Movements As First Upgrade.
CommunistWithAGun
Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
<div class="IPBDescription">Read on</div> I gorged a game (as I always do as alien if allowed to) on NS_NANCY, it wasnt a big game, 5v5 about, but When I suggested i may change the typical strategy a little and said "Im putting 3 movements down first" oh my god the skies fell. Each and every guy bitched and moaned about it....Untill i told them to try out level 3 silence very quickly into the game. Using the silence, a marine even walked past my fat little bottom. Eventually I put both hives up and gave them their precious D chambers. They said "Nice strategy, Im glad you did it" I feel that sure, sometimes people might be scared to do new things, and it IS well founded. But I told them that sure being able to take a few extra bullets is nice, but having the enemy blind to your presence is best. In about 20 minutes I had Port, No name, and Sub all cozy and warm with a hive and we smashed them. Using level 3 silence prevented their expansion. One brave little marine managed a turret factory in mother interface, but 3 skulks devoured him without a sound (Other than the chomping and horrific screams) Anywho, back in the ready room we exchanged our "Good games" and they apollogized for being so harsh and thanked me for helping them win. the marines even liked my strategy. So go out and give 3 movements a try. You may be surprised <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
The movement first is more viable than the sensory first though , since the lerks and fades don't have to chose between protection and adrenalin at hive 2.
Adrenalin lerk/gorge push is dreadfull.
The movement first is more viable than the sensory first though , since the lerks and fades don't have to chose between protection and adrenalin at hive 2.
Adrenalin lerk/gorge push is dreadfull. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I fully agree. Skulks are paper without carapace and sneaking just doesn't work well enough against marines who check their 6'o clock every now and then. You still have to get the 2 bites and if they bhop, it's gonna be tough.
<b>For a skulk:</b> Cel is better then Cara. In combat cara lets you take a few more rounds, but Cel lets you close the gap between you and the marine faster, which is just as good as being able to take a few more hits since they won't have as much time to fire off as many rounds. When you arnt in combat, cara does nothing, while Cel lets skulks get to locations much faster, which is VERY important at the start of rounds.
Also, skulks with adren can kill res towers BEFORE a comm can recycle, which meens the loss of a res tower is 22 res loss, instead of 11.
<b>For a gorge:</b> Adren meens you get a few more heal sprays in combat, which meens you can heal your teammates just a bit more, or hurt the rambo marine just enough to probably kill them. Adren also lets a gorge heal a hurt res tower or hive MUCH faster. While gorges won't have redemption (which doesn't work all of the time) with movement chambers gorges can get cel and out run marines (its really funny to see).
<b>For a lerk:</b> <i>The movement chamber becomes the 1.04 counter for the jetpack rush.</i> Think about it, movement chambers meen that at hive 1, lerks will beable to fly and constantly shoot jetpackers.
Also, jetpacker often target the building hive with a jetpack rush. Why? because that way they don't have to worry about a skulk spawn every 6 seconds. Yet with movement chambers, as soon as your building hive is attacked, you can start "spawning" there by using movement chambers to teleport there.
<b>For a skulk:</b> Cel is better then Cara. In combat cara lets you take a few more rounds, but Cel lets you close the gap between you and the marine faster, which is just as good as being able to take a few more hits since they won't have as much time to fire off as many rounds. When you arnt in combat, cara does nothing, while Cel lets skulks get to locations much faster, which is VERY important at the start of rounds.
Also, skulks with adren can kill res towers BEFORE a comm can recycle, which meens the loss of a res tower is 22 res loss, instead of 11.
<b>For a gorge:</b> Adren meens you get a few more heal sprays in combat, which meens you can heal your teammates just a bit more, or hurt the rambo marine just enough to probably kill them. Adren also lets a gorge heal a hurt res tower or hive MUCH faster. While gorges won't have redemption (which doesn't work all of the time) with movement chambers gorges can get cel and out run marines (its really funny to see).
