BreakfastSausages
Aug 19 2004, 04:22 AM
I swear if I see one more person ask for motion tracking in response to sensory chambers I don't know what I will do but it won't be pretty.
Sensory chambers BLOCK motion tracking on skulks in range so going for mt first if you find out they got sens is completely absurd.
Not only that motion tracking first slows you down on armor 1, so you just gave them like 2 extra minutes at least to get focus and own you up and down.
So please please please don't ask for motion tracking when you see a sensory chamber, I just don't think I can stand the time in prison I will have to do for the things I want to do to people when they ask for mt to counter sensory.
MamboKing
Aug 19 2004, 04:38 AM
Wouldn't the real hard counter to sensory be to build more obs and scan more?
degamer106
Aug 19 2004, 05:04 AM
i think if you build an obs close to the sensory chambers, you can see these circles, representing either cloaked structures or aliens, behind walls sometimes.
Other than that motion tracking shows NOTHING when the aliens are close to a sensory chamber.
Lito
Aug 19 2004, 05:08 AM
Motion tracking will track skulks under the influence of a sensory chamber if it is running.
That means that in order to evade motion tracking, not only do they have to be cloaked, but they must walk.
So what would you rather hive? Aliens running circles around you cloaked, or atleast give your marines a fighting chance by making them walk around the map for 7 minutes of the game?
Many people don't know this, run with a sensory chamber near, and wonder why they got owned.
Sarisel
Aug 19 2004, 05:50 AM
Motion tracking does not show players that are cloaked and in your point of view, unless you look on your minimap - which hardly anyone ever does. It is best to upgrade as planned, hand out a few shotguns, scan a lot, and build observatories in critical areas of the map to prevent cloaking. Otherwise, that's all sensory really is.
BreakfastSausages
Aug 19 2004, 06:58 AM
Sorry lito you are incorrect.
A skulk can run at full speed even with celerity and not show up on motion tracking if they are cloaked by a sensory chamber.
Although the key word here is "cloaked" by the sensory chamber, if you just ran to the sensory and the cloaking has not taken hold yet motion tracking will register untill you become 100% cloaked. Simply being nearby does not instantly turn off the mt.
God_Killer
Aug 19 2004, 07:17 AM
Everytime aliens take sensory first and I'm com, they lose patheticaly...I just drop 2 obs, get armor one, then scan every scs and kill alien rts like mad.
WhiteRabbit
Aug 19 2004, 07:40 AM
Nah MT is good answer to SC but i prefer HA
BreakfastSausages
Aug 19 2004, 03:49 PM
| QUOTE (WhiteRabbit @ Aug 19 2004, 02:40 AM) |
| Nah MT is good answer to SC but i prefer HA |
If you can't provide some reasoning to your argument please stay out of my thread thankyou.
*edit*
No wait dont leave the thread I just realized you are exactly the kind of person that needs to have the information I am trying to get out here. I see that you have joined the forum fairly recently obviously you have been mis-informed regarding motion tracking against sensory. Please go back and re-read my previous posts I assure you the information is correct.
And on top of that I will give you another reason why early motion tracking against sensory is a mistake. While you are researching mt you will not be able to use that observatory to scan, which means there is a pretty good chance you will lose at least one encounter during that time which could have been prevented.
DC_Darkling
Aug 19 2004, 08:14 PM
SC first is a comms dream come true. Only a idiot team can mess this up.
Make a obs in base, get a obs in BOTH free hives. Get armor one and make sure you got a few rines on guard in each hive till you got turrets. (not to many, just a few)
pass out welders fast to keep your 4 max turrets alive. Concentrate on taking RTs down.
So basicly:
obs
2 hive obs/rine lockdown
rts
turrets + welders.
If you lack the rines you turret first but try to keep this to a minimum. Now since they can't get close start teching up weapons like hell.
Remind yourself..a FEW turrets. NO FARMS. techup like hell to weapons.
Norml_E_High
Aug 19 2004, 10:18 PM
Its not a bad idea to even pass out welders regularly, not only to repair structures, but to keep marines armor welded. If focus seems to be a problem, instruct marines to check eachothers armor periodically to make sure they stay at full, and stay in groups. Then focus isn't much of a problem at all. Though MT can help when they have SC first, its definately not something that you should get immediately in response to SC.
taboofires
Aug 19 2004, 10:28 PM
Armor 1 FTW.
