80% skulking, with lerking and gorging making up the rest.)
Carapace is lovely, makes all the life forms a small bit more sturdy. But for Skulks it doesn't add nearly anything, (sure it triples their in build armor... but it's only 20 extra.) for Lerks and Gorges, it's a little bit nicer, but still not quite great.
Regen is great, for Onos. And it makes hitting and running a fair bit more 'hitting' than 'running' for lerk and fade, but for skulk and Gorge, it's not nearly as useful.
Finally: Redemption is nearly useless for gorges & Lerks, and completely wasted on skulks.
While you might see DCs occasionally now off of a first hive, most still want the features of the MCs. SCs are still out because they're too counterable. Leaving the Aliens effectively without upgrades after that...
Honestly, I'd much rather they unchain the Chmabers, but limit the number of upgrades you could take per hive. It would put a little more freedom and tactical choice into the alien side.