<b>For a lerk:</b> <i>The movement chamber becomes the 1.04 counter for the jetpack rush.</i> Think about it, movement chambers meen that at hive 1, lerks will beable to fly and constantly shoot jetpackers.
Also, jetpacker often target the building hive with a jetpack rush. Why? because that way they don't have to worry about a skulk spawn every 6 seconds. Yet with movement chambers, as soon as your building hive is attacked, you can start "spawning" there by using movement chambers to teleport there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've experimented with movement first, and I must say celerity for skulks and adrenaline for lerks/gorges worked a lot better than I expected. In fact, everything was just peachy until the comm started dropping shotguns.
....
The game then became pure slaughter. Aliens are so damn frail without carapace that the marines only had to barely graze us with the blast to kill us. We couldn't get anywhere near them, and lerks w/o carapace would get pistoled to death in < 0.5 seconds or ripped to shreds by buckshot instantly if they tried going for the bite kill. We started losing ground instantly with no way to recover it. Lost ground was often littered with mines, and without carapace, mines were owning us. We were soon contained to our single hive. Enter JPs/HMGs. GG.
In the end I feel that in real games Carapace rules all
Oh yeah, and if you can lockdown the marines (I'm assuming into their marine start) at the beginning of the game, then the marines seriously suck, and you'll win no matter what anyways. Trust me, there is no way in hell you can even get one sensory chamber up before they can get out of base and cap the first or even second RT depending on the map. The skulk has to wait for res to gorge, then go wait for gestation, then wait for the res for sensory, then build it...all for one chamber.
Sensory is also good as a first chamber. A cloaked gorge will survive much longer, and if a cloaked skulk finds a nice dark corner in the marine base he can drive them insane by parasiting every single one as they spawn.
Be adventurous! Try something other than D/M/S. Good players can adapt their tactics and win, no matter what they're using.
Don´t think so.
Instead of that when you shoot your cloak get lost, cloaking in 1.04 makes a horrible loud noise, so even a middle skilled player can hear where the skulk is.
Don´t think so.
Instead of that when you shoot your cloak get lost, cloaking in 1.04 makes a horrible loud noise, so even a middle skilled player can hear where the skulk is.
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With level 3 cloak you're only visible for a fraction of a second, and if you take care only to shoot when they're looking the other way it's not a problem. Also marine bases tend to be quite busy, noisy places. I stayed cloaked (parasiting the spawning marines) in the marine base on ns_bast for about twenty minutes before they eventually found me.
Even a middle-skilled player can remain undiscovered quite easily, if they take a little care. <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Plus, it drives the marines nuts.
Don´t think so.
Instead of that when you shoot your cloak get lost, cloaking in 1.04 makes a horrible loud noise, so even a middle skilled player can hear where the skulk is.
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... I stayed cloaked (parasiting the spawning marines) in the marine base on ns_bast for about twenty minutes before they eventually found me... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Errr.. no observatory..?
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Unless the JP has a brain, in which case he turns his 5 rounds to kill HMG on the 1 Hive umbraless Lerk, and it laughs as it explodes all over the landscape.
I've been one of the longest advocates of Sens/Move's first, and tbh I do believe Def is the only choice, with Move's coming 2nd IF the 2nd hive is going to be up FAST. One of the scariest ones for marines is NO chambers first, go straight to 2nd hive.
You'd be surprised how that can throw many comms off, because they're assuming that extra 42 rez gap, which is a long time at game start.
You'd be surprised how that can throw many comms off, because they're assuming that extra 42 rez gap, which is a long time at game start. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I just gotta try that.
Oh, and StoatBringer, there are marines(like me that look REAL hard and sometimes see you, or simply shoot around(edit: blood splatches) where the sound came from(unrelated: parasite is oddly loud, can be heard from really far away).
Spawn, gorge. 2 res nodes, hive, 3 d, 3 m... I'll need to try that.
In 1.1 Oc's will heal themselves I belive in an attempt to make Mc's more viable to an every-game situation.
Lerk without adren really suckz hard, so you can´t fly and bite enough without landing for getting your adrenaline loaded up again.