Echo gorge kham

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Comments

  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    Ignoring the lost res from the open RT issue this would require either echoing a shift to the harvester or keeping a shift near all harbestors in either case rine quickly kills shift the. Kills RT...


    I like to spread out my upgrades between hives such that if a sneaky rine starts axing a shell I know only that she'll is in range of the shift and can echo it to safety... Or of coarse echo in a whip scare him...
  • NeokenNeoken Bruges, Belgium Join Date: 2004-03-20 Member: 27447Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    edited August 2013
    aeroripper wrote: »
    I do this strategy a lot as alien comm, its a lot of fun.

    Yeah, maybe for the commander. :) As a skulk though, you're stuck with celerity when carapace/regen or aura/phantom are so much better to have, and not only for the early game. So however interesting the harvester echo strat may be, as a field player I really hate it when comms go for shift hive first.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    Except celerity is actually really good, always has been and it's even better now. Aura and Carapace are great for skulk too, but celerity is at least as strong and shift upgrades are better for every other lifeform than crag.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    Neoken wrote: »
    aeroripper wrote: »
    I do this strategy a lot as alien comm, its a lot of fun.

    Yeah, maybe for the commander. :) As a skulk though, you're stuck with celerity when carapace/regen or aura/phantom are so much better to have, and not only for the early game. So however interesting the harvester echo strat may be, as a field player I really hate it when comms go for shift hive first.

    I prefer shift over crag for skulks, my death is free, and celerity let's me more easily chase Hoppers, and gives me map presence. crag is useful for skulks, against people with consistent aim, but those aren't really found in pubs.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    amoral wrote: »
    Neoken wrote: »
    aeroripper wrote: »
    I do this strategy a lot as alien comm, its a lot of fun.

    Yeah, maybe for the commander. :) As a skulk though, you're stuck with celerity when carapace/regen or aura/phantom are so much better to have, and not only for the early game. So however interesting the harvester echo strat may be, as a field player I really hate it when comms go for shift hive first.

    I prefer shift over crag for skulks, my death is free, and celerity let's me more easily chase Hoppers, and gives me map presence. crag is useful for skulks, against people with consistent aim, but those aren't really found in pubs.

    Good point. Celerity isn't just about survival, it's also offensive, helping a skulk in melee land bites much easier. Closing distance faster and killing faster means fewer bullets fired by the marines whether they hit or not, and moving faster means fewer hit no matter how skilled the marines are (how many fewer is an open question). All in all it means better survival than a flat health boost that scales down as the game progresses. Combine that with faster traversal times and celerity should win hands down at least against Cara. There is no real way to compare it to shade upgrades though.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    sotanaht wrote: »
    amoral wrote: »
    Neoken wrote: »
    aeroripper wrote: »
    I do this strategy a lot as alien comm, its a lot of fun.

    Yeah, maybe for the commander. :) As a skulk though, you're stuck with celerity when carapace/regen or aura/phantom are so much better to have, and not only for the early game. So however interesting the harvester echo strat may be, as a field player I really hate it when comms go for shift hive first.

    I prefer shift over crag for skulks, my death is free, and celerity let's me more easily chase Hoppers, and gives me map presence. crag is useful for skulks, against people with consistent aim, but those aren't really found in pubs.

    Good point. Celerity isn't just about survival, it's also offensive, helping a skulk in melee land bites much easier. Closing distance faster and killing faster means fewer bullets fired by the marines whether they hit or not, and moving faster means fewer hit no matter how skilled the marines are (how many fewer is an open question). All in all it means better survival than a flat health boost that scales down as the game progresses. Combine that with faster traversal times and celerity should win hands down at least against Cara. There is no real way to compare it to shade upgrades though.

    I'll take echo over ink any day of the week though. echo is hands down the most useful hive specific ability. that being said, I usually go shift then shade. crag is an afterthought. im thinking get fades out fast and keep em alive, adren is probably the most useful thing, then aura. crag comes distant third in that equation.
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