so which aliens and upgrades is it with third hive up? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Self explanitory. You get a lightning-fast skulk who can snif out marines through walls and take a couple bullets as well.
Gorge: Carapace, Adrenaline, Cloaking
This combo allows gorges to excel in their support roles, while still being able to have a little fun in with enemy marines and web.
Lerk: Carapace, Adrenaline, Cloaking
Lerks need cara and adrenaline to not die instantly. Regen also works, but is more effective if you are fighting turrets and don't have a nearby defensive chamber to retreat to.
Fade: Carapace
The fade is easly the most flexible class when it comes to upgrades. They can use adren to bombard high level marines with acid rocket, celerity to chop up marines, or silence and cloak to sneak up on them. Generally, though, if you are facing multiple HA marines, you'll want adrenaline so you can acid them to death.
Onos: Regeneration, Adrenaline, Cloaking
Onoses allready have plenty of hp - thusly regen will heal them for incredible amounts each tick. Use PS, gore a turret or two into submission, then cloak somewhere nearby and heal. Repeat as needed.
I disagree that carapace is the only worthwhile defense upgrade for a fade. If you're smart, regen can help you quite a a lot. You just can't rush T-FACs quite as easily without umbra. I like regen more for a lone distance fighter fade. If you've got no defense chambers or gorges to fall back to, that's not a problem. Keep acid rocketing and falling back for cover, and you'll last forver without having to retreat to a hive of defense chamber.
As for Lerk... Regen will help them a lot too. Since you're in umbra a lot of the time, you'll have healed in the space between 2 stray bullets hitting you. Also, you can work on taking out structures a lot more. Scent of fear is also good to avoid getting instantly splattered by marines coming around the corner... gives you time to flap off down the hallway or whatever. I do, however, think adren is the only good movement upgrade.
up until a few days ago, i never knew that you could pick which hive gave you what... (i've been playing since day 2) goes to show theres always something new to learn in the world of ns <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Now, you're probably wondering why this matters. The reason is that with 1.03, the seige turrets actually destroy buildings. As a result, gorges can't spam the entire map with defense turrets any more... they can only put them in places you ALREADY OWN, but when assulting an outpost or base, the enemy is going to have seiges. And thus you aren't going to have DCs.
Why do you <i>need</i> to heal, as opposed to just being able to take more hits at once? Because of the most effective fade strategy I've so far seen. Unload 4 acid rockets at target (marine or building) and then duck behind a wall. Marines will almost never charge you down, which will give you time to heal. EVEN IF THEY DO, you can still run away farther, and you can teleport to boot, which will get you even further. Heal to full, and then come back out and unload 4 more acid rockets. You can stay alive almost indefinably like this, if you play it right and the marines are stupid enough. And with lerk backup, you become invincible with regeneration. They can't hit you fast enough unless they use GLs.
The ONLY time to use carpace is if you KNOW FOR CERTAIN that DCs WILL be available outside your target, as in when you're assulting the main marine base and all the seige turrets inside have been taken out. This is a rare case.
By the way, the time to use Redemption with a fade is when the marines are seiging your 2nd hive, and you've just managed to become a fade in time. You want to survive as long as possible, giving your team the support needed... and that means redemption. Although regeneration can help, redemption is safer for this situation.
SpoogeThunderbolt missile in your cheeriosJoin Date: 2002-01-25Member: 67Members
<!--QuoteBegin--Redford+Dec 4 2002, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Dec 4 2002, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gorge: Carapace, Adrenaline, Cloaking<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I would add that Celerity can also be a very handy upgrade for a Gorge. Getting from A to B attack location setting up defense chambers and such can take considerably less time with this upgrade. It's also very handy for running away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I would add that Celerity can also be a very handy upgrade for a Gorge. Getting from A to B attack location setting up defense chambers and such can take considerably less time with this upgrade. It's also very handy for running away <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
True, but I like the ability to web/heal almost constantly, so I always take Adren. An almost unbeatable strategy for a team with 2 hives is:
1+ Fade 1 Lerk 1 Gorg
Have the Lerk constantly umbraing, and have the Gorg putting webs down in front of your group. If they don't have GL's yet, then you'll be virtually unstoppable. Any rushing marines will be snagged by the web and killed, and any bullets will be blocked by the umbra.
<!--QuoteBegin--Fieari+Dec 5 2002, 06:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Dec 5 2002, 06:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The ONLY time to use carpace is if you KNOW FOR CERTAIN that DCs WILL be available outside your target, as in when you're assulting the main marine base and all the seige turrets inside have been taken out. This is a rare case. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Or when your hive is being attacked since the hive will heal you.
great combo<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> i fiddle around with your guys suggestions and when it came down to it homicidals was the best, in 3 continuing games i was fade or lerk and had a great score, 1st place in two games with fade not that points matters for this kinda game but it really felt darn good!
