Which Is Faster?

WormtailWormtail Join Date: 2002-11-26 Member: 10033Members
<div class="IPBDescription">Leap or celerity?</div> WHich one is faster? The super flying leap or the super fast skulk. i wanna know which one. They both seem almost even. a skulk with lvl 3 andreline can do almost non-stop leaps, but a skulk with lvl 3 celerity is like running 5 km in like 5 mins. so anyone <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

Comments

  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    Celerity with Leap = the shiznatch <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> try it out sometime

    -PD
  • ElricElric Join Date: 2002-11-13 Member: 8448Members
    Depends, you can't leap in vents at all.
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    As a skulk, always go for celerity, or silence if you have some crazy ninja fantasy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Celerity lets you move fast anywhere, even in vents, and adrenaline really doesn't have too much use for a skulk. The three or four leaps that you get sans upgrades should be enough to traverse any area.
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    Adrenaline would be okay for xenociding skulks. You could leap in somewhere and get the energy for a xenocide before you get shot to death.
  • ianskiianski Join Date: 2002-11-08 Member: 7707Members
    i prefer adren for skulks. of course if i'm going through vents then celerity would be better. but when i'm in the outside, leap leap leap.
    as for the xenocide comment, xenocide first outside the door way then leap into the air so you're about 1m above head height.. you get every marine in a very large radius = 6 marine xenocides as well as all buildings in that general area :DDD
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    leap AND celerity. you only need 1 or 2 hops to get beind the marines. Don't use leap to attack unless you plan on biting them when you get there.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Silence owns. If they do not have motion tracking, marines turn to lunch as long as you have carapace.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Celerity is incredible on skulks.

    I use celerity and carapace when we get our second hive up, its incredibly powerful.

    Carapace lets you take lots of hits, and celerity lets you destroy marines/move to any area fast/retreat easily to heal.
  • InsidiousInsidious Join Date: 2002-11-21 Member: 9553Members
    Both have uses, leaping constantly drives marines nuts (just remember to get in a bite or two inbetween). Without adrenaline, you can still trigger xenocide, then pull off one leap before you blow, so it doesn't help unless you plan on leaping more than once (you'd better be quick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ). Leaping DOES help in vents, at least long ones. Just hold your crouch key while you leap so you don't stick to anything, you'll still get the speed bonus. It's not as effective, but it's not pointless, either.

    Celerity is usually the better choice if you're just skulking, though, as you can't leap for everything - you can't leap sideways. The increased strafing speed is nearly as good as carapice at improving you lifespan, especially on less experianced marines. You can still leap, just not as much. Adrenaline is most usefull for skulk when tearing down buliding after building alone (like tanking a turret, then the fac, then the resouce tower...). That doesn't come up too much, and can be done without adrenaline. Once three hives are up, a celeritied, carapaced, scent-of-fearing skulk with xenocide can do some major damage. I've taken out three at a time (plus building damage) on several occasions.
  • KingKupoKingKupo Join Date: 2002-11-24 Member: 9785Members
    i mostly use a carapace|celerity combo except when i'm going lerk,then i,m using regeneration|adrenaline
  • HellbillyHellbilly A whole title out of pity... Join Date: 2002-11-02 Member: 3931Members, NS1 Playtester, Constellation
    I mostly use carapace and adrenaline when i´m saving up for Fade. When i see no real reason for becoming Fade or we have enough fades, i often get silence and ambush the marines. Silence is really underestimated for skulks. It owns.
  • MirshaMirsha Join Date: 2002-12-20 Member: 11233Members
    For skulks I prefer the adrenaline option for use with leap. Leap is incredibly useful when attacking as it closes distance much quicker than celerity plus whilst biting you can switch to leap and get out of the way, most marines will try to shoot you as you leap away which usualy results in them having to reload and it's time for you to leap back and kill him safely now his clip is gone. If I have problems killing a marine I will always attempt to leap away from him so I can ambush somewhere else and thus play the psychological game.
  • steamedhamssteamedhams Join Date: 2002-11-30 Member: 10333Members, Constellation
    It all depends on the map really. If its a map with big open corridors like Eclipse, go with adrenaline for insane leaping. If its a map with small hallways and many ambush points, go with celerity. I also find that going with celerity is better when the marines are traveling close together as a gang of 4 or more.
  • Vertigo-1Vertigo-1 Join Date: 2002-11-03 Member: 6483Members
    Personally, I never use celerity. I just can't coordinate when I'm moving that fast, and taking out active turrets is too hard. But movement upgrades usually mean you have two hives, and I *love* the combo of leap + adrenaline.

    You can leap across a map fast enough, and tear down an entire outpost without having to slow down for energy. If a marine interrupts, leap right past his face and stick on the wall behind him. This is horribly disorienting for most, and you can get a lot of bites in while they frantically try to re-locate you. If too many reinforcements show up, remember that you can initiate a leap from mid-air! Fly directly up to the ceiling or go screaming away down the hall.
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