A skulk standing still, cloaked, in the center of a hallway, will have no trouble at all getting into close range with you. Close quarters combat is where you need armor 1, lest you die before you can react.
The benefits against focus are obvious.
You definately want an obs wherever you want your marines to be safe, like in your base or by phase gates, but that won't get your more rts. Indeed, cowering in MS is a fast way to lose. Armor 1 first, added strength gets you out of your own base, get rts, and then you can afford that obs.
ApolloGX
Aug 19 2004, 11:02 PM
counters to sensory:
armor upgrades
welders
observatories - pinging
pressing the weak side of map
hive lockdown
electricity
counters to movement:
MOTION TRACKING
obsv at base
pressing the hive
counters to defense:
shotguns
welders
weapon upgrades
rt control
degamer106
Aug 20 2004, 03:15 AM
counter to sensory
- put an obs everywhere.
- armor 1 at least
- electrify things
- welders if the marines will weld
- weapon upgrades
- big guns
Lito
Aug 20 2004, 03:32 AM
| QUOTE (BreakfastSausages @ Aug 19 2004, 01:58 AM) |
Sorry lito you are incorrect.
A skulk can run at full speed even with celerity and not show up on motion tracking if they are cloaked by a sensory chamber.
Although the key word here is "cloaked" by the sensory chamber, if you just ran to the sensory and the cloaking has not taken hold yet motion tracking will register untill you become 100% cloaked. Simply being nearby does not instantly turn off the mt. |
Just tested this out, and yes I'm wrong.
Could've sworn i've tracked a cloaked skulk before, though. Did MT ever track cloaked skulks?
And regarding strategies to combat the sensory:
Electrify. This is the only situation where electrification strategies is acceptable. They limit alien res, and they can't do a thing about the res nodes until the second hive is up, and by that time they'll last a bit longer and will have paid off well.
Armor upgrades don't go that far, either. 2 focus bites,swipe,gore = dead marine with armor level 1 - 3. You just have to out-tech them before they get a second second hive (assuming that they can surpress the marines enough to get one up).
degamer106
Aug 20 2004, 03:37 AM
yah sensory chambers will prevent the skulk from being seen if they are close to one...even if the rines have motion tracking.
WhiteRabbit
Aug 20 2004, 09:16 AM
Sorry Breakfastsausage you were right , rine cant see cloacked by SC skulk
But what i was saying that HA will elliminate any aliens who have SC , cuz even focus isnt good enough for HA , and when alien attack they get uncloacked anyway
DC_Darkling
Aug 20 2004, 01:11 PM
armor is just to counter SURPRISE attacks.
But we are traveling in groups yes? So we will make sure the skulk won't live for a 2nd bite yes?
If a skulk gets close FROM FAR you do something wrong. Ping alot, and use obs.
a_civilian
Aug 21 2004, 12:28 AM
| QUOTE (D.C. Darkling @ Aug 20 2004, 09:11 AM) |
armor is just to counter SURPRISE attacks. But we are traveling in groups yes? So we will make sure the skulk won't live for a 2nd bite yes? |
The second bite comes less than half a second after the first. How often will the marines kill it in that time?
gazOzz
Aug 21 2004, 12:43 AM
Generally at the early game there will be 2-3 sensory chambers which will cover small portion of map... for the rest of the map MT will own skulks... If aliens go for building sensories all over the map instead of puting up RTs they are much more screwed...
Add this 2 hive lockdowns with obs...
turn FF on and bite your own hive to death aliens; marines are busy having a party in MS...
Thardin
Aug 21 2004, 12:50 AM
LA in line gets bitten, everyone shoots at skulk in .111 seconds afterwards.
Its common for marines to shoot if someone shoots even at nothing.
Gorfob
Sep 3 2004, 12:56 AM
| QUOTE (WhiteRabbit @ Aug 19 2004, 02:40 AM) |
| Nah MT is good answer to SC but i prefer HA |
This is true as unless they have serveral million res to sapm sensories so the entire damn map is cloaked motion is good.
Think like this, skulk is ryunning around with cloacking (RUNNING yes hes not cloaked because there is nothing nearby) Another person warns him of amriens either via SoF of hearing then the stop and cloak, hopwever the marines has picked them up on motion and when the loose the dot they ask the comm to ping the area and bam unclocked skulk = dead.
HOWEVER & BUT (very big ones)
This doenst work on a pub EVER. In clan games its good because most teams only get the three sensory chambers because resources are fairly slow in clan matches unless you are truly dominating.