<!--QuoteBegin--Apotheosis+Dec 11 2002, 10:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apotheosis @ Dec 11 2002, 10:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->but did your team <i>win</i>? Personal scores don't count for jack in this game (or at least, they shouldn't) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> oh of course we owned everytime, the last game was a bit hard it took us a little while longer but eventually in the end the fade w/regen and adren with bile bomb made alot of devastation. More than onos.
but did your team <i>win</i>? Personal scores don't count for jack in this game (or at least, they shouldn't) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Regeneration for fades is just plain stupid. Look at the numbers people.
It takes 29 LMG shots to kill a Fade with regeneration (add maybe five or six shots for the amount of HP regenerated)
It takes 77 LMG shots to kill a Fade with lv 3 carapace.
So... you hide in a corner regenerating HP, while I destroy the marines base.
Anyone who still wants regeneration? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Spooge+Dec 5 2002, 02:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spooge @ Dec 5 2002, 02:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Redford+Dec 4 2002, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Redford @ Dec 4 2002, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Gorge: Carapace, Adrenaline, Cloaking<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I would add that Celerity can also be a very handy upgrade for a Gorge. Getting from A to B attack location setting up defense chambers and such can take considerably less time with this upgrade. It's also very handy for running away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> and there's nothing funnier than watching that fat little arse waddling at light speed HAHAHAHAH.
Although, i would never use it since i'm always buildnig walls of off towers and hiding behind them, i never run away - FOR THE CAUSE!!!
coilAmateur pirate. Professional monkey. All pance.Join Date: 2002-04-12Member: 424Members, NS1 Playtester, Contributor
Lerk & Sensory:
1) If you are going to be a support Lerk and umbra for others, cloaking is excellent - you spend most of your time invisible and therefore difficult to hit.
2) If you're going on your own, Advanced Hive Sight will help you pick out marines as you're moving rapidly through the air, especially in areas where they have a tendency to blend in (such as Eclipse's Maintenance hive). This also goes for skulks, especially if they have celerity and/or are using Leap.
<!--QuoteBegin--Tomten+Dec 12 2002, 12:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomten @ Dec 12 2002, 12:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regeneration for fades is just plain stupid. Look at the numbers people.
It takes 29 LMG shots to kill a Fade with regeneration (add maybe five or six shots for the amount of HP regenerated)
It takes 77 LMG shots to kill a Fade with lv 3 carapace.
So... you hide in a corner regenerating HP, while I destroy the marines base.
Anyone who still wants regeneration? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> regen is for those wh owants to keep a range to marines and such while cara is more getting up and personall with slashing
<!--QuoteBegin--Bishop Gantry+Dec 14 2002, 10:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bishop Gantry @ Dec 14 2002, 10:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->regen is for those wh owants to keep a range to marines and such while cara is more getting up and personall with slashing<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> And then the regen fade dies to a rushing marine. Cara is better than regen with ANY alien 99.9% of the time. If you have defense chambers, even half a level away, the difference carapace makes is just soo much better than regen. If you have to run back to a hive to heal, then regen might be better, but any distance less than that, carapace is better.
Comments
abbilities:
skulk: zenocide
gorge:babblers
lerk:spore
fade: bilebombs
onos:all the onos abbilites technacly.
upgrades, its all depends on what chambers u get, but you do need all 3 to get all 3 chambers up at once
Self explanitory. You get a lightning-fast skulk who can snif out marines through walls and take a couple bullets as well.
Gorge: Carapace, Adrenaline, Cloaking
This combo allows gorges to excel in their support roles, while still being able to have a little fun in with enemy marines and web.
Lerk: Carapace, Adrenaline, Cloaking
Lerks need cara and adrenaline to not die instantly. Regen also works, but is more effective if you are fighting turrets and don't have a nearby defensive chamber to retreat to.
Fade: Carapace
The fade is easly the most flexible class when it comes to upgrades. They can use adren to bombard high level marines with acid rocket, celerity to chop up marines, or silence and cloak to sneak up on them. Generally, though, if you are facing multiple HA marines, you'll want adrenaline so you can acid them to death.
Onos: Regeneration, Adrenaline, Cloaking
Onoses allready have plenty of hp - thusly regen will heal them for incredible amounts each tick. Use PS, gore a turret or two into submission, then cloak somewhere nearby and heal. Repeat as needed.
