Motion First
Azraiel
Join Date: 2003-01-27 Member: 12868Members
<div class="IPBDescription">Something Else Ive come up with</div> Well in response to a post in my sensory first post, this is about using motion first, which I have done a few times to get some good strategy thought up, but other than that, I have never seen done.
Combat-
This becomes a fast passed environment. Especially for skulks. If the marine can't hit you, then you don't need armor or health. It is very hard to hit a speedy skulk, I have run loops around large groups of marines, and did some weaving in between them. They hit nothing but the floor and each other for a while. Skulks can ride in to hit turrets twice as fast, distracting them which allows a lerk or two to pelt them with their machine gun fire.
Skulk-
Celerity is your friend. Speed is life, you go slow your going to die. So get a hefty boost in speed with celerity. This allows you to respond twice as fast to marine actions, and makes you twice as hard to hit for the marines. It lets you get out of a situation quickly, and hit weaknessess in the marine's holding quickly. Celerity is the ultimate response tool for anyone.
However we cannot ignore silence. This is a good stealth tool as the clickity click of skulks is their first give away that they are near. This is good for ambushes, just sit where they can't see you, then run up behind them and give them their two bites worth then hide again. This works well on a lot of maps.
Gorge-
Adrenaline is good for a combat gorge, as he can heal spray a lot more. Other than that, that is about all the goodness a gorge gets from adrenaline.
Now celerity is a good upgrade for a gorge to take. It allows them to zip about the map at skulk speed to capture res points, heal his mates, and to fortify positions. It also allows him to get out of trouble easily, as no marine can keep up with him, unless he has a jet pack.
Lerk- Adrenaline is the thing for lerks to take. Nothing better than a machine gun lerk to sit and brew tea on his spike shooters as they over heat from his constant birage. It also allows him to stay airborn longer actually indefinately. You just flap and hold, rest a moment, flap and hold. Ive stayed in the air for about an hour before I got bored and quit. Celerity is good, as it will propel you at ungodly speeds, but it is usually just a large redundecy (not spelled correctly).
Two hives-
At this point, you could put up defense or sensory, and it is just a question of how your aliens are playing up to this point. Defense makes it the same old game, just a different order, because at this point you have md instead of dm.
Sensory will make you a force that comes out of the walls from the marines point of view. It all depends on what the team feels like.
Three hives-
Well at this point, it is all she wrote, as is the case 99.99% of the time (I've only won once as marine when the aliens got three hives, and that was due to some lucky breaks).
This isn't as comprehensive as my sensory post, not sure why, maybe I'm just lazy right now, and tired, just woke up last hour, math class I think. Well post your ideas and remember, an adapting team is a winning team.
Combat-
This becomes a fast passed environment. Especially for skulks. If the marine can't hit you, then you don't need armor or health. It is very hard to hit a speedy skulk, I have run loops around large groups of marines, and did some weaving in between them. They hit nothing but the floor and each other for a while. Skulks can ride in to hit turrets twice as fast, distracting them which allows a lerk or two to pelt them with their machine gun fire.
Skulk-
Celerity is your friend. Speed is life, you go slow your going to die. So get a hefty boost in speed with celerity. This allows you to respond twice as fast to marine actions, and makes you twice as hard to hit for the marines. It lets you get out of a situation quickly, and hit weaknessess in the marine's holding quickly. Celerity is the ultimate response tool for anyone.
However we cannot ignore silence. This is a good stealth tool as the clickity click of skulks is their first give away that they are near. This is good for ambushes, just sit where they can't see you, then run up behind them and give them their two bites worth then hide again. This works well on a lot of maps.
Gorge-
Adrenaline is good for a combat gorge, as he can heal spray a lot more. Other than that, that is about all the goodness a gorge gets from adrenaline.
Now celerity is a good upgrade for a gorge to take. It allows them to zip about the map at skulk speed to capture res points, heal his mates, and to fortify positions. It also allows him to get out of trouble easily, as no marine can keep up with him, unless he has a jet pack.
Lerk- Adrenaline is the thing for lerks to take. Nothing better than a machine gun lerk to sit and brew tea on his spike shooters as they over heat from his constant birage. It also allows him to stay airborn longer actually indefinately. You just flap and hold, rest a moment, flap and hold. Ive stayed in the air for about an hour before I got bored and quit. Celerity is good, as it will propel you at ungodly speeds, but it is usually just a large redundecy (not spelled correctly).
Two hives-
At this point, you could put up defense or sensory, and it is just a question of how your aliens are playing up to this point. Defense makes it the same old game, just a different order, because at this point you have md instead of dm.
Sensory will make you a force that comes out of the walls from the marines point of view. It all depends on what the team feels like.
Three hives-
Well at this point, it is all she wrote, as is the case 99.99% of the time (I've only won once as marine when the aliens got three hives, and that was due to some lucky breaks).
This isn't as comprehensive as my sensory post, not sure why, maybe I'm just lazy right now, and tired, just woke up last hour, math class I think. Well post your ideas and remember, an adapting team is a winning team.
Comments
As for skulks.. I'm iffy on movement first... I've used it nicely for a first chamber, silence is godly for taking out a rambo, or a pair of two.. but for a pack of 3 or more =/. Adren is also nice for taking out bases or lone RTs without having to stop every 20 seconds due to your energy.
ok, i've gotta ask how you came up with that percentage <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Its actually closer to about 50%, not sure of exact figure.
But movement 1st sounds interesting, as a celerity sulk will work out as tough as a carapaced skulk in combat, unless your fighting very good marines. However the biggest weakness is if there is a 2hive lockdown, ure walls of lame are weakened dramtically and your hive has to be healed manually. Also gorge will no longer have redemption, so prepare to lose him a few times, however a celerity gorge should be able to run away from a marine (however im not sure on this one, but a gorge's cute butt waggling twice as fast will make him die of the cuteness).
As for lerks, carapaced is near compulsary, but if you are going to get 2 hives, good on ya, you will be usin umbra once the hive goes up rather than havin to wait a while for the MCs to go up to be of any use.
The big drawback is that DCs can heal. MCs don't really have anything to challenge this almighty power. In 1.1 they're going to change (I don't know the exact details, but I think it's like permenant primal scream in a fixed radius) and might become extremely useful.
I'll wait and see what happens in 1.1.
I actually perfer celerity, and even silence, over adren for lerks. As a lerk I tend to use the bite more then spikes, as I tend to die first with spikes. With celerity a lerk can out run a marine on the ground, and blur past him flying. I find that biting in the air is very hard to do, and that running after a confused/reloading marine to be much more effective then flying past him. I don't know how the new lurk flying physics in 1.1 will change this, but thats for another day. And silence is fun, as a lurk can fly silently, making it good for quick back ambuishes.
Although I agree that cara is probably necessary with the lurk, the increadable longevity increase is simply too good, and far too often necessary, to pass up.
And I don't use umbra much unless I'm with fades so thats another reason I'd rather have dcs first.