Hecne they will onyl clock when they get nearby so motion can help you get a vague posistiong of hwere to scan.
I find the counter to SC isn't one item in particualr you have to think and use all the tools at your disposale (hence the MT scan combo).
Also if they have SC electified RT + Obs under the elec range works wonders at chokepoints like RT's in the middle of the map or outside a hive. ALso whenever you go to siege a huive or set up a pg drop an obs nulifies cloaking.
Hmm after all this OB's seem to be the counter (+ some brains though) but you need to use the ob's technoligies in combiation for full effect.
BTW Motion > Silence (USE IT WHEN THEY GET MC) bye bye sneaking silent skulks plus lost of "OMGHAX HOW DID U'S NOHES" for the funny factor.
SLizer
Sep 3 2004, 07:21 AM
Yes 2 obs for blocking sc,mt for MC NOT SC.
Sc shows it`s power if rines dont notice it in few frist minutes because they have to adapt completely different strat than the "normal" one.
If you get 3 sc into keylocations of map you can dominate quite easily first 5minutes when the secodn hive should also be coming.....
I Allways land armor1/obs in the first minute so i wont have so mcuh problems with it. BUt if you have wep1 comm (:FF) your screwed....
tuutti2
Sep 5 2004, 09:43 AM
| QUOTE (Sarisel @ Aug 19 2004, 12:50 AM) |
| Motion tracking does not show players that are cloaked and in your point of view, unless you look on your minimap - which hardly anyone ever does. It is best to upgrade as planned, hand out a few shotguns, scan a lot, and build observatories in critical areas of the map to prevent cloaking. Otherwise, that's all sensory really is. |
I have binded map to my mouse2 and i look it almost all the time. That is why no skulk ambushes me with mt. I think all veteran players do it because it keeps you updatet about what is going in the game. So I think that if you have good players in your team, mt is ok.
I think turretfarming and elec rts do pretty good job (never in normal game, but sc first is special strat). Even average hive lockdown (pg + elec rt) is almost impossible to clear with focusfade. Ofcourse a1 is 1st choice (I think it should bve always 1st up)
AlienCow
Sep 5 2004, 01:39 PM
You may be right, but motion tracking always helps, no matter what you are fighting.
ZiGGY
Sep 5 2004, 01:57 PM
marine wont need to invest so much into attack and as such can focus on tech, mt is the logical choice. It makes cloaking next to useless except for some choice areas where a scanner sweep solves the issue. 2 pgs in hives, maybe 2 obs for the hell of it then camp until you have hmgs and the end is nigh :S
RiotingNerd
Sep 6 2004, 05:21 PM
Lito: AFAIK, focus bites take 3 hits to kill level 3 armor.
Also: Best counter to SC is armor1 and massive res control. If they cant get that second hive up, their fades are in trouble. Kill the rts, and youve won the game.
The_Spectre
Sep 6 2004, 06:30 PM
| QUOTE (RiotingNerd @ Sep 6 2004, 12:21 PM) |
| Lito: AFAIK, focus bites take 3 hits to kill level 3 armor. |
Swiftspear
Sep 6 2004, 07:39 PM
MT is the counter for sensory upgrades, it makes focus skulks work 3 times as hard for thier kills, and it screws over cloak skulks because you have a 90% chance of seeing thier ambush spot before they cloak up.
relsan
Sep 7 2004, 05:20 AM
mt counters cloaking
obs counters sensory chamber
its that simple.
dont dismiss mt just because they chose sensory. just set up obs at your main outposts, do some scans, and ask your marines to do a little SC hunting.
but be smart; look at where your marines are being ambushed and probe the area for SCs. make sure the aliens don't get multiple ambush kills off one spot.
Diablo_fx
Sep 7 2004, 07:26 PM
I disagree, mt is very usefull when fighting cloaked aliens.
Most aliens won't spend like 5 mins walking around the map with cloak on, so they would proberly run and walk(cloak) when they start hearing marines.
Now all you do is TH-I-N-K

if the dot stopped just before the cornor where might the alien be? well closing in on you, of cause. Now all you need to do it spot it even with your good eyes and your lmg (spray after it).
crisano
Sep 7 2004, 09:08 PM
Its true aliens can't spam SCs everywhere early to counter mt totally, however smart gorges will place SCs at choke points. That's what SC strat relies on, the aliens camping choke points while cloaked. Add a lerk into the mix, strip any armor 1 upgrades and focus skulks do some pretty nasty damage to the marines.