As for Lerk... Regen will help them a lot too. Since you're in umbra a lot of the time, you'll have healed in the space between 2 stray bullets hitting you. Also, you can work on taking out structures a lot more. Scent of fear is also good to avoid getting instantly splattered by marines coming around the corner... gives you time to flap off down the hallway or whatever. I do, however, think adren is the only good movement upgrade.
+
lerk (regen, agren) umbra/spore
great combo
Two words: Seige Turrets.
Now, you're probably wondering why this matters. The reason is that with 1.03, the seige turrets actually destroy buildings. As a result, gorges can't spam the entire map with defense turrets any more... they can only put them in places you ALREADY OWN, but when assulting an outpost or base, the enemy is going to have seiges. And thus you aren't going to have DCs.
Why do you <i>need</i> to heal, as opposed to just being able to take more hits at once? Because of the most effective fade strategy I've so far seen. Unload 4 acid rockets at target (marine or building) and then duck behind a wall. Marines will almost never charge you down, which will give you time to heal. EVEN IF THEY DO, you can still run away farther, and you can teleport to boot, which will get you even further. Heal to full, and then come back out and unload 4 more acid rockets. You can stay alive almost indefinably like this, if you play it right and the marines are stupid enough. And with lerk backup, you become invincible with regeneration. They can't hit you fast enough unless they use GLs.
The ONLY time to use carpace is if you KNOW FOR CERTAIN that DCs WILL be available outside your target, as in when you're assulting the main marine base and all the seige turrets inside have been taken out. This is a rare case.
By the way, the time to use Redemption with a fade is when the marines are seiging your 2nd hive, and you've just managed to become a fade in time. You want to survive as long as possible, giving your team the support needed... and that means redemption. Although regeneration can help, redemption is safer for this situation.
I would add that Celerity can also be a very handy upgrade for a Gorge. Getting from A to B attack location setting up defense chambers and such can take considerably less time with this upgrade. It's also very handy for running away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Gorge: Carapace, Adrenaline, Cloaking
I would add that Celerity can also be a very handy upgrade for a Gorge. Getting from A to B attack location setting up defense chambers and such can take considerably less time with this upgrade. It's also very handy for running away <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
True, but I like the ability to web/heal almost constantly, so I always take Adren. An almost unbeatable strategy for a team with 2 hives is:
1+ Fade
1 Lerk
1 Gorg
Have the Lerk constantly umbraing, and have the Gorg putting webs down in front of your group. If they don't have GL's yet, then you'll be virtually unstoppable. Any rushing marines will be snagged by the web and killed, and any bullets will be blocked by the umbra.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Or when your hive is being attacked since the hive will heal you.
+
lerk (regen, agren) umbra/spore
great combo<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i fiddle around with your guys suggestions and when it came down to it homicidals was the best, in 3 continuing games i was fade or lerk and had a great score, 1st place in two games with fade not that points matters for this kinda game but it really felt darn good!
oh of course we owned everytime, the last game was a bit hard it took us a little while longer but eventually in the end the fade w/regen and adren with bile bomb made alot of devastation. More than onos.
It takes 29 LMG shots to kill a Fade with regeneration (add maybe five or six shots for the amount of HP regenerated)
It takes 77 LMG shots to kill a Fade with lv 3 carapace.
So... you hide in a corner regenerating HP, while I destroy the marines base.
Anyone who still wants regeneration? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I would add that Celerity can also be a very handy upgrade for a Gorge. Getting from A to B attack location setting up defense chambers and such can take considerably less time with this upgrade. It's also very handy for running away <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and there's nothing funnier than watching that fat little arse waddling at light speed HAHAHAHAH.
Although, i would never use it since i'm always buildnig walls of off towers and hiding behind them, i never run away - FOR THE CAUSE!!!
1) If you are going to be a support Lerk and umbra for others, cloaking is excellent - you spend most of your time invisible and therefore difficult to hit.
2) If you're going on your own, Advanced Hive Sight will help you pick out marines as you're moving rapidly through the air, especially in areas where they have a tendency to blend in (such as Eclipse's Maintenance hive). This also goes for skulks, especially if they have celerity and/or are using Leap.
It takes 29 LMG shots to kill a Fade with regeneration (add maybe five or six shots for the amount of HP regenerated)
It takes 77 LMG shots to kill a Fade with lv 3 carapace.
So... you hide in a corner regenerating HP, while I destroy the marines base.
Anyone who still wants regeneration? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
regen is for those wh owants to keep a range to marines and such while cara is more getting up and personall with slashing
And then the regen fade dies to a rushing marine.
Cara is better than regen with ANY alien 99.9% of the time. If you have defense chambers, even half a level away, the difference carapace makes is just soo much better than regen. If you have to run back to a hive to heal, then regen might be better, but any distance less than that, carapace is better.