80.82.141.53:27015
co_faceoff /20
80.82.141.53:27020
ns_tanith /16
art16a
From: Pre 1.0 Final
Kharaa FrontiersMen
Hive
Species
Chambers
Abilities
Chambers
The gorge can build a number of chambers, each with its own ability and most provide a new evolution for an alien.
Offence Chamber (OC)
This
Is the only chamber that does not provide any new upgrades, yet without it the
kharaa would be hard pressed to wipe out the marine scum. The offence chamber
can be grouped together and will attack any marines or structures that would be
foolish enough to enter its sight.
The following three chambers can only be built depending on the number of hives you possess. For example if a defence chamber is built you can not built a sensory or movement until you get another hive although you can build as many defence chambers as you like.
Defence Chambers (DC)
T
hese
chambers will heal any nearby structures or aliens and they also provide a host
of kharaa defensive upgrades. These are best grown near to OC as a support role
and near to hives in case any sneaky marines get through.
Movement Chambers (MC)
In
my
opinion these are the second best chambers to have (not counting offence
Chambers). Standing near a MC allows you to regain your stamina faster, they also allow you to transport to the furthest hive, instantly a bit
like the marines phase gate. When a hive is in trouble though the function of the movement chamber changes, instantly transporting you to the hive being attacked. They, also provide a host of movement upgrades
Sensory Chamber (SC)
Any structures or non attacking players within the field
of an SC are cloaked from all marines. Placed strategically they have turned many marine
surprise assaults into costly ambushes.
All chambers can provide upgrades (apart from the OC) but the move chambers you have the better the upgrades (up to 3 chambers)
Resource Chamber
This functions just like the marine resource tower as it is able to harvest the nano-sludge in a marine star ship for kharaa evolution and construction.
Chambers
The gorge can build a number of chambers, each with its own ability and most provide a new evolution for an alien.
Offence Chamber (OC)
This
Is the only chamber that does not provide any new upgrades, yet without it the
kharaa would be hard pressed to wipe out the marine scum. The offence chamber
can be grouped together and will attack any marines or structures that would be
foolish enough to enter its sight.The following three chambers can only be built depending on the number of hives you possess. For example if a defence chamber is built you can not built a sensory or movement until you get another hive although you can build as many defence chambers as you like.
Defence Chambers (DC)
T
hese
chambers will heal any nearby structures or aliens and they also provide a host
of kharaa defensive upgrades. These are best grown near to OC as a support role
and near to hives in case any sneaky marines get through.Movement Chambers (MC)
In
my
opinion these are the second best chambers to have (not counting offence
Chambers). Standing near a MC allows you to regain your stamina faster, they also allow you to transport to the furthest hive, instantly a bit
like the marines phase gate. When a hive is in trouble though the function of the movement chamber changes, instantly transporting you to the hive being attacked. They, also provide a host of movement upgradesSensory Chamber (SC)
Any structures or non attacking players within the field
of an SC are cloaked from all marines. Placed strategically they have turned many marine
surprise assaults into costly ambushes.All chambers can provide upgrades (apart from the OC) but the move chambers you have the better the upgrades (up to 3 chambers)
Resource Chamber
This functions just like the marine resource tower as it is able to harvest the nano-sludge in a marine star ship for kharaa evolution and construction.