Take ns_nancy for example, cloaking the ladder outside of messhall gives aliens a huge advantage. Add a lerk into the mix and any marine that pops his head up into cargo will die with one bite. MT won't help at the choke points because if the aliens are smart, they'll stay in the area where SCs are cloaking them.
Necrosis
Sep 7 2004, 09:31 PM
And if you've focus you don't even need to worry about hiding near an SC, since any marine is dead in one bite.
BreakfastSausages
Sep 9 2004, 03:55 AM
Everyone who suggested that mt is the counter to sensory please refer to the name of the thread.
mt is NOT A COUNTER to sensory. Sure rushing motion tracking against sensory doesn't guarantee you a loss, the weaknesses of sensory are well known but thats another topic. I have won games spamming any number of stupid strats, but that doesn't always mean I am a good commander, or that the strategy wasn't stupid. Just that the enemy played worse than my team overall.
Please I am begging you stop saying mt is the counter to sensory, some innocent newbie is going to read that and not realize that you don't know what you are talking about.
ZiGGY
Sep 9 2004, 10:38 AM
ok Ill say it right here
| QUOTE (MEEEEE) |
| ---------> MT is of higher priority if the aliens go sensory first compared to defense first<--------- |
EDITED FOR COOOOOOOOOOOOOL NESSSs111!111
Flame away.
BreakfastSausages
Sep 10 2004, 04:55 PM
sigh, some people just gotta do it their own way I guess.
crisano
Sep 10 2004, 05:06 PM
Its so much fun playing against a marine team that tries to counter sensories with MT, gotta LOVE level 0 armor.
I remember in a hallway I mowed down 5 marines grouped together as a solo focus skulk, they knew I was there but couldn't stop me since I waited and jumped around the corner. Five bites, five dead marines, onward to marine start for the spawn camp! GG rines.
TheAdj
Sep 10 2004, 05:18 PM
Motion tracking is horrible against sensory for 2 reasons, one being you RELY on motion to know where aliens are, so you make poor decisions because it appears no aliens are in a room when in fact it's packed with them. Sensory allows aliens to disrupt your recon that the commander can provide with MT, and this nullifies a major advantage of MT to the commander: Knowing where the aliens are in real time and being able to counter it. When I get MT (quite rare, I don't like relying on it) I send marines to where aliens are moving to, not where they already are. Everywhere they go a marine is waiting on them. I pre-empt every move the alien team makes, and prevent them from doing anything to me. Sensory is the counter to motion tracking, not vice versa. While pubnub skulks may run to a hiding spot and cloak, any sensible player will use this to her or his advantage and bait you into an ambush with this. Hide in a corner in the next room, and have a pair of skulks waiting in ambush in the room marines must pass though. Marines run through for the "easy" kill on the skulk they know about, and suddenly they start dying from cloakers. MT gives real-time intelligence, and sensory directly counter this, because you NEVER know accurately where every alien is, thus they can be anywhere.
Zaggy
Sep 10 2004, 05:53 PM
Motion Tracking > Ambush > Marines
Or in normal words, if you're marines have motion tracking, the chances of them getting ambushed is nihil IF they use the minimap to see what's around.
crisano
Sep 10 2004, 05:58 PM
| QUOTE (Zaggy @ Sep 10 2004, 01:53 PM) |
Motion Tracking > Ambush > Marines
Or in normal words, if you're marines have motion tracking, the chances of them getting ambushed is nihil IF they use the minimap to see what's around. |
SC > MT > Ambushes > Marines
Any alien in the range of a sensory chamber will not show up on the minimap nor will it show up as a blue circle on your screen. Not only will the marines be walking in blind, once in the room they can't see cloaked aliens. Also, chances are if you went MT first, you won't be getting armor 1 for a little while so focus bites rape the marines.
TheAdj
Sep 10 2004, 07:16 PM
| QUOTE (Zaggy @ Sep 10 2004, 12:53 PM) |
Motion Tracking > Ambush > Marines
Or in normal words, if you're marines have motion tracking, the chances of them getting ambushed is nihil IF they use the minimap to see what's around. |
Did you read a word I said in the post RIGHT above yours? Seriously.
Fin
Sep 10 2004, 08:20 PM
| QUOTE (crisano @ Sep 10 2004, 12:58 PM) |
| QUOTE (Zaggy @ Sep 10 2004, 01:53 PM) | Motion Tracking > Ambush > Marines
Or in normal words, if you're marines have motion tracking, the chances of them getting ambushed is nihil IF they use the minimap to see what's around. |
SC > MT > Ambushes > Marines
Any alien in the range of a sensory chamber will not show up on the minimap nor will it show up as a blue circle on your screen. Not only will the marines be walking in blind, once in the room they can't see cloaked aliens. Also, chances are if you went MT first, you won't be getting armor 1 for a little while so focus bites rape the marines.
|
scan > sc > mt > ambushes > marines
Scan a choke point and good bye aliens.
crisano
Sep 10 2004, 08:26 PM
That is true but on all the pubs I've played, I have pretty much never seen a commander scan like that since they usually don't know about it or is busy with something else. Plus, even with scan, a group of focus skulks will still destroy the level 0 armor light marines.
Fin
Sep 10 2004, 08:33 PM
| QUOTE (crisano @ Sep 10 2004, 03:26 PM) |
| That is true but on all the pubs I've played, I have pretty much never seen a commander scan like that since they usually don't know about it or is busy with something else. Plus, even with scan, a group of focus skulks will still destroy the level 0 armor light marines. |
Thats because commanders at pubs are extremely lazy or misunderstand their job. 95% of the time should be spent watching over the marines and 5% upgrading. How many comms do you meet who drop meds while you are in the middle of combat. Not many. Most you have to call 10 times before they respond. Commanders with quick response can force a win in large games just by accurately medding their marines and pushing those marines to the alien hive.
ZiGGY
Sep 10 2004, 09:24 PM
| QUOTE (TheAdj` @ Sep 10 2004, 06:18 PM) |
| Motion tracking is horrible against sensory for 2 reasons, one being you RELY on motion to know where aliens are, so you make poor decisions because it appears no aliens are in a room when in fact it's packed with them. Sensory allows aliens to disrupt your recon that the commander can provide with MT, and this nullifies a major advantage of MT to the commander: Knowing where the aliens are in real time and being able to counter it. When I get MT (quite rare, I don't like relying on it) I send marines to where aliens are moving to, not where they already are. Everywhere they go a marine is waiting on them. I pre-empt every move the alien team makes, and prevent them from doing anything to me. Sensory is the counter to motion tracking, not vice versa. While pubnub skulks may run to a hiding spot and cloak, any sensible player will use this to her or his advantage and bait you into an ambush with this. Hide in a corner in the next room, and have a pair of skulks waiting in ambush in the room marines must pass though. Marines run through for the "easy" kill on the skulk they know about, and suddenly they start dying from cloakers. MT gives real-time intelligence, and sensory directly counter this, because you NEVER know accurately where every alien is, thus they can be anywhere. |
I like how neither of your reasons have any relevance to the game :S Sensory limits the need for upgrades past arm1/catpack allowing res to be better distributed to more powerful upgs like mt

And as sensory is an almost purely defensive upgrade the purpose is to expand and hold until tier 2 adv is attained, which should be no issue if you shift res focus :/
Fin
Sep 10 2004, 09:32 PM
| QUOTE (ZiGGY^ @ Sep 10 2004, 04:24 PM) |
| QUOTE (TheAdj` @ Sep 10 2004, 06:18 PM) | | Motion tracking is horrible against sensory for 2 reasons, one being you RELY on motion to know where aliens are, so you make poor decisions because it appears no aliens are in a room when in fact it's packed with them. Sensory allows aliens to disrupt your recon that the commander can provide with MT, and this nullifies a major advantage of MT to the commander: Knowing where the aliens are in real time and being able to counter it. When I get MT (quite rare, I don't like relying on it) I send marines to where aliens are moving to, not where they already are. Everywhere they go a marine is waiting on them. I pre-empt every move the alien team makes, and prevent them from doing anything to me. Sensory is the counter to motion tracking, not vice versa. While pubnub skulks may run to a hiding spot and cloak, any sensible player will use this to her or his advantage and bait you into an ambush with this. Hide in a corner in the next room, and have a pair of skulks waiting in ambush in the room marines must pass though. Marines run through for the "easy" kill on the skulk they know about, and suddenly they start dying from cloakers. MT gives real-time intelligence, and sensory directly counter this, because you NEVER know accurately where every alien is, thus they can be anywhere. |
I like how neither of your reasons have any relevance to the game :S Sensory limits the need for upgrades past arm1/catpack allowing res to be better distributed to more powerful upgs like mt  And as sensory is an almost purely defensive upgrade the purpose is to expand and hold until tier 2 adv is attained, which should be no issue if you shift res focus :/ |
Well one of his reasons is correct. Marines get over confident, lose their proper movements techniques and it disrupts the balance between offensive and defensive movements. For example Joe marine sees a blob around the corner so he runs out at it thinking he has a kill, next thing he knows a skulk is coming down on him from the top. Mt is quiet useless, sound and scan is much much better.
PainUser
Sep 10 2004, 09:43 PM
| QUOTE |
| I like how neither of your reasons have any relevance to the game :S Sensory limits the need for upgrades past arm1/catpack allowing res to be better distributed to more powerful upgs like mt |
Could you please rephrase that so I, or anyone else reading this knows what you are trying to say? I honestly have no idea what you are talking about, and who gets captacks?....
| QUOTE |
| And as sensory is an almost purely defensive upgrade the purpose is to expand and hold until tier 2 adv is attained, which should be no issue if you shift res focus :/ |
So are you saying focus, an upgrade that increases damage, is defensive? And if sensories are purly defensive what are DEFENSE CHAMBERS for? Regeneration, Redemption, and Carapace are certainly defensive upgrades.
Not trying to bash you or anything just try rephrasing all of that so it makes sense.
TheAdj
Sep 10 2004, 10:24 PM
| QUOTE (ZiGGY^ @ Sep 10 2004, 04:24 PM) |
I like how neither of your reasons have any relevance to the game :S Sensory limits the need for upgrades past arm1/catpack allowing res to be better distributed to more powerful upgs like mt And as sensory is an almost purely defensive upgrade the purpose is to expand and hold until tier 2 adv is attained, which should be no issue if you shift res focus :/ |
No relavence to the game? Ok, try this. Get on a pub where aliens get sensory, and have half a brain. Get motion tracking first. See how horrific the slaughter is. MT is a strategic upgrade that lets you beat the aliens by simply knowing what they're doing. That's the point of motion tracking, it's near impossible for the aliens to do anything with a commander that knows how to move marines around.
Sensory allows for a lot of active upgrade abilities, namely focus. I can't understand half of what you posted, so I'll try to understand it as best I can (taking a guess that english isn't your first language, based on the sig). Have you played this game at all as the commander? Do you know how difficult it is to get armor1, and arms lab upgrade, and motion tracking, and obs upgrade, in the first minutes of the game? If you plan on being offensive at all, you choose one or the other. Late armor1 = gg focus 1 hit kills you, and late motion tracking is quite worthless. It's most definitely not a defensive upgrade set, it's great for maximizing surprise and therefore maximizing damage done. Defense is about survival, movement is about speed and endurance, sensory is about surprise. The focus of sensory isn't to defend until the second hive is up, that is the ENTIRE ALIEN TEAMS DESIGN. The 3 chambers simply give you 3 different ways to go about it.
If you think motion tracking is more powerful than higher upgrades on the arms lab, you're sadly mistaken. Motion helps you know where that fade is, a lvl2 shotgun will kill the fade, motion won't. In fact I would think sensory would make people want to upgrade, as a lvl3 shotgun has a ridiculous affect on fades. It's quite possibly the most destructive weapon in the game in terms of all around stopping/killing power on both aliens and their structures. That alone makes arms labs upgrades more powerful than motion tracking.
NS is an odd game because of the crazy skill differences. Don't think just because some random strat that's really not the correct one to use in the situation works on some random pub that it's good. I'm sure motion tracking works on a lot of pubs against sensory, that doesn't mean it's the right upgrade to get it for, because it's not a counter. In fact sensory is the counter to motion tracking for reasons already stated. So if you want to critique what I write, please do so with an explanation of why I'm wrong, not a paragraph that really is difficult for everyone to read.
lynXij
Sep 10 2004, 10:41 PM
The real counter to sensory is a 2 hive lockdown.
Electrify anything that's of any importance.
A fade/onos without DCs cant advance on anything.
So basically, make sure the 2nd hive doesn't go up, and its GG.
ZiGGY
Sep 10 2004, 10:57 PM
I really am not going to bother discussing this on the natural selection boards of all places so believe what the hell you want if you think not getting something immediately means it isnt a counter to it then god help you.